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Messages - MagicJuggler

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376
DF Suggestions / Re: Of walls, bridges, roads and floors.
« on: October 14, 2008, 05:11:04 pm »
I believe this could only work properly WHEN the cave-in system is properly implemented. So long as the force of other floor and wall tiles holding up the material is greater than that of the force of the earth on the tile, then it will not collapse. This would make the weight and strength of objects matter of course. Of course, I've already mentioned a desire for vehicle design and buoyancy based on object weight, but a realistic support system will be nice when Toady finally does it.

377
DF Suggestions / Re: Latching onto stuff.
« on: October 14, 2008, 04:41:54 pm »
Decide which body part to attach to the rope hm? We could draw and quarter subjects! I like it!

378
DF Suggestions / Re: Of walls, bridges, roads and floors.
« on: October 14, 2008, 04:09:04 pm »
Same. This is why I am interested in seeing a universal system for rotation as opposed to having drawbridges, as well as conveyor belts as opposed to retractable bridges, and why I would like to have variable-thickness walls as opposed to floors, bridges, and roads. The user-defined room would mean multi z-level rooms as well (which admittedly I would find useful for making truly splendid dining halls or large prison blocks) if rooms were to rotate alongside an axle. Naturally, I would like to see rotating axles, gear belts, resizable gears, and for gears to in the oppsite direction of neighboring gears. (as well as gearjams if you built a triangle of 3 2x2 gears.)

379
DF Suggestions / Re: Flexible workshops & room definition
« on: October 14, 2008, 03:57:28 pm »
That makes good sense. Forges upgrade to their magma forms...I like.

380
DF Suggestions / Re: Controversial Idea: Miniaturization!
« on: October 14, 2008, 03:55:05 pm »
I seriously doubt such an idea would be feasible, which is why I put controversial idea; unless damage was less hardcoded and more contingent on collisions, in which case one could simply define the melee functions as swinging or thrusting, with the assorted stuff such as points determining damage-type...meh.

381
DF Suggestions / Re: Flexible workshops & room definition
« on: October 14, 2008, 03:52:55 pm »
I agree whole-heartedly. However, a potential hurdle could be setting up a room-defined magma furnace/workshop, in the current version, any tile except the center tile may be used, but in a later version, perhaps one should be required to build the furnace directly over the burning magma?

382
DF Suggestions / Controversial Idea: Miniaturization!
« on: October 14, 2008, 03:50:32 pm »
Hello everyone. Today, I have my most controversial suggestion yet! Miniaturized technology!

One of the biggest signs of how advanced technology is may be just how small it is. Computers used to be very big objects, but nowadays can fit in the palm of your hand or eventually inside your heart. Gonnes used to be huge cannon-like apparatuses that required setting up and using properly, but are now as easy to carry as anything else.

The suggestion I propose is that supposing a person designs something really awesome, such as a giant mechanical hand, or belt-fed cannon, that one should be capable of taking the design and attempting to "miniaturize" it, in essence making it fit for even a Dwarf. Would there be any possibility of making something like this technically feasible?

383
DF Suggestions / Re: Of walls, bridges, roads and floors.
« on: October 14, 2008, 03:41:38 pm »
I agree with flexible buildings as the current system involves too much hauling around for its own good. A system where one could define a room as containing internal stockpiles, and accessories to make stuff would work better. E.g. the Workshop still needs the Anvil and Block, but you would be free to put them wherever. This would make rotating a lot easier.

As for gradients...reason I stuck with 45* is it's...relatively simpler I guess. 8-way movement and whatnot. I guess in the case of ramps, the angle could be calculated as 45*/thickness or something like that. So a wagon ramp would generally have to be 2 tiles wide.

Part of why I would like these elaborate multi-tile contraptions is because of the interest in building awesome machines. I guess I bought more into the big toy school of gaming than the socioeconomic school of gaming, and figure that with the right set of gears/levers/etc. one should be capable of building grabbing claws and siege drills and war-wagons with crossbow-trap-on-conveyor-belt mechanics...

384
DF Suggestions / Re: Latching onto stuff.
« on: October 14, 2008, 03:35:22 pm »
It's a possibility. We set restraint points along the chain where prisoners can be attached. Such a system would be a colorful alternative aside from cages for transporting POWs.

