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Messages - Sean Mirrsen

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14836
DF Suggestions / Re: Dwarf Fortress MMO???
« on: May 20, 2008, 01:45:00 pm »
I, for one, would love to play an MMO set in DF's universe. By that I mean an MMO that has DF's underlying RPG, combat, damage, and continuity rules and systems. While I agree that getting continuously killed isn't exactly fun, but here's the twist - unless you go one on one against an opponent three sizes larger and an order of magnitude better equipped, you have a chance to kill him. A chance, however slim, of just smacking him in the head with a dagger and ripping both his eyes out. It would also (finally) be a game where your actual skills that you actually practice are worth as much as the cool junk you have brought from the goblin citadel.
Now, of course, with such a great shift away from the importance of powerleveling and to the general disposability of characters, something new would have to be devised that would drive the players. For example, how about a quest for global domination? Within a limitless system, one player (or a group of players) could potentially just amass so much power that they rule everything. At that point, the game's other system would kick in. Every week from then on, a poll would be run - keep the world or make a new one. Each vote would have to be confirmed by a sacrifice - of yourself, no less. A "one character per account" rule would probably have to be enforced though...

Anyway, there are a lot of cool ideas that could be crammed into the concept, but really, development of anything of the kind would take so long DF would reach 2.0 by then...


14837
DF Suggestions / [modding/balance] Material class tags
« on: January 31, 2008, 03:05:00 pm »
This is a modding suggestion that creeps into the balancing realm a bit.

Right now, there's a lot of confusion with weapons being made according to some ambiguous tags in the weapon def and the entity they're assigned to. Maybe allow some more "diversification" with the materials?

This would allow making entity-specific material type and class lists, as well as items restricted to certain materials.

The tags for entities and items would work the same way environment tags work for stones. They would come in several flavors, I guess like [MAT_GLOSS],[MAT_CLASS],and  [MAT_SPEC], accepting a matgloss, a specific tag, or a specific material name. This would, for modding purposes, have to be coupled with adding some tags to the materials themselves - [COMMON] for usual materials that all races have access to, and [EXOTIC] for those that are common, but out of the reach of less advanced races.

This setup would allow making race-specific materials, augmenting specific trades later on - like only the dwarves being able to work adamantium, only the elves being able to make a hard material out of wood (via a special reaction, probably in the smelter. The filter must work in such a way that reactions resulting in the material being created are not available to races that do not use it), and some such stuff.


14838
DF Suggestions / Re: Bronze > Iron again?
« on: November 23, 2007, 03:12:00 pm »
In case of bronze, no matter how you hammer it, you will get the same material as long as you're using the right material combination. In case of iron, differently worked iron gains different properties. So, let's say a novice metalworker makes a bronze sword, and an iron sword. Since it is impossible (or, rather, improbable) to alter the bronze alloy through forging, the first item qualities will rely on the softness and tensile strength of the bronze, yielding a very nice sword. But iron forged by unskilled hands will remain iron, and can possibly gain worse qualities, so a low quality iron sword will be worse than a low quality bronze sword. However, when forged by a master smith, iron can gain an enormous amount of strength through forging, while bronze will not go beyond its initial properties, and a well-crafted iron sword will be on par, or better than a well-crafted bronze sword.

Quality modifiers are hardcoded, but as we're in Suggestions, it seems right to suggest something like that to be added to the raws.

[ November 23, 2007: Message edited by: Sean Mirrsen ]


14839
DF Suggestions / Re: Bronze > Iron again?
« on: November 23, 2007, 11:54:00 am »
Can I be the voice of common sense here? Let's pretend we're discussing it all to put it into a game, because if we could do that, it would be much simpler.

In this game, to make iron, you need: a smelter/magma smelter, and a piece of one of the three widely available ores.

To make bronze, you need the same smelter, and pieces of both tin and copper ores, that you have to find in the same area. You do get two bars for that, but the required ores are usually harder to find, and you need them both.

As such, taking into account the higher difficulty of bronze making, and the fact that there is at least SOME evidence that bronze may be stronger than iron, I think it should be made so. Bronze can be initially better, but get less advanced with increasing item quality than iron, because iron can be made into a material almost resembling steel with proper crafting, while bronze is always bronze, and only additional materials in its alloying alter its quality. Then, a masterwork iron item will be better than a masterwork bronze one, keeping the generally known progression of copper->bronze->iron, but slightly breaking it with lower quality items.


