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Messages - Dvergar

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166
DF Suggestions / Re: Seperate Masonry and Construction
« on: October 27, 2009, 03:54:17 pm »
I think that part of the problem is that we go right from a chunk of rock the size of a dwarf, or a felled tree, to the finished product. 

Absolutely agree, although in one of the DF talks (early on since I could listen through the whole thing) Tarn Adam's stated something along the lines of "I am hesitant about tying the tiles in DF to a real world number because then everything will have to make sense"  When asked why a tile can fit 1,000 dragons "as long as 999  of them are lying down".

Regardless, we will eventually need some point of reference so that the workshop operations start to make sense.

167
DF Suggestions / Re: Making work more time-consuming
« on: October 23, 2009, 02:00:38 pm »
Instead of quality levels you should need different kinds of tools.  For example for crucible forging (superior to Bloomery forging) you'd need crucibles in your forge.  Unfortunately crucibles are easy to make since they are just clay pots.

I would love for it to be this way, not everybody else does though....  :-[

168
DF Suggestions / Re: Making work more time-consuming
« on: October 22, 2009, 08:26:22 pm »
I don't mean to keep harping on this, but the 2D version's linear progression of materials was better in this respect. You actually had to progress through the game to get access to iron and coal, for example. However, this isn't geologically realistic. A better place to limit it would be manufacturing capability: You can't make anything out of iron until you have, not just a forge, but at least a +Forge+, which means using at least +blocks+ and an +iron anvil+.[1] To work steel or platinum you need a *Forge*.

This is basically what I meant, except it should be just as reliant on the material used as the quality (value-decorations?).

169
DF Suggestions / Re: Route Caching
« on: October 22, 2009, 08:18:25 pm »
*bump* Now that it is in the correct spot does anybody know if route caching is coming up?

170
DF Suggestions / Re: Route Caching
« on: October 21, 2009, 07:56:11 pm »
The thread is supposed to be a question

"Is Route Caching going to be in the next version, any news when its comming?"

The definition was simply so that people who can't figure out "Route Caching" from its title can understand.

Nevertheless, your the boss, I will move it regardless.

EDIT:  Ummmmmm, how do I move the thread?

171
DF Suggestions / Re: Making work more time-consuming
« on: October 21, 2009, 05:04:40 pm »
I like the idea of upkeep and late game things, perhaps a good limiter would be not just how skilled the dwarf doing the job is, but tools they have. It has been suggested that tools be added, but quality and diversity of tools could influence the speed and ability of the dwarfs.

^^^This, tools would be an excellent way to implement a RTS style tech-tree.  Dwarves would come with basic tools made of mostly non-metal.  As the game progresses you make second tier tools with the first tier tools.  Higher level crafting will require more advanced tools, particularly the metal, wood, and stone crafting industries...as a carpender dwarf becomes more skilled he will need better lathes, chisels, saws, whatever...

172
DF Suggestions / Route Caching
« on: October 21, 2009, 02:40:32 pm »
I came up with an original idea for solving DF pathing problems....found out it isn't even close to original....and now I am asking if it will be implemented by Toady.

Route Caching:  Saving pre-calculated routes in the memory so that the dwarves do not have to make up their own route, tile by tile, every single time.  In order to keep the dwarves semi-intellegent, they will use the cached routes only for popular destinations (bed<->workshop; bed<->food; workshop<->food ect.) and will delete the old route when it becomes outdated due to DF's dynamic enviroment and create new ones.

173
DF Gameplay Questions / Re: Ouch ... you ok buddy?
« on: October 21, 2009, 02:17:22 pm »
This must be done for science! ... alas someone else has to carry the torch for this as well, seeing as I will be preoccupied in the real world for 2-3 weeks now. Big art thing to focus on.

Ewwww....Art major, you are a brave man my friend, I am the most artistically challenged person you will ever meet.

Moody dwarfs ignore injury penalties.

We need phycoacive drugs in this game now!!!

174
Nah don't worry Dvergar I didn't take it personally it was just a little pay back for having ago at my spelling ;).

I was talking about the others, they honnestly didn't believe you, and dragged it on several posts....which I am now perpetuating  :)

Anyways...

If the elves discover your fort is non-kosher they will establish an embassy, complete with gawking nobles that sit around draining your food (but not booze) and making demands.  If the nobles become unhappy or are killed, or you simply refuse their demands (demand #1= build embassy) then war is declared, whadyathink.

175
DF Suggestions / Re: Sneaky sugestions.
« on: October 21, 2009, 01:51:42 pm »
When dealing with a melee weapon there should be a base damage bonus, why you ask?  Because of the absolute freedom the attacker enjoys...

...Think some dude raising his cudgel way above his head and striking on a sleeping victim as opposed to duking it out in a street fight.  Given an unlimated ammount of time you can target the blow very precisely (Like a nailhead) and windup as far as possible to achieve as much speed concievable out of the weapon.

176
DF Suggestions / Re: Is that a human or a unicorn?
« on: October 20, 2009, 04:52:46 pm »
Nethack isn't entirely based on a strict classification system is it?

Anyways, i like several of the choices Tarn Adams made, some of them produce some pretty endearing mental images; the rhesus masque is the one off the top of my head.

177
DF Suggestions / Re: Making work more time-consuming
« on: October 20, 2009, 04:47:35 pm »
I agree with most all of this

However I do agree with bringing along 10 tools to set up a mason's shop, and then needing wooden/metal framework for each stone chair...

Dwarven fortress imo should scale back the number of workshops and industries in favor of more complicated industry, heck masonry should be done on site, outside a workshop, and furniture made of solid stone should be immoble unless you have ropes, 2 dwarves, and a mule.

178
DF Suggestions / Re: Sneaky sugestions.
« on: October 20, 2009, 04:39:03 pm »
Were the unaware defender to be given realistic penalties such as 0% defend bonus and 0% dodge/parry chance, and the attacker able increase his base damage the detection better be realistic as well.  It won't be realistic enough for me until only sneak attacks on unconsious or semi-consious foes are successful 

P.S.  This would be rolled for every attack and therefore once the foe goes unconsious the attacker will likely end the battle with a single, targeted blow

179
DF Gameplay Questions / Re: Ouch ... you ok buddy?
« on: October 20, 2009, 04:29:15 pm »
Damn!!!!  I thought water therapy was my idea....although my idea of "therapy" involves dwarves being smashed between a 7/7 wall of water and a granite door with bonecrushing force.

It goes without saying that this therapy is for hopice patients only  ;D

EDIT:  Ha! I remember mentioning my "treatment" in another thread quite a while before this one..... so ha! I was first!  ;D

180
Thank you all very much, for your infomation I happen do has a mild form of Dyslexia which effects my spelling ability, its something to do with word pattern recognition, so I'm sorry if my spelling isn't always perfect, also it didn't prevent me from gaining the masters as I got extra time in the exams as I'm a properly certificated dyslexic.

My god...i was just poking a little fun, did this have to go on and on as much as it did?  I was making a joke but I still believed him, does anybody trust anybody anymore?

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