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Messages - MagicJuggler

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391
DF Dwarf Mode Discussion / Re: Incineration Chambers and Moral Qualms.
« on: October 14, 2008, 12:09:00 pm »
If later versions include prisoner negotiations

Hopefully we can make slaves from the prisoners, or enlisting them as mercenaries would be also awesome.  8)

Personal restraints should be an item and we should have the option of "restrain Goblin" without necessarily tying it to the ground. This way we could carry them around; in conjunction with a catapult that could choose its ammunition, imagine the morale penalty.

"Goblin McScum is sad. He saw his friend get thrown at him by catapult"

392
DF Suggestions / Re: Latching onto stuff.
« on: October 14, 2008, 12:05:00 pm »
Hmm...that almost sounds like a fun idea. What would happen if you attached a restrained goblin to an elephant then told the elephant to run around? I like it!

393
DF Suggestions / Latching onto stuff.
« on: October 14, 2008, 12:00:03 pm »
The whole idea of a winch was a popular thread awhile back, but one doesn't need a winch to grab stuff. The idea here is that some walls and floors should have the property of being grabbable.

The idea is that one could build latchpoints perpendicular to a flat plane (e.g. a floor or wall), building it on either the floor or wall. Such an object could be grabbed onto. Assuming an object were not attached (e.g. a wagon or crate), one could either attempt to lift (by winch), push, or pull through a latch, or attach a mount to a latch for pulling alone...

Feedback?

394
DF Suggestions / Re: Weapon Token universalization+Moar tokens.
« on: October 14, 2008, 11:55:37 am »
Radius and Radius_Hole are mutually exclusive, but Reach+Strength Reach would mean there is a minimum range and that the rest would be determined by the user. E.g. a bow would be capable of shooting 10 by default but for every something x of strength the user had, they could fire it up to an additional tile away...

395
DF Dwarf Mode Discussion / Re: Incineration Chambers and Moral Qualms.
« on: October 14, 2008, 11:49:31 am »
It is just a game. If later versions include prisoner negotiations, then perhaps sparing them would be fair then.

396
DF Suggestions / Re: Crop Raiders
« on: October 14, 2008, 11:48:10 am »
Nah...we just need to surround the farms with enough animal traps that we can begin farming bunny-meat for ourselves.  :P

397
DF Dwarf Mode Discussion / Re: Going into religion
« on: October 14, 2008, 11:45:34 am »
You've got me inspired to build some hammer&sickle statues in the front of my Dwarven fortresses entrance now...way to go. :P

398
DF Suggestions / Weapon Token universalization+Moar tokens.
« on: October 14, 2008, 11:39:53 am »
My suggestion is that weapons shouldn't be their own distinct entity of item, but that an item should be capable of having weapon-attack tags on them. E.g. suppose I wanted to bash my opponent in by chucking barrels at him. We would add a tag to barrel called [Weapon_Attack] and input the rest of the parameters as normal. Additionally, some weapons should be capable of multiple attack types...e.g. a Halberd should be usable for bashing, slashing, stabbing, etc. Additionally, more tokens would be awesome: Examples include.

[Min_Skill]: The minimum required skill level to be able to use this attack. Can represent more advanced moves opening up to skilled fighters.
[Max_Skill]: The maximum required skill level before this attack is disabled. Represents unlearning bad moves/upgrading to better ones.
[Reach:x]: The range of the weapon in tiles. Range 0 represents the attack hitting the user. Range 1 would be a standard attack. Range 2 or 3 would represent extended weapons like pikes/whips. Greater than that would be marksman weapons.
[StrengthReach:x]: A form of reach where the maximum range is the strength of the user, multiplied by x.
[Radius:x]: An attack of this kind will hit everything within x tiles of the attack point.
[Radius_Hole: x] Like Radius, except the tile of attack is not affected.
[Cone:x]: Attacks will spread forth in a cone of the angle specified (will make rough approximates for tiles).
[line]: Attack hits in a line until it hits a wall.
[link]: A second damage type is added to the weapon. E.g. for poisoned blades.

