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Messages - zwei

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1501
DF Suggestions / Tricks of the trade
« on: February 22, 2010, 03:10:53 am »
Currectly, skills are just flat number that grows and makes things "better".

I would suggect making this a bit more interesting: Each skill should have linked several "tricks of the trade", differentiating between different dwarves a bit more.

Trick is small "meme" that adds efficinecy in some way to skill usage, either general or very specific. Trick is hard to figure out and it is not incredibly obvious: Dwarf could reach legendary without ever discovering any trick of the trade.

Tricks could be learned by several ways:
 * Learned from other dwarves. It would not be easy thou: As trick gives dwarf professional edge, he should be recluctant to let stranger learn it. Father would teach his tricks to his son, very good friends would share them with small hesitation, but new migrant who just arrived will not really be in sharing mood, and neither will your experienced worker be likely to teach his tricks to newcomer.
 * Discovered by working. Inquisitive or Percentive dwarves might figure some Tricks on their own. Even dumber ones would eventually figure out how to do something better after thousands of repetitions. Dwarven personal likes/dislikes could play important role too ... after all, someone really liking bone bolts would likely end up figuing how to make better ones.
 * Bonus from mood. Moody dwarf would be likely to end up with a tricks as bonus, and maybe two or more if they have possessed mood (since they would learn from entity that posseses them)
 * Philosopher dwarf could "observe" dwarves at work and then "research" new tricks, producing about ~ 1 trick a year if everything goes perfectly.

Tricks can be "autogenerated" per this: there are three by three types of tricks:

* Material-trick - it is related to material that is being worked on. Example: Oak-working-trick. Dog-bone-trick
* Process-trick - it is related to task which is being done, mostly corresponding to reaction in workshop. Example: Woodcutting-trick, Chair-making-trick
* Result-trick - it is related to final product. Example: Food-trick. Ore-trick.

and they are combined with:

* Efficiency-trick. This trick will increase output/decrease needed input.
* Speed-trick. This trick will increase speed of production.
* Quality-trick. This trick will increase quality of output.

For example:

Oak-working-with-efficinency-trick will increase output of oaken products (larger wooden bolt stacks, chance to have two tables from one log).

Chair-making-with-speed tricks will increase speed with which any chair is being made.

Food-quality-trick will increase quality of food any being made. Ore-quality trick will increase chances of retaining Ore while digging.

Tricks could also be overlaping for some tasks: bone-efficiency trick and bolt-quality trick could both come into play when making bone-bolts. You'd want to keep that crafter around!

---

As you can see, some tricks can be very valuable.

Dwarf with Steel-quality-trick will be priceless as anything he makes of steel will have chance for bumped quality. And who wouldn't love guy who knows how to make a bit more bone bolts from cat bone than others?

While some other, like Maple-speed-trick would be kinda meh (so me knows ho to make things out of male a bit faster? Yawn.) but still nice to have.

And of course, do not forget combat tricks! I am sure dwarf could figure out very specific and effective way to cut off goblin left hand with axe.

1502
DF Modding / Re: DFHack on java
« on: February 19, 2010, 10:10:41 am »
Well, no. Or not yet anyway. From what I read about JNI, it seems that it would be very hard to make this work.

I did some research and gave it another try.

As i understand it, DFhack inreface is object oriented and any client program has to make instance of dfhack object and keep reference to that object to make calls.

While this is good design practice, this invalidates JNI which is focused on making calls to just plain functions.

I wonder, how feasible it is to make function-only interface over dfhack?

1503
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 19, 2010, 10:03:56 am »
While I can see the use of burning wood weapons (and furniture, sometimes), I just don't see clothes being reusable in this manner. I think the most you can hope for is using them as rags for wound bandaging purposes.

I'd imagine ~5 clothing items to be enough to produce at least ashes. Even if charcoal might be out of question, clothing could make decent fuel for bonfires/fireplaces and related workshops (kitchen, still).

Also, torches are basically made of rags on stick soaked with fat, no?

1504
DF General Discussion / Re: Artifact weapon traps
« on: February 19, 2010, 09:58:10 am »
I just got an artifact adamantine mace, maybe I need to stick it in a weapon trap. Suppose I should give everybody in the fort a bit of engineering skill and then pray for some artifact mechanisms.

10 articact weapons
1 artifact mechanism

Accept nothing less!

1505
DF Dwarf Mode Discussion / Re: Weapon traps
« on: February 19, 2010, 02:39:06 am »
10-weapon traps.

Basically, only ever using extra weapon that my dwarves cannot use (daggers, whips, bows ...).

Its my way of getting rid of that stuff.

1506
DF General Discussion / Re: Must-see df related stuff?
« on: February 18, 2010, 04:23:02 pm »
I'd suggest a short block of text which says something about an ability to fully customize how your game looks, that should be enough.

Done!

How about a page for dwarf-fan-art?

Just name candidates! (In meantime, scroll down :) )

...So I would make another sub-head under "How do I play" that goes back to story, providing links to the best known DF LPs, and using choice excerpts to draw them in.

Um, what is DF LP?

