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Messages - aepurniet

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166
DF Suggestions / Re: Stockpiles improvements, filters etc.
« on: May 19, 2010, 09:31:46 pm »
i would also like the ability to change a stockpile active status like a zone.  lets say you have a master stockpile of booze, and you mark it inactive.  immediately every dwarf that has a personal booze stockpile in their room gets theirs filled.  this would essentially be a workaround for the fact that take from stockpile currently is bugged, and when it wasnt you could not have two stockpiles take from one master stockpile.

i really like the original suggestions too, for me improved stockpile management would be a godsend.

167
DF Suggestions / Re: Armor for pets?
« on: April 09, 2010, 04:11:23 pm »
YES!

168
DF Gameplay Questions / Re: Bones and shells in stockpiles
« on: April 01, 2010, 09:45:03 pm »
same problem here.  with body parts permitted it works fine, but i cant separate the shells from the bones.

169
DF Suggestions / Re: Bloat109, DRINK IMPROVEMENTS
« on: March 14, 2010, 08:56:30 pm »
woot.  i hope toady does this and overhauls food instead of implementing that poetry generator.

170
DF Suggestions / Re: Workshops - Take from?
« on: March 09, 2010, 02:35:05 pm »
i think workshop / stockpile management is a hugely ignored area where a little UI work could enable a dramatically awesome elimination of micromanagment.  this could also be used to prevent those little tiny subfortresses where you get your gem dorfs to actually do something useful (besides adding gems to pigtailed socks).

of course with burrows this should become doable albeit with some room for error, a longer UI interaction.

not to hijak but some other ideas (already discussed adnaseum) to smooth out production:

let two stockpiles take from a master one
let me add notes to any item, construction, workshop, or stockpile. (already exists for dwarves)
let me designate constructions without picking out specific items, but let me specify their type
let me designate constructions without picking out specific items, but let me specify their source stockpile.
let stockpiles generate custom jobs (to fill them)
let workshops have a repeat number next to its current job (instead of just repeat forever)

for the last two, maybe the the outpost manager could manager the orders in those situations, to approve job and such.  maybe another noble that would be in charge of general contracting, for the designate construction jobs.

if all of these are implemented (along with the original) mega fortress building should be a snap.  (maybe thats not the point?)

171
i love it.  if theres a not dev item item for it there should be.  with so much procedurally generated stuff it should *hopefully* make it into DF graphics.  doing so wouldnt be terribly difficult, and a very rudimentary version exists now with color masking (why different rocks look different colors depending on their makeup).

PREDICTION: q2 2014.

EDIT:

good luck creating Planepacked in a single tile.
http://www.bay12games.com/forum/index.php?topic=28232.0

172
DF Suggestions / Re: Tricks of the trade
« on: February 22, 2010, 09:38:59 am »
+1 i love this idea.

i think it would mesh really well with the combat teaching coming in the next version.  dwarfs dont have to start with any specific tricks, so a person would have to be a good teacher to for other dwarfs to gain these tricks (or they would work one job for a really long time to gain them).

it would also add more personality to dwarves (who unless they are in positions of power), dont really make their individuality stand out.  (although i did have one mason with like a -1 in excellence, and he had a zero percent chance of making an high quality item, until he got legendary).  a legendary crappy mason.  i was really mad at him till i figured out why he kept putting out such mediocre items.

173
DF Gameplay Questions / Re: possible bug? any one suggest a work around?
« on: February 01, 2010, 01:47:29 am »
that removes up ramps not down ramps.

174
DF Gameplay Questions / possible bug? any one suggest a work around?
« on: February 01, 2010, 12:56:29 am »
blue area is 2 zlevels deep. when it was just one zlevel deep, i floored over the it (the moat, it still had ramps then).  then i dug out another z level  to the moat (by marking the one below it to be ramped out).  after this i was ready to remove the floor and build a bridge there.  but when i removed the floor i saw this monstrosity.  anyway to get rid of these down ramps?  with no matching up ramps on the bottom.

image
Spoiler (click to show/hide)

175
DF Suggestions / Re: Alchemy of sorts
« on: January 30, 2010, 07:25:11 pm »
I'm glad someone decided to necro this thread, cheers.

maybe we are talking about it in a little too much detail, i think any ideas are good ones, even if toady decides to throw them away.  at least it food for thought, and an indirect way to influence the direction of the game we all love so much.