14840
DF Suggestions / Re: Leaded crystal glass
« on: December 11, 2007, 03:15:00 am »
The thing about Rock crystal, Bauxite, and pretty much everything else that's missing is this: as Toady stated, the worldgen has a large preference for metal-bearing minerals (due to some user feedback), and thus tends to overrule the spawn rates set in the raws when allocating the minerals. To the point where ANY metal ore will COMPLETELY overwrite any non-metal-bearing mineral in any given stone layer. So, magnetite will overwrite any bauxite and any other non-ore mineral set to spawn as clusters. It's the reason why it's so widespread - while technically it shouldn't be. This is a bug, and a large one at that, but until Toady thinks up a way to remove it without completely removing the relevant minerals (for magnetite, shouldn't removing its METAL tag and just adding it to reactions make a temporary fix?), we're stuck using mods - like mine. I'll see what can be done about magnetite, and add it to my mod, so that people don't have to go too far to look for it.    :)

Edit: Hm, read about the magnetite on the wiki. Yeah, it seems pretty widespread. And placed correctly. BUT!!! It also seems to be present in SAND, of all things! So, if I succeed in nerfing magnetite that way, maybe I could rebuff it by adding small occurences of it into sand? I'll see if the raws are flexible enough to allow clusters of soil within soil...

[ December 11, 2007: Message edited by: Sean Mirrsen ]

Well, guess not. Magnetite remains over-intrusive even if its iron-producing capabilities are only mentioned in reactions.

I'll try an earlier version though, maybe reveal can *reveal* some insights...

[ December 11, 2007: Message edited by: Sean Mirrsen ]


14841
DF Suggestions / Re: Leaded crystal glass
« on: December 10, 2007, 03:49:00 pm »
They aren't altogether plenty, but Gabbro layers have probably the most chance to have them appear. Gabbro and probably Diorite, because they have no metal-producing inclusions of small cluster type.

14842
DF Suggestions / Re: Leaded crystal glass
« on: December 10, 2007, 01:40:00 pm »
If finding rock crystal is such a large problem, why are people ignoring my work on the Diamonds and Crystals mod?

14843
DF Suggestions / Re: Integrating Combat-Flying and Gravity.
« on: May 21, 2008, 02:43:00 pm »
A crossbow bolt fired in average line of sight range would always remain on one level - just not enough distance to need an arc to hit. A ballista arrow would probably be similar. A catapult shot, however, would fly upwards quite a bit.

I think that the game can afford basic parabolic calculations without air resistance factored (air doesn't have mass, density or viscosity in DF universe), that are then just drawn into the tilespace.


14844
DF Suggestions / Re: Gem Armor
« on: May 16, 2008, 01:27:00 pm »
A diamond arrowhead would indeed shatter in most cases, but if my mind remembers correctly, it's possible to have a crystal oriented in such a way that it resists blunt force in full. It is simplest to orient an arrowhead this way, contrary to a sword, as it is intended to always hit a target in the same fashion.

And it's possible to have a diamond sword in modded DF. Specifically, a diamond-encrusted wooden shortsword. It's also possible to have a solid diamond sword, but that's a rare case of the MA+ mod.


14845
DF Suggestions / Re: Gem Armor
« on: May 16, 2008, 11:45:00 am »
Diamond arrowheads.

14846
DF Suggestions / Re: Beekeeper + mead
« on: May 18, 2008, 12:08:00 pm »
I support the idea. With PICS!!!

 

Also, I first read the thread title as "Beerkeeper"...


14847
DF Suggestions / Re: Specific Stone for Mason Tasks
« on: January 28, 2008, 10:20:00 am »
There's the manual stone selection hack...

And then there are the usual custom stockpiles next to workshops.

But yeah, we need some better way to make something out of a specific stone, while keeping the option of just telling "go make stone mugs". It frustrates me to no end, when an example of a complete-control system, the Jeweler's shop, does not allow to simply say "cut any available gems" or "encrust furniture with any available gem".


14848
DF Suggestions / Re: Leg-less Marksdwarf Sharpshooters
« on: January 28, 2008, 12:31:00 pm »
They would have some serious problems reloading the crossbow without legs...  Well, unless they've got twenty ranks in strength and 15-some in marksmanship...

14849
DF Suggestions / Re: Continents
« on: January 28, 2008, 10:55:00 am »
Nope. Any piece of land not connected to any other piece of land is an island. If it sufficiently large, tha game calls it a continent. I had thus far seen one separated continent that went along the map edge (it was actually tucked in a corner), and one full-fledged "continent" the size of a medium mountain range, with several biomes, surrounded by water.

I must have tired out everyone with my "worldgen improvement ideas", but maybe since Toady set up the worldgen to follow a specific pattern, he could add some more patterns, like island conglomerates? Although, no. This will not work until ships and seafaring is in...


14850
DF Suggestions / Re: Continents
« on: January 28, 2008, 05:11:00 am »
I think the game calls any large enough island a continent.

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