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Messages - slMagnvox

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571
DF Suggestions / Re: Mattresses
« on: November 27, 2007, 12:57:00 am »
Soldiers can be toggled to sleep on ground in the military menu.  If they could carry a +rope reed bedroll+ they might enjoy it more ... but they'd need a -elk leather backpack- to put it in first.

What I think is more important is having more pieces of furniture to assign a bedroom from.  Back in treeless 0.23 maps this was more an issue, but even with log trading on 0.27 it would be nice to assign bedrooms from cabinets or coffers maybe, so a dwarf would still have his own room to sleep in, even if he/she still grumbles about sleeping on the floor.

I've always wanted rugs (and tapestries).  Make a rug (clothier's shop or at the loom?) from cave spider silk, dye it blue with some dimple dye, and build it in a dwarf's room with furniture hauling.  A rug would be a good piece of furniture from which to assign a bedroom and dwarves with a rug but no bed would probably enjoy sleeping on the rug more than the floor.  They should naturally make for valuable trade goods also.


572
DF Suggestions / Re: Disasters and Pleasant Surprises
« on: November 25, 2007, 04:10:00 am »
I love all these ideas, and am in favor of any additions involving extra chaos and excitement.

I look forward to a real DF Renaissance soon.  As these new mechanics are properly tuned, gameplay will really get a chance to expand.


573
DF Suggestions / Re: Temporary "Bring Drink To Wounded" fix?
« on: November 25, 2007, 04:14:00 am »
From dev_now 11/21/07:

... allowed units that can't find a bed to rest to take eat/drink jobs

And since the new version is up, maybe try updating and removing his bed?


574
DF Suggestions / Re: Bin the Omniscience of the Unit List
« on: November 24, 2007, 04:49:00 am »
Bring back ambushes!  I really agree with original post, tedious stuff like ore and gems are hidden, but the exciting things like the family of troglodytes living on the rim of the chasm or the cave swarming with kobolds are revealed before your miners even Pickup Equipment.  Patience, I guess.  There is lots of other new gameplay in DF 3d, but I am getting frustrated staring at my farm floor and trying to pin down the perfect workshop/stockpile layout.  I'd love a swarm of frogmen outta nowhere, ideally on top of this one lazy craftsdwarf been shirking work every time I gave him something important to do.

Sure, in 0.23 while you knew there was a chasm, magma, etc.. you still had to discover them each time.  That discovery is rather lacking in 0.27.


575
DF Suggestions / Re: Our city has no place for you
« on: June 02, 2007, 02:21:00 pm »
quote:
UNLESS said representative tells the rest of the union that workers of a certain type are not in demand. This makes sense because once the economy is around you will not earn much money if your skills are not needed.

When have union representatives ever said the labor or craft they represent is not in demand?  Hah.  In other words, if you got a Masons Guild in your fort, there is no way you'll be denying Masons.

The OP mentioned a possible jail term for dwarves who turn away an immigrant.  Well, if you got House Fer in town and your Fort Guard turns away a Farmer .. hope he likes pig tail chains and drinking bucket water for the next 125 days.  Violations of fair labor practices are no laughing matter.


576
DF Suggestions / Re: Our city has no place for you
« on: June 01, 2007, 02:59:00 am »
The original post's idea is still a valid concept, I think.  While an immigrant was blinking X you could v->p->Deny Immigrant.  An off duty soldier or fort guard would go have a talk with him, shake his fist a few times, and he would resume his blinking X status and hit the road.

It might be fun to have a chance of failure that causes the denied Dwarf to go berserk and murderous.  Dwarves just get like that, ya know?

This is not really a metagame issue, just a little gameplay strategy that might be useful / fun in certain games, especially RP and challenge games.

The bigger issue, immigration control, is more wide open and has a larger impact.

Personally, I would like, as the Fort developed past 80 or so Dwarves, to get more EXP immigrants.  More EXP soldiers would be awesome too.  Spare me the dialogue screen and new nobles.  Linking this to the existing Guild dwarves (Mason's Guild, Craftdwarves Guild, House Fer, Order of the Spear) would seem natural.  I wouldn't really want too much control over the issue, but if I had the Mason's guild in my fort, I might get a Skilled Mason / Skilled Building Designer.  Or if I had the High Sword I might get a Proficient Sworddwarf.  Armed an <<iron>> for extra coolness.  If I have House Fer I might get a Competent Grower, Competent Cook.  More EXP makes for better population.  And immigration waves worth waiting for, not to mention worth the 60+ minutes of tweaking to get everyone integrated.

