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Messages - Craftling

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181
DF Suggestions / Re: Absent pre-1400 technologies
« on: July 31, 2009, 07:03:38 am »
I thought Dwarf Fortress was more focused on European technologies and European Myths/Legends. Guns are way more of a Eastern technology. Not that it wouldnt be awesome to have dwarven muskets.

And could we have some Dwarven clockwork stuff?

182
DF Suggestions / Re: Bloodline naming
« on: July 31, 2009, 06:56:56 am »
There's also naming by profession:

Uric Smith

and by father's first name:

Uric, Son of Cog.

And Uric Cogsson

183
DF Suggestions / Re: Festivals and holidays- some new ideas
« on: July 27, 2009, 01:52:32 am »
While your fortress only has a few members celebrations should be fairly minor...
But when the fortress get bigger SO DO THE PARTIES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

184
If a dwarf moves something outside of their room they should be punished and the moved furniture put back.
Well done Urist McFucknut, you've moved the chair away from the table and then had a tantrum because of lack of chairs while you eat.
And the dwarves would have to have the intelligence to move any chairs beside the table to begin with to the table when it's moved.

185
It would add more life to the game. And make the game more spontaneous

186
Like a... Toady?..  :D

187
DF Suggestions / Age affects adventurer.
« on: July 18, 2009, 06:36:59 am »
When creating your adventurer it should be possible to choose your age. By default it would be set to the coming of age for the adventurer.
If you choose an age between 0 and 5 you would be a baby. Being a baby would include wnadering around and learning how to walk etc.
Picking 5-12 would have your adventurer going to school, doing minor jobs and exploring the nearby area.
Aged 12-16/18  your adventurer would be doing advanced exploring and more jobs.
Age 16/18 and on your adventurer would be ready to go off and do whatever he likes.
But when your adventurer reaches approximately 60 he should start to bald, get slighty slower and get injured slightly quicker.
*This is based on humans as I do not know what the appropriate ages for dwarves/elves etc. are.

Comments should be made depending on your age as well. Things like "Whats a young chap like you doing with a sword", "Beat it old timer" or "When I was a child things were different"

Age would not be compulsory and would just be a way to gain extra skills, build early relationships and immerse yourself within your character more.

This would all tie in well with the part in the development about descriptions.

188
DF Suggestions / Re: Unexplored starting sites
« on: July 18, 2009, 06:20:12 am »
'You must explore in adventure mode before building in dwarf fortress', and this seemed like a good place to do it.
But I dont want to have compulsory adventurer mode. Maybe the dwarf that discovers the site gets some kind of recognition or reward.

The expedition-location selection works totally different in that you can build anywhere on the world map.   So I don't see how you could pick a place on the world map without knowing what it is you picked.    Unless some random option was included.<P>MY SUGGESTION:   Your parent civ has a list of 'recommended' locations they'd like you to build, and choosing those spots (Which may be key political or military points!) will give you more starting points, or better diplomatic relations, to work with.
I LOVE IT!

189
DF Suggestions / Channeling from the bottom up.
« on: July 17, 2009, 07:21:47 am »
Thing is, I built a fortress completely revolved around having the river down one level. But I couldnt do that without pumps and I didnt know how to build pumps then. So I had an idea. Make it possible for the dwarves to dig upwards if they are trying to channel things if they can access it.
Or is this already in the game?

190
DF Suggestions / Re: Carved furniture
« on: July 17, 2009, 07:18:01 am »
I kind of like it...
It would be easier than having to move furniture and it should give dwarves a minor happyness boost.

191
I wish real life strange moods conferred the skills to make them happen. I have this amazingly detailed oil painting scene in my head that I can't express in any way since I can't draw worth shit. I should be okay though, I'm already babbling incoherently. I'll spare you the other part
Go fell.

192
DF Suggestions / Re: Making the game more accessible for new players
« on: July 16, 2009, 08:30:38 pm »
Make the entire game mouse friendly? It would be easier than having to learn all the controls.

193
DF Suggestions / Re: Simple Suggestion - Caravan Arrival delay
« on: July 15, 2009, 09:58:43 pm »
1. Ok, only bring horses until someone (probably the player if you're as impatient about getting trade moving as I am) pays for a nice road. I don't even mind if it costs exorbitant amounts of money, as long as I can control/influence it somehow.
Having a road tax would repay any costs that the road incurred.
And if you want to have a break from the merchants put the tax up to an unpayable amount. But if some other race builds the road then they have more control of the welfare of your fortress than you do.

194
DF Suggestions / Re: Religious Archetypes
« on: July 14, 2009, 09:49:53 pm »
What about mortal gods?
Like the goblins king declares that he is a god and then the goblins worship him?

195
*Ahem*
Back on topic, what about evil gnomes? Do they get the same treatment as the regular gnomes or are they more of a concentration camp workforce?

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