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Messages - DennyTom

Pages: 1 ... 8 9 [10] 11 12 ... 53
136
DF Dwarf Mode Discussion / Re: oh no....Oh No!.....OH N-Wait a minute
« on: February 07, 2010, 10:08:25 am »
Once I accidentally dumped a brook right in my dining hall. Almost everyone was unable to escape due to my poor fort design and dangerous terrain. The miner was first one to go as he was trapped in the lowest level and was not fast enough to carve himself stairs up.
If I remember correctly only mason and bookkeeper and lots of dogs managed to get out through prepared canal for dumping the excess water back in the brook. I ordered them to build some workshops in almost empty river bed (is brook bed proper english?). The two guys survived over an year in the brook. When I realised I could save them by tearing down the workshops and building a staircase, it already was not possible due to dangerous terrain.

It was very funny. I had a quite functional mini fort completely closed from outer world and two guys surviving in a brook unable to get out. The elven, human and dwarf caravan came a left, walking right above heads of my two brook guys. Then the water finally reached the top levels and dwarves were drowning. Only two survivors were throwing tantrums, killing dogs and fishes, filling the brook with blood. And then a Baron came. I gave him some time to lure immigrants. The fort was ended with the death of Baron - he was killed by wolf when hunting for vermin.

137
DF Gameplay Questions / Re: two tiles wide walls? why?
« on: February 07, 2010, 09:45:28 am »
To my knowledge, the engravings only affect one side of wall (there is a discussion in mythbusters thread). Therefore doubled engraved walls will boost value of both rooms.

And of course you can't engrave built walls...so....

OH! I read it wrong - I thought he is working with natural walls.

138
DF Gameplay Questions / Re: two tiles wide walls? why?
« on: February 07, 2010, 06:54:31 am »
To my knowledge, the engravings only affect one side of wall (there is a discussion in mythbusters thread). Therefore doubled engraved walls will boost value of both rooms.

139
DF Gameplay Questions / Re: Burn the world!
« on: February 07, 2010, 06:33:14 am »
You do not really need to flood whole map - the fire will take care of every living thing.

Hm ... I wonder - if you came in adventure mode and pull the lever - will you burn (not flood) the whole world?

140
You could make it like a drop down menu like this.

armor^
weapon V
-axe^
-spear^
-hammer^
-club^
-swords V
--iron swords^
--bronze swords V
---bronze sword   $x xdam
---bronze sword   $x xdam
---bronze sword   $x xdam
stuff^
other things^

Yeah - that is what I meant by "tree-like structure"

141
That is great, have fun and let us try prototypes!

I am no big programmer, but I am still wondering - you said you'll have to update Equipment and Shp whem you make new items. How is your shop system designed? If it your item list was based on simple tree stuctured database, then your shop could read it and would not have to be updated every time you add a new item. Not so sure about the equipement system though.

142
DF Suggestions / Re: Evolving workshops
« on: February 03, 2010, 04:36:32 am »
...?  Skill massively improves the quality of output, also.

Sorry, my bad

143
Creative Projects / Re: Dunc's Algomusic
« on: February 03, 2010, 04:34:51 am »
... I expect a rapist mustache to appear any minute...

Try "Rapist Mustache" - it is not perfect, but has apropriate atmosphere

144
DF Suggestions / Re: Evolving workshops
« on: February 02, 2010, 10:00:07 am »
While I'm all for more tools and uses for them, this idea, unless handled well, turns into generic RTS techtree stuff which just isn't realistic and fitting.

Fitting? Fitting what?

Treetech stuff actually is far more realistic than system DF currently uses. If I should use the example of kitchen, than better tools allow you to make better and more interesting dishes. Yes, you can make bread without a bakery but only a few types and it is harder to make them well. Realistically this is not the only factor - a good cook in a bad kitchen will make better food than a bad cook in a good kitchen. However a good cook in a good kitchen...
Since in DF skill only affects the time needed to complete a task this idea could bring at least a bit of a realism to the gameplay.

145
DF General Discussion / Re: Dragon Age dwarves
« on: February 02, 2010, 09:52:00 am »
I love the style of Dragon Age dwarves. They look a little like Warhammer dwarves but more civil and less punk. Their architecture has great theme. It look pretty futuristic but uses big sculptures and really has underground atmosphere. It kinda reminds me how some crystals break.

And their fear of falling in the sky is so funny and a brilliant idea.

146
Procedurally generated meta-game! Before you start the game you do not know if it will be RTS or top-down shooter (or on rare ocasions Tetris), theme (SF, WWII, Fantasy, etc), story, maps, music, everything randomely chosen or procedurally generated. Ha!

At the sub-discusion on Zombland - I acgree with JoshuaFM - finally a game with zombies that covers "rise of the hero". Sadly it needs much work to be really great.

147
Creative Projects / Re: +The Engravers Guild+
« on: February 01, 2010, 03:46:09 pm »

148
Creative Projects / Re: Dunc's Algomusic
« on: February 01, 2010, 03:16:22 pm »
This is really great!

However almost everything this thing produces has some dark atmosphere in it. I love the "Carp". I can almost see Urist McFisher running in fear.

149
Creative Projects / Re: +The Engravers Guild+
« on: February 01, 2010, 01:46:34 pm »
@Hawkfrost Ever played Another World?

150
General Discussion / Re: Mass Effect Syndrome.
« on: January 31, 2010, 06:32:37 pm »
'Leveling Up' after particularly intense happenings, be it a fight, argument, close encounter with the law, et cetera.

This is actually quite cool! I think I will start giving myself exp points for finished tasks.

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