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Messages - Gaulgath

Pages: 1 ... 39 40 [41] 42 43 ... 59
601
DF Suggestions / Re: Happiness buildings
« on: August 11, 2007, 07:22:00 pm »
More happiness buildings sounds nice, but the bowling alley... no. This is Dwarf Fortress, not The Flintstones.

602
DF Suggestions / Re: Survey Skill
« on: August 09, 2007, 08:14:00 pm »
My vote goes towards the "Surveyor" noble. Once he/she arrives, you get a new designation in the menu: Survey. This is placed on visible wall spaces and from there can see a few spaces in to the mountain.

Sounds interesting.  :)


603
DF Suggestions / Re: Clean Items
« on: December 02, 2007, 11:36:00 am »
Dwarves should clean their own clothes (and bodies) at a designated pond or such. Soap should be bought and used by nobles and wealthy dwarves.

604
DF Suggestions / Re: Mounts and pet armour
« on: May 27, 2007, 09:18:00 pm »
The thought of spear-armed dwarves riding armored elephants is oddly appealing to me. But armoring dogs and cats is way overdoing it.

605
DF Suggestions / Re: Implementing Magic
« on: May 26, 2007, 12:20:00 pm »
Yes, I like this. Runecrafting would also seem dwarven and be a more subtle magic. It could enchant weapons and armor, giving them damage bonuses and other advantages.

[ June 17, 2007: Message edited by: Gaulgath ]


606
DF Suggestions / Re: Hauling ideas
« on: May 19, 2007, 10:34:00 am »
quote:
4. GRS (gnomish rail system) Put gnomes in the game. Once trade is established with the gnomes you can buy recipes for all the parts you need to build a fully functional rail system. Construction of the rail system would be very expensive in terms of the amount of steel required, plus it runs on coal and/or firewood. Also since it is gnomish it tends to spend about half its time being repaired, but when it does work it can carry virtually limitless amounts of freight between specially made depots allowing you to get that huge pile of food from next to the farm wayy over to your new dining hall on the other end of the map. The depots would be configurable so that you could specify what goes on / comes off the train at each stop. Example: depot A lets dwarves pile food there, when the train comes along all food goes on it, at depot B the food is dumped off and ore is loaded (it acts as an ore pile) Depot C is configured to unload the ore from the train and load up ammo, which is then dumped at depot A.  

Uhhh... no? Do we really need another cliched fantasy creature in this game? Oh, and handcarts and such have already been suggested and are on the dev list.

[ May 19, 2007: Message edited by: Gaulgath ]


607
DF Suggestions / Re: new thoughts suggestions
« on: February 05, 2008, 04:51:00 pm »
Definitely seconded.

608
DF Suggestions / Re: Slaves Needed
« on: April 07, 2008, 05:41:00 pm »
quote:
Originally posted by Capntastic:
<STRONG>Pretty sure he's joking, guys.</STRONG>

I considered that, but then decided that it would be so unfunny if he actually was joking that it had to be serious.

Looking back, I guess I was wrong. My point still stands, however!


609
DF Suggestions / Re: Slaves Needed
« on: April 07, 2008, 03:54:00 pm »
quote:
Originally posted by Katawa:
<STRONG>I wouldn't normally bring up such a risque thing but I'm pretty sure it hasn't been discussed much or suggested.</STRONG>

On the contrary, it has been suggested and discussed to death.


610
DF Suggestions / Re: Ultimate Artifacts
« on: April 07, 2008, 03:52:00 pm »
I'm going to have to give this idea a thumb down. It just seems... pointless. And I can't imagine being able to combine two artifacts of different items together to create something that would be any more useful or interesting. You mention dwarves creating jewel encrusted rocks to fix this, but that just makes things even worse. I would be severely disappointed if a fey dwarf made something like that, regardless of whether it could make a mega-artifact. Not to mention that that is pointless in itself. If it essentially another component in an artifact (except decorated) then it really isn't worth the effort to add.

[ April 07, 2008: Message edited by: Gaulgath ]

[ April 07, 2008: Message edited by: Gaulgath ]


611
DF Suggestions / Re: Bucket pumps
« on: February 02, 2008, 05:57:00 pm »
I like it! Should make the whole business of indoor waterfalls a bit easier with rows of them.

612
DF Suggestions / Re: Tunnel height
« on: October 21, 2007, 05:46:00 pm »
I think the main problem with this (it's been discussed before) is that it will need some kind of pathfinding rewrite to work. Of course, I could be completely wrong, in which case Toady or some other more informed poster will correct me.

613
DF Suggestions / Re: Glaciers in oceans
« on: December 23, 2007, 08:25:00 am »
I am also in agreement with this. DF can never have enough world generation possibilities!

614
DF Suggestions / Re: Suggestions to enhance the Demon
« on: August 04, 2007, 02:45:00 pm »
I think you definately should be able to at least try to fight the demon in fortress mode. It would have to have some dramatic introduction or something, too. Like, you're happily mining adamantine when suddenly:

A great fire is spreading through the tunnels! Flee!

And we're talkin' a wall of fire engulfing your mining operations. This would merely set the stage for the big fight, however. Once the demon is spotted:

A mighty demon has been unleashed from it's prison! All is lost!

Obviously, it starts annhialiting everything in sight. I think the demon should be made more powerful altogether, really. So even your best dwarves don't stand much of a chance. If you do fail to stop it, it should start unleashing hell on the overworld. Sending out minor demons and such, and this could make adventure mode seriously interesting.

Just my $.02.  :)


615
DF Suggestions / Re: symbiotic relations
« on: December 16, 2007, 05:52:00 pm »
NetHack stole the Gelatinous Cube from Dungeons & Dragons (among other things).

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