Hurray for armchair programming!


577
DF Suggestions / Re: Our city has no place for you
« on: May 28, 2007, 02:58:00 pm »
Hah, I have every confidence there will always be plenty of disaster.

And if I could add another of my unsolicited opinions to this thread: (sorry Black Hound, heh)

quote:
I still like my idea better. It still allows you to control immigration without callously murdering any of those little bearded fellas. Besides, soldiers waste enough time on their own without having to use them to get rid of useless immigrants.

Hah, forbid we give the Fortress Guard a job to do besides Chain Criminal!  Soldier class, particularily guards, do sorely little work.  Once you have the mayor, giving the theoretical Deny Immigrant job to fort guards would not cause any work (which Fort Guards don't do) to be shirked (which is what they'll be doing the other 11 months of the year).  Pre Mayor, if you want to turn away immigrants you'll need some soldiers.  Off duty soldiers, anyone on duty is someplace else for a reason.  Maybe it would take a week or two out of regularily scheduled sparring, but before the Fort Guards hit the scene there isn't much sparring taking place anyway.

On the other hand, a screen to simply review and allow/disallow any and all immigrants feels a little cheesy to me.  If its just a handful of farmers and craftsdwarves populating your fort, who is keeping them from staying on?

Why not ask us every season if we want the cave river to flood or not?

Whatever form it takes, migrants are a force of nature and if there is ever a dialogue screen to influence their arrival (or departure) it should only be accessible via some appropriate noble.  Otherwise it'll take a show of force to send them back out over the wilderness.  Or an adequately large drawbridge to send them someplace more... tranquil.


578
DF Suggestions / Re: Our city has no place for you
« on: May 28, 2007, 01:04:00 pm »
quote:
Originally posted by Black Hound:
<STRONG>Dwarf Fortress is not supposed to be a balanced game, as far as I can tell. It's more like The Sims than Command & Conquer or whatever - </STRONG>

Nah, JT is absolutely right on this one.  Balance is a loaded term, what DF is "supposed to be" is at least a complete simulation.  One in which a Dwarf witnessing a butcher put down a mule is upset by the sight.  That players can rig mechanisms for the wholesale slaughter of peaceful, friendly Dwarves is an important part of the game.  Just as important is the reaction to, and repercussions of such an event.  Just like nearly all other event generates a reaction among your dwarves.  It breaks the simulation, the reality, of the world if no one notices the death of a dozen dwarves when mechansism are the instruments.  When a single dwarf in a fort of mine died to a gremlin every other engraving depicted the event.  Ah hah, case in point.  If engravers can't record the event, it must be broken.

While I don't know all the changes we can expect in the newer versions, I am sure we'll see both some immigration reforms (with all the new work on the migrant groups), and perhaps later on something done to address the total disregard of any and all murder by mechanism.


579
DF Suggestions / Re: Pits on every map tile
« on: December 13, 2007, 06:17:00 pm »
But how do you reconcile the frustration of trying to get a map with adamantium?

I suggest:

  • An init option that would reveal pits on the site selection screen.
  • Generating pits after site selection has been made.  A site that contained mountain tiles would have the denom pits generated randomly underneath one of the mountain tiles within your site.

More endgame stuff in general would be awesome.  But since it is pits we have now, those of us who would like to play with them should have a better mechanism for proper site selection.  The way it works now is just tedious and frustrating, one random mountain out of at least 30+ tiles.


580
DF Suggestions / Re: Marriage
« on: June 26, 2007, 02:30:00 am »
I think it was designed to be as clueless and irritating as possible.  Bien spells things right and uses punctuation, while posting largely nonsensical one liners.  I suspect something delibrate.

581
DF Suggestions / Re: Ramps and smoothed walls
« on: June 23, 2007, 01:38:00 pm »
Don't forget, DF's prolific tileset designers will probably be able to help you out if the ramps as stock triangles end up upsetting your aesthetics.

I'd like to give them various dimensions too. 3x2, 1x5 etc..

[ June 23, 2007: Message edited by: slMagnvox ]


582
DF Suggestions / Re: Online gaming
« on: June 18, 2007, 05:27:00 am »
Bloodline games are an excellent way to multiplay Dwarf Fortress.

583
DF Suggestions / Re: Encrustment disappointment
« on: June 20, 2007, 08:16:00 am »
quote:
Originally posted by Tamren:
Thats a great idea, you could take a mundane material and imbue it with the desired properties.