Other uses for latches:
-Suppose Enhance Strength were a magic potion and we had a trained Eagle. Feed it Strength potions and attach ropes to it from which Dwarves could rappel down (Special Forces Dwarves).
-Ziplines (a latch point on a pulley, attached to a long-stretching rope). Need your Dwarves to respond rapidly to attacks?

Let's get creative here folks. :)

385
DF Dwarf Mode Discussion / Re: Obsidian Skyscrapers 101...
« on: October 14, 2008, 02:20:38 pm »
Constructions such as floors and walls won't be destroyed, even if not magma-proof. Doors will, but that's another story.

386
DF Suggestions / Re: Weapon Token universalization+Moar tokens.
« on: October 14, 2008, 01:24:34 pm »
Hmm, a tag [Skill reqs] that would require combinations of skills/attributes to unlock a move maybe...

387
DF Dwarf Mode Discussion / Re: Obsidian Skyscrapers 101...
« on: October 14, 2008, 01:22:35 pm »
I am going to mine out the interior first, but not the staircases, that we don't run the risk of accidentally flooding the interior. The scaffold has some extensions along the side to support stairs as well (to make removing stuff from the interior easier, as well as to create a protected tunnel into the obsidian block.) I pull one switch to activate the magma pump, and another for the hydropump. When level one is done, I dismantle the lower scaffold, dig out the interior, and build the upwards scaffold. I figure by using 2n screwpumps, I can repeat this construction method for a good bit, even using the mined out obsidian to help support increasingly larger scaffolds.

388
DF Suggestions / Re: Of walls, bridges, roads and floors.
« on: October 14, 2008, 01:12:26 pm »
In the case of ramps, I always found it silly that a ramp works in all directions. I'm thinking what should be done later on is a ramp should in addition to the up and down triangles also have arrows indicating which way the ramp points to. A hollow ramp would essentially be a 45* floor...or we could cop-out and say all ramps are just ramps and have no earth underneath.

Another issue would be getting all base buildings to be made rotatable as well, or revolvable. The big issue in several cases would be what if we put a forge on a tilted area? I guess we could add "orientation" as a radian value for x-y-z to buildings but that could eat up unneeded processor power...or we could only make orientation an issue whenever the rotation actually comes into play...

I would like to see the Dwarven atom-smasher fixed of course, and figure that it would make more sense for parts of the bridge to get destroyed rather than the entire thing when trying to smash a Colossus...

389
DF Suggestions / Re: Weapon Token universalization+Moar tokens.
« on: October 14, 2008, 01:09:57 pm »
Here's an example; a Halberd that can either stab with its spear-end, slash with its axe-end, or perform a deadly spin attack once its user reaches Legendary skill.

[ITEM:ITEM_WEAPON_Halberd]
[NAME:halberd:halberds]
[WEAPON_ATTACK]
[ATTACK_NAME: Thrust Spearhead]
[RANGE: 2]
[DAMAGE:100:PIERCE]
[WEIGHT:40]
[SKILL:SPEAR]
[CRIT_BOOST:2]
[TWO_HANDED:5]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:3]
[WEAPON_ATTACK]
[ATTACK_NAME: Swing Axe-head]
[MIN_SKILL: Novice]
[MAX_SKILL: Legendary]
[Range: 2]
[DAMAGE:110:Cutting]
[WEIGHT:40]
[SKILL:AXE]
[CRIT_BOOST:0]
[TWO_HANDED:5]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:3]
[WEAPON_ATTACK]
[ATTACK_NAME: Spin Attack]
[MIN_SKILL: Legendary]
[Range: 2][Radius_Hole]
[DAMAGE:110:Cutting]
[WEIGHT:40]
[SKILL:AXE]
[CRIT_BOOST:2]
[TWO_HANDED:5]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:3]

390
DF Dwarf Mode Discussion / Re: Goblins that seem to give up
« on: October 14, 2008, 12:10:51 pm »
"Know what? Fuck you, dwarves. We're going into banking."

They wised up and decided to leave you alone.

Harry Potter was far easier prey, and Gringotts would become prosperous. It was a good day to be a Goblin.

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