Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - AlanL

Pages: 1 ... 48 49 [50] 51 52 ... 66
736
DF Suggestions / Noble/Worker interactions
« on: June 11, 2008, 04:04:00 pm »
I've seen how unhappy workers will go to a the mayor to be consoled, sometimes yelling at the mayor. Perhaps people's happiness could cause other interactions? For instance, if a worker tantrums for a specific reason related to nobles, he/she might specifically target a noble to go beat up, or go wreck the noble's stuff. Perhaps some workers could yell at any nearby noble just to vent?

Conversely, maybe if people are all happy/ecstatic, they could go out of their way to give nobles compliments? Maybe even throw parties in honor of a certain noble? It would give both the noble and the person who did it a happy thought most likely.

[ June 11, 2008: Message edited by: AlanL ]


737
DF Suggestions / Specific requests.
« on: November 08, 2007, 06:17:00 pm »
An idea: be able to ask for very specific items from the liaison at a cost. Say, you want sweet pods, rather than just generic plants, or acacia logs, rather than just wood. It would be helpful for people making very specific constructions to have the materials they want. Maybe you could pay the merchants up front to go find it for you, and depending on the item the cost and chance of success would vary. Asking for specifically dwarven rum rather than just drinks might be low cost and just about guaranteed to succeed, but asking for a <<Platinum>> would cost a lot and have a good chance of their search turning up empty.

738
DF Suggestions / Re: Civ combat in adventure mode
« on: December 25, 2006, 01:38:00 am »
Cool   :p

739
DF Suggestions / Civ combat in adventure mode
« on: December 24, 2006, 11:58:00 am »
You can take quests to defeat monsters, or sack towns of your own volition, but... what about the player having the option of making themselves available for quests to attack other civilizations? Or, if you could ever get a quest from an evil civ (if you're evil yourself maybe), you could only get quests to sack towns? It would be fun to have an adventurer do this to the point where he can recruit any military unit into his group, i guess i would give him the custom title of "General" then.

740
DF Suggestions / Re: Partially completed tasks shouldn't be 100% canceled
« on: December 24, 2006, 11:50:00 am »
Try suspending then unsuspending the project.

741
DF Suggestions / Re: How to handle addy in next release?
« on: September 13, 2007, 01:14:00 am »
Makes you wonder who's the real demon   :p

742
DF Suggestions / Re: Psychologist profession
« on: August 27, 2007, 10:11:00 pm »
Dwarves have evolved to essentially tough it out, so something like that may be a bit out of place, although it would definitely be useful.

[ August 27, 2007: Message edited by: AlanL ]


743
DF Suggestions / Re: Different tiles for different quality
« on: August 26, 2007, 09:54:00 pm »
It would probably be a good idea to stick to the K.I.S.S. principle as much as reasonable, otherwise it could spiral up to a coding nightmare.

744
DF Suggestions / Re: Non-aggressive hippos
« on: December 17, 2006, 07:41:00 pm »
quote:
Originally posted by Lunt:Okay, so as I was typing this a hippo mangled one of my wood cutters, but still, it took them long enough.[/QB]

Now thats ironic!   :D

If you want to make the hippos meaner, make them more evil in the raws or give them a sight boost.


745
DF Suggestions / Re: Selectable era
« on: August 20, 2007, 04:14:00 pm »
Maybe different races could evolve differently? For instance, humans could evolve to have gunpowder, dwarves to have steamtech, and elves to have magic?

746
DF Suggestions / Re: Progress of Civilizations
« on: December 17, 2006, 11:58:00 am »
I read about arcanum, interesting ideas. Although, until magic is really implimented in DF, I dont see much of a reason to concern myself with it... i could make magic attacks be ranged weapons, but that would be faulty in a- it would require physical ammo, b- a spell would work the same way as a gun

Although it would be interesting to have the mountain civs have tech, the forest ones have magic, and the plains one have a balance of both.

[ December 17, 2006: Message edited by: AlanL ]


747
DF Suggestions / Re: Progress of Civilizations
« on: December 14, 2006, 04:51:00 pm »
Im thinking of making an industrial age mod that replaces bows with guns and makes the swords out of better material (steel equipment) and also some nifty stuff, maybe setting the raw speed really low when doing a fortress, giving the effect of having your guys travel around in steam powered carts rather than on foot, mine with drills rather than picks, produce items in workshops much faster giving the effect of industrial machinery. Then again, ive never messed with speed in the raws before for a fortress, it would be an idea though, but with some strange things if the speed effects EVERYTHING, such as: eating at a multiple speed, i dont think fast food was really around in 1800s, short sleep duration, i dont think dwarves would substitute their booze for coffee, and short breaks.... well actually that is accurate considering most workers of the 1800s got no breaks at all compared to whats enjoyed in the real world today.

[ December 14, 2006: Message edited by: AlanL ]

[ December 14, 2006: Message edited by: AlanL ]


748
DF Suggestions / Re: Progress of Civilizations
« on: December 14, 2006, 12:03:00 am »
Dwarves seem to be at the high end of an iron age.
I guess I would consider elves to be about stone age.

[ December 14, 2006: Message edited by: AlanL ]


749
DF Suggestions / Re: Progress of Civilizations
« on: December 13, 2006, 11:08:00 pm »
In the game, considering the dwarves pride in making stuff, and their ready access to steam, I would think they wouldnt say no to industrialization...... except theyd have to dig tunnels to vent the pollution.   :p

750
DF Suggestions / Progress of Civilizations
« on: December 13, 2006, 07:24:00 pm »
So, i was reading the Future of the Fortress, and saw several cases where the game-worlds time would be advanced on the scale of centuries. Wouldn't it be a bit strange, say if you play a LOT of games on a world, causing 11 centuries worth of advancing events, and people make common use of bronze swords when the game date is 2150? This might be impossible to fix, but its something kind of weird anyway.

Pages: 1 ... 48 49 [50] 51 52 ... 66