1507
DF Suggestions / Re: Detailed preview of embark area.
« on: February 18, 2010, 04:00:46 pm »
. . . or like your dorfs are passing through and deciding if they want to stay there. . . .

it should basically be like an embark, but without the commitment. you hit "embark" and it shows your dorfs on site, and the wildlife and such, but gives you the option to leave (like a final commit after you unpause for the first time, "are you sure you would like to settle here, or would you like to move on?"). in game terms it just does not save a site (since nothing was changed) so you can either re-size the plot or look elsewhere. of course interface wise you may have to mix things up a bit, like setting up dorf skills and supplies before looking for a site, which might be a problem is embark profiles don't work for whatever reason. . .

how about giving the player the option to look at the map *or* set up the embark team, with the team set up saved for that world or something?

If we expand this, traveling from mountainhome to your location could be part of the game. Use adventure-mode like map travel to get to your spot. maybe get ambushed on trip. Suvery location, maybe move on, maybe settle.

1508
DF General Discussion / Re: Must-see df related stuff?
« on: February 17, 2010, 02:34:38 am »
I think typos belong to this thread too, right?

"Its like playing god with sentient legos." -> "It's like playing god with sentient legos."

Also while I think Mike Mayday made a great job at making a "casual" and quite nice tileset, the fact that it's mentioned and other tilesets are not is not really great. Now I see why so many people complain how they dislike some parts of Mike's tileset while they don't know there's an easy way to make changes by yourself or grab a different graphics set. You probably should make a separate page which shortly describes the ability to customize all tiles and avaliability of dozens of creature and graphic sets which can suit almost any taste.

Typo fixing is always welcome, thanks.

I did add screenie of another tileset, but did not go into any details mostly because it is fairly irrelevant for someone who does not actually play yet, and would in fact bloat page a bit.

I did not feel it is apropriate to bore would-be player with this when it is irrelevant to him yet.

Mayday gets mentioned mostly because it is downloadable in one pack that requires zero setup and can be easily downloaded. Guess link to tileset repository would be best option? Maybe some #16 or #17 based distribution with tileset?

1509
DF General Discussion / Re: Must-see df related stuff?
« on: February 16, 2010, 04:18:09 pm »
Thanks for ideas, i updated page a bit to reflect that :).

1510
DF General Discussion / Must-see df related stuff?
« on: February 16, 2010, 03:29:56 am »
Hello,

I started making small evangelization website with purporse of being THE link to give someone you want to get addicted to df.

For this, i would like to collect as much "cool" df related stuff, so I ask: What do you consider must-see? Important part of df player culture? Quotes not-to-be-missed? Features that just MUST be hinted on or even described.

Anyhow, here is the link of what i have so far: http://df.zweistein.cz/

~Zwei

1511
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: February 15, 2010, 08:51:29 am »
Hi I'm new here so this has probably been suggested before so I apologize in the probably inevitable event it has.

Seeing as you can already build floodgates, magma forges, etc. all of which are very dwarfy-but-not-quite-steampunk technology, why not allow for the construction of a steam-vent system?

idea : build a device called a Boiler which blocks water flow and also absorbs it slowly. The boiler requires either a magma flow on the z-1 tile or a steady supply of wood or coal (a dwarf with the Wood Burning labor enabled will refill low fuel supplies; coal lasts much longer than wood). these steam systems are then hooked up to a pipe on the z+1 level. the steam can be used to fill chambers with boiling hot steam, perhaps linking to vertical hatches hooked up to a trap system, or for use as artificial power for a network of furnaces, to keep a water stockpile warm during freezing temperatures, or to power a steam engine which works as an alternating lever (ie, an eternally repeating lever pull to regulate some kind of flow system. could also be used for showers (should implement!), steaming clothes for Laundered Pig Tail Sock, etc...

I have vision of this hooked to condensation chamber and waterwheel.

1512
DF Suggestions / Re: Let's make "masterpiece" items more interesting
« on: February 15, 2010, 08:44:39 am »
I suppoert this.

If only because masterpiece spam from cook/bonecarver/weaver/dyer/tailor is just plain annoying.

1513
DF Suggestions / Re: Sawmills
« on: February 15, 2010, 08:40:54 am »
...
Large rock blocks (think Egyptian pyramids)
Constructed at masons workshops.Very heavy and slow to haul.Can't be moved on stairs.Has to be hauled by 2 dwarves when building.The only way to move it up a z-level is to build a ramp.Works as a higher quality block wall.Also has quality depending on masons skill.

Edit:Large blocks can be carved by miners like a cavern wall.

Actually, one of most recent theories is that pyramid blocks were cast and are something like concrete. Researchers were able to actually build some several-ton blocks this way.

1514
DF Suggestions / Re: Warriors taking trophies
« on: February 15, 2010, 08:34:49 am »
And of course, elf skull helmets.
Screw that,I want someone to kill an elf and wear its hand on a rope as a necklace.
Or better yet,the entire elf.

Elf ear necklage.

Cant beat good old ear necklage.

1515
DF Suggestions / Re: More detail on skull totems
« on: February 15, 2010, 08:31:46 am »
I'd more of like actual use for skull totems:

* Use 1 wood and 1-10 totems (like you put whatever amount of weapons to traps) to create "Totem" building.

* Decorate items with totems. I want sword which has totem intengrated to pommel. I want happer with head covered with skulls. I want throne with two skulls/totems at end or armrests. Armor stand whose helmet slot is make of totem etc etc ...

* Skull goblets/mugs

* Skull buckets

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