Exploit: order your beginning alchemist to produce potions of weakness. Another one: potion of intelligence. drink. make another potion of intelligence, but better because you're smarter. etc. (cfr. TES:Morrowind:).

one work around to exploits would be to not allow the ordering of individual dwarves to consume potions.  certain potions could be assigned to military duty (much like food rations are done today), to healthcare, or as recreational 'potions'.  some of these could actually get the dwarves acting drunk (like an increase to happiness / socializing, but a decrease to intelligence / work ethic.  i really like the idea of a sphere based +/- system, where the potions themselves are somewhat balanced and almost have a net zero effect overall (although the pluses would be what you are after in gameplay terms).  this would also mimic the net zero effects of all the real life alchemy people have accomplished during history. (although it turns out those were actually zero +/- the placebo factor)

176
DF Suggestions / Re: Alchemy of sorts
« on: January 30, 2010, 06:02:17 am »
Historically, things such as the behaviour/character of the alchemist were deemed important. To make pure metals, you were supposed to live a pure lifestyle. Which is why we talk about laboratories: laborare (working, practicing) + orare (praying, meditating).

maybe a masterful alchemical (sp?) potion gives the desired effects, while an average one does nothing. potions with no quality give opposite and adverse effects.  i sorta recall (or made up) that booze has a hidden quality that affects value, something similar could be used to hide the quality of the potion.  also if you use masterful ingredients (i know not all items have a quality yet), and mince/grind/chop/powder or whatever them masterfully, and blend/distill/boil (or whatever) them masterfully then you have a potion that has the desired effects.  maybe the formula for a potions potency is dictated by its value, the higher the value compared with its theoretical max, the more likely it is to work.

if you combine a system like that with the formulas being unknown at the start, then the power of alchemy should be reserved only for the most persistent of fortresses, and wont unbalance gameplay early.  you would have to spent lots of time playing with the formulas (or the dwarves would do this by themselves) and developing skill to actually unleash the power. maybe the alchemist could also be a noble position (like the philosopher), who works in the laboratory.

the raw ingredients for the most powerful alchemy should also be something that is not readily available at the start.  im thinking elephant ears, tigers tails, giant eagle eyeballs, titan toes, (they probably don't all have to be alliterations), etc...

177
DF Suggestions / Re: Universal Fluids
« on: December 16, 2009, 06:50:36 am »
i like this.  a water square would have components ie. 1/7 blood and 6/7 water.  fluid would behave just like normal, the 6/7 could move around, but the 1/7 would be unsplittable.  this way we would not have to worry about doing actual proper diffusion (like the current system isnt doing fluid dynamics).  but we would get conservation of liquids.  liquid metal would probably cause steam, and then condense into bars / nuggets, and sink. 

one thing this would not simulate is different liquid densities, you would have floating liquids on top of liquids in the order they are poured.  it would not be that hard to change the algorithm for that.  liquid should sink if the liquid below it is of a lesser density, its just one more rule in the fluid dynamics.  (but one more rule is probably 25% more rules if i remember correctly).  ohh we would need another rule that allows the spreading of a liquid into occupied spaces by a less dense liquid.  then what to do with the displaced low density liquid?

178
DF Suggestions / Re: Water Movement Suggestion
« on: December 16, 2009, 06:30:55 am »
when you pour water into a container, the water doesnt immediately settle into a nice flat form, there are waves that go from one end to another.

179
DF Suggestions / Re: Vector-based graphics
« on: December 16, 2009, 06:26:36 am »
Using vector-based graphics, especially for creatures, would have advantages for this game.
- Scaling: No need for a tileset for every resolution

- Indicating wounds, material, states, enchantments of creatures and parts of them: Applying an effect, colour or colour pattern to one vector object is trivial. It would be possible to display a dwarf with an iron helm, a bronze breastplate, pigtail pants and an adamantine hammer without needing to make a different icon for it.

- Indicating procedurally generated differences: Changing a colour, tweaking the lines, enlarging or shrinking certain body parts, or even adding, replacing or removing some would be easy to display. The fat trush with the elephant trunk, for example.

For all these advantages, it would require some things:
- the game must be able to display them and has to read the properties etc. of the displayed object and decide the colour and effects
- there must be vector-based graphics available
- the raws contain the arrangement and attachment points of the various body parts. It might be possible to use the work done in the new raws with regards to relative position of organs etc.

it would be a lot harder to make the tile sets.

also your main idea of overlays and such has nothing to do with vector based graphics.  think of diablo (and diablo II) that had the same system (different attachment points and color filters for the overlays (weapons / armour) and used nothing but rasterized graphics.

180
DF Suggestions / Re: Vector-based graphics
« on: December 16, 2009, 06:23:50 am »
Not to mention being slower to render (even assuming that the multiple component overlays takes no overhead) due to vectors taking up at least as much, if not more, information at the scale we're discussing.

thats not true.  since the resolution isnt changing all the time, it would be very foolish not to cache the bitmaps once a rendering is done.  after that its the same as teh current system.

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