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Messages - profit

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1141
DF Suggestions / h
« on: February 09, 2009, 07:12:04 pm »
Stuff..

What if the chance to fail was only checked if the item made was of the lowest quality.  So.. if you had a dwarf with a bit of skill it would NEVER happen.

That was my idea ages ago because I too thought a legendary carpenter turning a log into splinters trying to make a chair was kinda wrong.  Only rank noobies could create failures, so basically this is just for flavor and not for any real change to the fortress as most people have legendary crafters doing all their work after the first couple years.

As for the bridge failure scenario, although in my version of this i never envisioned it would cause buildings to fail.. What if the failures could only happen at the moment of completion... so if you had a noob building a bridge, when he finished it, it would do its quality check and if it failed it would collapse that instant, killing no one because no one could have walked onto the bridge yet.

Still dont know why this topic gets people so hot under the collar,  I fail to see how it would really affect gameplay one way or the other unless failures were massively extended to include when the item was being used or if all skill levels could somehow fail.

I see this as a realism enhancement that is just barely noticeable enough to add... I mean... a few lost stones training a stonecutter.... a couple extra piles of woodchips training a carpenter maybe...  30 seconds longer to get a piece of plate armor.

3 years into a fortress life... Where you have your workshops set to use skilled labor this would have the effect of..... 

ZILCH, NADDA, NOTHING.

Yeah.. real exciting change and certainly warranted so much discussion.

 




1142
DF Suggestions / Re: Workshops act as stockpiles for raw material
« on: February 09, 2009, 06:59:19 pm »
You know.. this is not such a bad idea.

The only real problem is every one of my workshops would need to be customized to accept only certain things...

But a carpenters workshop with 20 logs in it behind a locked door would be an aesthetically pleasing method of having a reserve of wood.

A engineering workshop stocked with 20 bauxite or adamantine would be great for making magma proof mechanisms.

A dyers workshop packed with blue dye just waiting cloth to be dyed...

Just as long as default workshop behavior was the current model, this would really be a good addition.

1143
DF Suggestions / Re: Blueprints/Building Plans
« on: February 09, 2009, 06:49:16 pm »
I use AHK for this.  I Just make sure the blocks I want to use are on top of the list and press the key for the template I want to use, I still have to wait for the level to finish and I still have to designate the corner tiles first but Its entertaining watching a massive area take shape with a single keystroke.

1144
DF Suggestions / Re: Track-a-stack at the side of the screen
« on: February 09, 2009, 06:45:41 pm »
While the idea is good, you can also do as I did and make special 10x10 stockpiles that my haulers brought material to, when one was full I knew I could add more to my greenhouse. 

Add bins for hauling efficiency if you like.



1145
DF Suggestions / Re: Dwarves can fail
« on: February 09, 2009, 06:11:22 pm »
Just a reminder to all who are complaining that this will affect late game when immigrants arrive....

You do know there are min and max levels you can set on the workshops right?

You can set dabbler to high master to make cut green glass gems and then use a workshop who only accepts legendary crafters make your blue diamonds..

I used gems in this example but its kinda a bad example because I discovered gems have no quality modifiers... oddly...

1146
DF Suggestions / Re: Dwarves can fail
« on: February 08, 2009, 07:42:52 pm »
"Great ideas often meet strong opposition from mediocre minds"

Not saying this idea is great, but It would barely affect a fortress..  RNG Fail could only realistically happen at very low skill levels.   And I have never heard of a fortress that balanced on a single block of stone.  I know it could happen... just have never seen it happen.

Anyhow here was my version of it from a couple months ago.... Still think it was a decent way to implement it.. But I had far better ideas that have been lost in the suggestion pile..

Just a realism addition:

If an item created is the lowest quality there should be a 75% chance of a failure.

*this only affects the LOWEST QUALITY LEVEL ONLY, so most craftdwarfs after getting a little skill, this will no longer really affect.

If a failure occurs NO item is crafted.

If it occurs on the forge, The Metal is returned, fuel is not.

If it occurs using carpentry, Sawdust is made, only able to be made into ash or charcoal.

If it occurs using masonary, The rock is destroyed.

If it occurs with the kitchen, The Food is turned into a substandard food item.

A lower chance of it happening but if it occurs while gem cutting, the raw gem  is destroyed or turned into some substandard cut gem *better practice with raw green glass =p

If any craft fails, the task remains and the crafter will probably try it again. So.. if you queue 10 rock coffins, you will still get 10 rock coffins just it may take a little longer until your crafter gains some experience.

I expect this to actually change the game very little as most of the low value items are just fluff anyhow.  Just adds realism and kinda encourages higher skill sets even more.



1147
DF Modding / Re: Community Mods and utilities list.
« on: February 08, 2009, 05:58:26 pm »
Should be also here, even i promote myself :) :

http://www.bay12games.com/forum/index.php?topic=30214.0

Even the best chains need to advertise. 

=)

1148
DF Modding / Re: Community Mods and utilities list.
« on: February 08, 2009, 12:20:53 pm »
Hi.

What about Lifevis (http://code.google.com/p/dwarvis/) and DwarfHeightmap (http://www.bay12games.com/forum/index.php?topic=22342.0) ?
Those certainly are utilities.

Cheers
popotam

And I think they are utilities that would be good to add to the list =)

1149
DF Modding / Re: Community Mods and utilities list.
« on: February 06, 2009, 11:16:24 pm »
Yay, we now have a sticky =)

Also added a new mod, make sure to keep them coming and mention any I miss.

1150
DF Suggestions / Re: Dwarves can fail
« on: February 03, 2009, 08:18:11 pm »
On a similar idea: I think that adventurers, moving quickly near a drop, have a small but real chance of "slipping". Same thing with some Fortress Mode units. That'll teach ya to build 1-tile ledges over pits of lava!

I feel this would add some more drama to exploring dangerous places- you have to walk carefully up on those gantries!- and who's to say that dying because you tried to run along a 2-foot wide precipice over a bottomless pit is any less "fair" than dying due to being ambushed by 50 wolves?
Bull.  Shit.  No.  Why?  That's just stupid.  A random chance that you will slip?  That's even worse than job failure.  There would be nothing you could do to stop it or reduce it.  Might as well be a random chance of falling down.  I mean, what if you couldn't, hypothetically speaking, build something to protect the dwarves from falling?

I already use walls as guardrails for my bridges and such, so there are ways around this... but.... You are right, it's kinda silly for dwarves to fall into lava at random.

As for the Original Post.

You know I posted the exact same idea a long time ago and everyone was afraid of it... they cannot bear the thought of making someone moderately skilled to eliminate failures so the idea was doomed... They actually reacted almost violently to the idea... but.... doomed or not I still posted it first =p 

http://www.bay12games.com/forum/index.php?topic=27596.0

1151
DF Modding / Re: Community Mods and utilities list.
« on: February 03, 2009, 10:51:37 am »
Ahh well...

1152
DF Modding / Re: Community Mods and utilities list.
« on: February 01, 2009, 04:18:58 pm »
Yes it certainly would help if it was stickied.


1153
DF Modding / Re: Community Mods and utilities list.
« on: January 27, 2009, 09:51:56 am »
Your masterful spriting deser'es it.

Hehehe =)
It is a nice graphics set.

1154
DF Modding / Re: Community Mods and utilities list.
« on: January 25, 2009, 06:19:52 am »
Any new mods anyone wants to add to the list?

1155
Ahh interesting, did not even know they could get through solid obsidian.  Actually come to think of it, I have seen them flicker on the screen for 1 frame before disappearing but had not caught them yet in the lava masters room.

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