Suggestions?

399
DF Suggestions / Of walls, bridges, roads and floors.
« on: October 14, 2008, 11:22:57 am »
Hello everyone. I always found the use of roads/bridges/etc. internally inconsistent and believe they should all be merged into a single item called "Construction"

A construction would be rotatable in 45-degree intervals along the x-y-z planes, so one could have either floors, walls, or ramps. Additionally, one would be capable of selecting the thickness of the construction. Thinner walls/floors would be less durable/capable of supporting weight, yet they would be faster to build and cost less material overall. The drawbridge/retracting should eventually be phased out assuming conveyor-belts and the ability to attach floor/wall components to axles.

However, there is an area I see a problem with:
How do we determine floor thickness? Isn't a thick floor essentially a wall? What would happen if we have a wall for a drawbridge and we lower it and there is no place for it to properly fall? I'm thinking a collision check would be needed to determine what happens; either part of the bridge is destroyed, or the ground below is displaced, generating dust. Tile-based collision checking would also make it possible to create bridges that would only break at the point where a Bronze Colossus was, and not across the entire bridge...

Suggestions?

400
DF Suggestions / Re: Limit pets and owned items to 1 per type
« on: October 14, 2008, 11:13:06 am »
I would like to see cats owned by the same person randomly fight each other, or an idle break job called "play with pet(s)". Also, cats should be capable of eating vermin outright.

401
DF General Discussion / Re: 2,5D Dwarf Fortress with 16bit Sprites?
« on: October 14, 2008, 11:09:01 am »
By the way, I've created a topic a while ago about the Presentation Arc:
http://www.bay12games.com/forum/index.php?topic=21099.0

It's a quite long topic, but lot of good infos/chit-chat about the topic can be found in it.

Also take a look at this screenshot, and tell me that the isometric system wouldn't work in DF. [Keep in mind, I prefer the 2d top-down gfx system, this image is just an example.]



Just because you created a single example of a map where an isometric display works fine doesn't mean it always will.

That's an extraordinarily simple map. Of course it works.

For instance, take those mountainous-looking tiles. Make a 3x3 ring of them, with a hole in the middle. Congratulations, the mountains are now occluding that middle tile and rotation won't help you.

The more complicated the map is, the worse the issue becomes.

Um...Gflex, for awhile I've been mentioning how we would still be capable of stripping away levels to view stuff (e.g. Xcom); another option could be to do like Age of Empires 2 did and have outlines of stuff occluded by walls/trees/etc.

402
DF Suggestions / Re: Chunks, Chunks, marvalous Chunks!
« on: October 13, 2008, 09:51:25 pm »
And then we would have an enterprising Cut-me-own-throat Dwarf selling Sausage-inna-bun.

403
DF Dwarf Mode Discussion / Re: Obsidian Skyscrapers 101...
« on: October 13, 2008, 07:03:53 pm »
I have the system set up to work just fine. I have 3 screw pumps, one magma one for each level and a water one for the top. All are copper. The magma ones are manually operated (due to lack of bauxite mechanisms), and the water one is hydropowered. Since a pump raises magma to its level, this means we could confidently fill up one floor before moving to the next one. We obsidian that floor, then go to the next.

404
DF Suggestions / Re: Auto-complete designations and constructions
« on: October 13, 2008, 05:57:04 pm »
A debug mode would also be nice for setting up adventurer maps for competitions, allowing one to build all sorts of complex dungeons without having to worry about exterior constraints.

405
DF Dwarf Mode Discussion / Re: Obsidian Skyscrapers 101...
« on: October 13, 2008, 05:46:48 pm »
Excellent. This means I can have smoothed/engraved tiles with floors built on top of them, without the penalty of cave adaptation. Later constructions once my core design is up will allow me to build the obsidian mold easily.

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