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Messages - aepurniet

Pages: [1] 2 3 ... 13
1
DF Suggestions / object picking distance
« on: July 02, 2012, 06:17:18 pm »
when dwarves select objects they dont use full pathfinding, they have an ordered list of objects sorted by distance. something like dx + dy + dz. (maybe squared). i would like to modify this so they can be a*dx + b*dy + c*dz, that way people who have very vertical fortresses can set c high, and force dwarves to work on the same level. you could also do that with y, and force dwarves to favor moving horizontally (if that suits your fort).

it would be a nice entry into d_init.txt

2
DF Suggestions / Re: Religion, Priests, and ideas for implementation.
« on: March 24, 2012, 06:10:06 am »
i like room based. a religious trait would be nice, but this should also play with other traits. 

i also think some dwarves should have gods they dont believe in. (or have been scorned by). seeing that alter would generate an unhappy thought. seeing that alter in a temple of their god would generate a really unhappy thought.  having no religious outlet would generate unhappy thoughts after a while. i dont think the religion mechanics should just be generating happy thoughts, my dwarves are already always ecstatic. there should be some give and take, forcing the player to make some tough decisions, that will make some dwarves happy, and some unhappy.

god preferences should pass from parents to child, like 90%, small chance of conversion to new gods, or other popular gods at the fortress.  there should be a chance for a child to grow up a heretic and proselytize other gods.

successful religious worship temporarily should imbue dwarves with some bonuses from their specific god.

3
DF Suggestions / research through moods
« on: March 24, 2012, 05:54:05 am »
toady says he wont include a research mechanic in the final game. however he has a mechanic to create one-of objects through moods. i think these could be combined and provide a research mechanic, where everything is not available to build at the start. this would add some more rogue'iness to the game by having procedural items being generated. couple this with some procedural elements (ie, metals, stone, plants), and you have a mechanic that can add a lot more personalization to every game. the story of your fortress becomes much richer, as does the prestige of your fortress.

i would also make more moods available. kitchen (once we get a food rewrite), still, and smelter are some new ones that i think would work well. we could have some standard knowledge that dwarves do not know yet (sunberry booze, cakes), and then some procedural knowledge that only is specific to your fortress. the way animal taming is happening now, i think a lack of omniscient knowledge about every reaction and product would work well.

4
DF Suggestions / Re: SUG: Game start/end notes
« on: February 09, 2012, 11:50:27 am »
there's a lower tech solution called pencil and paper. most of the time it's faster too. not trying to be a jerk, but a lot of people do this.

5
DF Dwarf Mode Discussion / Re: I just got a candy FB.
« on: February 07, 2012, 09:46:40 pm »
worst thread ever. its such a tease. just take two seconds, and post the screenshot.

6
DF Suggestions / Re: Happy thoughts from being safe
« on: February 07, 2012, 09:21:20 pm »
an arena or gladiator zone could make it easy to define what is safe. or a room. every one outside of that definition witnessing the event could recieve a happy thought if: all the goblins in the zone die without a dwarf casualty, and no goblin escapes the zone. viola an arena for dwarves to enjoy.

at least you would be responsible for all the dwarf downtime, instead of stupid parties.

7
DF Suggestions / Re: Opinion on adding new animals
« on: February 07, 2012, 01:44:50 pm »
seriously. lions, tigers, cougars, leopards, pumas, jaguars, panthers? (dont know that they are all in). but using KISS, and the old quote

A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
— Antoine de Saint Exupéry

it seems that functionally equivalent entities dont add much flavor (except for text). i would rather toady spend time on systems, rather than these animals, (such as parameterized AI's that can actually exhibit interesting behavior from these animals). of course what i would rather toady do is like an elf insisting dwarves cut less wood. we all know how that turns out...


8
i just got into this game. is recruiting the only way to advance to the superhuman levels you guys seem to have?

http://pinecone.minitroopers.com
Gave you a pair of SPD troopers as well. Return the favor at earliest convenience: http://sepulchridudes.minitroopers.com/
(note: you can only give 2 troopers a day total, and 2 max to any one army)

how do you give troopers? ive just been signing up randoms, but if i could get you one of my actual guys that would be cool. do i just have to start a new army, follow it, and level up?

9
DF Suggestions / Re: DF on Xbox360
« on: February 01, 2012, 11:24:29 am »
can we kill this thread? it will never ever happen. ever. on the 720, the 1080, or the 1440. the irony of me posting is not lost on me.

10
i just got into this game. is recruiting the only way to advance to the superhuman levels you guys seem to have?

http://pinecone.minitroopers.com

11
DF Gameplay Questions / Re: tilesize
« on: January 26, 2012, 06:39:27 am »
just grab a square tileset from the wiki. the default one is not square.

12
That' s a chance of 1 in 65,536 of opening the door bro.

its a lot worse if you count the order in which you flip levers.

13
DF Gameplay Questions / Re: Getting dwarves to unjam doors.
« on: January 26, 2012, 06:25:40 am »
they are most likely forbidden if they came from gobbos. also check 'o'ptions / 'F'orbidden, this wont change the current pile of junk, but will take effect for the next siege.

edit: 'and they are not forbidden' - missed that. disregard.

14
Curses / Re: LCS - Highest Skill
« on: January 26, 2012, 03:06:33 am »
my leader winds up with 200 juice and 17 stealth every game.

15
this could be done by recording the actions within a zone, rather than trying to figure out what the actions are. but it will take some more code to figure out when the next actions can be queued.

ie room is dug out, then smoothed. when does the paste template functionality designate the area for smoothing? obviously after it is dug out, but this will have to be coded. one solution would be to allow floors to be designated for smoothing before they are dug out. right now this is not possible. DF doesnt have a distinction between smoothing walls and floors. a square is marked to be smoothed and whatever is there is smoothed.

also what do you do about quality levels and materials in a template? lets say i only want masterwork pine beds that are decorated with cloth to be queued once the template is pasted. what about if i dont care about what kind of wood it is? what if i demand that the decorated cloth be exceptionally dyed?

unfortunately i dont see an easy way to specify these preferences within this template system.

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