Not just any mundane material.  Perhaps only a few materials should support an enchantment.

quote:
The only problem i can see with that is artifact creations. It would get hella confusing if your mason wanted a raw fire ruby that has the power to induce projectile vomiting, or something.

A nausea enducing enchantment would be awesome.  The artifact thing wouldn't be so hard to overcome.  Easy way, artifact creation never specifically requires anything enchanted.  You could still get them to make an artifact from enchanted materials if you were clever with your stockpiles and locked doors.  Otherwise, mood dwarves don't request enchanted items until you've gotten the enchanter (or whoever, same as they don't ask for platinum until past the chasm).  If they do request enchanted stuff, they'd either have to be more specific about their demands or allow any old enchantment so long as it is on the proper material.

quote:
One thing that needs changing is the amount of gems that we get from deposits.

Instead of just "raw gem" and "cut gem" we should be able to get different sizes and qualities from the same deposit. The amount of cut gems you end up with depends on the skill of the miner and how well the jeweler can shape the raw stone.


Instead of miners only recovering zero or one rough gems, maybe we could have miners recover between zero and rough gems[5].  Since any fort should have a legendary miner within 9 months of embarking, legendaries shouldn't get 100% recovery rates, maybe they'd just average closer to [2]-[3] when mining gems.

We'll be getting a lot more gems, gem deposits, and varieties next version.  Would be nice to have more than a 0.01% chance of finding some of the ultra-rares.

quote:
Then every now and then, or maybe about 50% chance to find 1-2 per deposit you would find a pristine gem. This would be very large, have a unique shape or some other desirable property that makes it "legendary". Maybe even special refractive properties ala star sapphires.

This is cool.  Maybe just replace my gem [1]-[5] stack idea with the occasional rough large gem.  Or consider the rough gem[5] a pristine gem and making a large ruby, for example, would require a rough ruby[5].


584
DF Suggestions / Re: Encrustment disappointment
« on: June 18, 2007, 10:37:00 pm »
quote:
Originally posted by Keiseth:
<STRONG>This topic is MADNESS. And the whole magic thing is worrying me:</STRONG>

It was all pretty rational until someone had to drag out the mohr's scale.

Bolts encrusted with mundane gems are already in the game.  They do nothing except dramatically increase the value of your ammunition.  Bolts encrusted with an enchanted gem or studded with an enchanted metal or decorated with an enchanted piece of leather (etc, all of which are currently possible sans enchantment) would have an effect based on their enchantment, which could further be based on some tags in the raws.

quote:
All these thoughts are good, but magic can get really confusing, because it's magic; nothing has to make sense anymore and the improbable becomes equally probable as everything else.

It needn't be entirely confusing.  I imagine a system that first involves an appropiate enchantable item such as a rare gem, unicorn leather, giant cave spider silk, jade, precious metals, moonstone (& etc).  The second requires some kind of magic ingredients.  Such as spider venom, liquid fire, platinum ore, spider silk thread, other precious gems, or dwarven wine (& etc).

Based on the enchanted item and the ingredients used, the enchanted item would bear a unique property.  Any item made from, or decorated with, that enchanted material would bear its effects.

When it comes down to it, I really enjoy making things when I play DF.  Enchantments are right in line with what I enjoy about sewing images on vests and studding chain mails with silver.  <<More>> and neat descriptions.

This is a superior steel spear.  It is studded with well crafted platinum and encircled with bands of exceptional silver.
On the spear is a masterful image of moons in ice wolf leather by Kadol Onulreg.
On the spear is a superior image of a hydra in enchanted star sapphire.  This spear has a paralyzing strike.  This spear embues any who wield it with uncanny strength.

This is an exceptional enchanted giant cave spider silk cloak.  This cloak makes its wearer very difficult to see.  The cloak menaces with spikes of well crafted ruby.
On the item is a masterful image an elephant in pig tail cloth by Bomrek Delersterus.  The elephant is striking a menacing pose.
On the item is a finely designed image of doors in enchanted unicorn leather.  This cloak helps to protect its wearer from pain.


585
DF Suggestions / Re: Encrustment disappointment
« on: June 18, 2007, 08:08:00 pm »
Heh, its been enchanted man.

And yes, they are currently just for decoration.  Except gems, which we can't put on weapons and armor yet.  And even post hypothetical magic system, all materials would still be perfectly usuable as decoration.  You just wouldn't take the trouble of enchanting them before hand.


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