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Messages - Solara

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466
DF Suggestions / Re: Today One...ever played UnReal World?
« on: October 13, 2006, 03:52:00 pm »
I'm a sucker for games with involved crafting systems, so I love URW.  :) I've been playing the heck of the demo for the longest time, My favorite is playing the escaped slave in winter...that and butchering an entire town. Literally. (Yay cannabalism!  :D)  and I'll probably cave and buy it as soon as I get the extra cash. (Especially since it's a lot cheaper now.)

I can't really speak for the graphics since I've been using the fanmade one off the forums for as long as I've been playing, but I've never had any trouble with crashes and the like.

I used to post on the forums now and then, and the restrictions there are fairly recent. I can't remember the details, but I believe they were added to control who had access to updates, since Sami was having a problem with another site ripping off the game. Just another case of a few unethical people ruining things for everybody else.

[ October 13, 2006: Message edited by: Solara ]


467
DF Suggestions / Re: Wood Value
« on: October 04, 2006, 03:16:00 pm »
quote:
Originally posted by Zurai:
<STRONG>I like the general concept, but I think what I'd prefer is to have a lumber mill and require felled trees to be processed before they could be used for most things.

For example, it never made sense to me that 1 oak log could be made into one bed OR one bin OR one wooden sword hilt. I think it would be better if you could process trees into Logs, Planks, and Blocks, and use those for Carpenter's Workshop tasks.

It adds an extra layer of complexity, but it makes things make more sense and it extends the amount of use you get out of a single tree - no more using a giant oak tree to make one single sword handle.</STRONG>


Agreed. As valuable as wood is, I often find that except for the earliest stages of the game the carpenter spends a lot of time standing around twiddling his thumbs. It'd be nice to give him more things to do. (I was just coming here to suggest that, actually, though not in relation to the availablity of wood...)


468
DF Suggestions / Re: Metal Mechanisms!
« on: June 12, 2008, 04:53:00 pm »
quote:
Originally posted by Neonivek:
<STRONG>The largest problem with Metal Mechanisms is that it is a much more expencive version then Rock Mechanisms which are dirt cheap to make.

Then again it doesn't entirely matter...

But it drops them from "They need to be in the game" to "It would be sorta nice if they existed"</STRONG>


I would agree with you were it not for the map where I had plenty of hematite but not a single stone because of the aquifer two layers down...


469
DF Suggestions / Re: HIDDEN FUN STUFF out of the mountains
« on: February 16, 2008, 11:25:00 pm »
Swamps and deserts in particular seem like perfect places for Hidden Fun Things, though obviously in different forms than the mountain ones...

Also ruins.

[ February 16, 2008: Message edited by: Solara ]


470
DF Suggestions / Re: Food Accustomization and Favorites
« on: February 16, 2008, 03:13:00 pm »
quote:
Originally posted by Puzzlemaker:
<STRONG>instead of accustomed, maybe sick of?

"Is sick of plump helmets!"</STRONG>


Yeah, that makes more sense to me. They ought to be happy to see those lungfish roasts, and incidentally that would give you an incentive to grow and buy a variety of foods instead of just all plump helmets, all the time.


471
DF Suggestions / Re: Lie to the elves!
« on: February 14, 2008, 04:53:00 pm »
quote:
Originally posted by penguinofhonor:
<STRONG>I think that the elves wouldn't want you to carve up the bones of things that died naturally either.</STRONG>

This is probably correct, they get pissy if you carve up the bones of necromantic abominations too.


472
DF Suggestions / Re: Anvil Patronage
« on: February 14, 2008, 04:56:00 pm »
The First Anvil being a gift from the gods actually sounds like it could be a major part of dwarven mythology.

473
DF Suggestions / Re: Making Nobles useful
« on: April 16, 2008, 08:04:00 pm »
I'd like to see a few more abilities added in, but for the most part nobles are useful. Was the 2D version really that long ago? My my my, how quickly we forget...   :p

474
DF Suggestions / Re: Make floods smaller
« on: March 04, 2007, 10:42:00 pm »
I just slap up a door or two in the hallway as the miner digs along and have yet to lose one to a flood.

475
DF Suggestions / Re: Let us trade for limestone please
« on: November 05, 2007, 10:01:00 pm »
Well, I don't have any of those other rocks, and in fact they seem kind of rare on maps that are otherwise great for steel production. (magma, etc.)

476
DF Suggestions / Let us trade for limestone please
« on: November 04, 2007, 05:54:00 pm »
What the title says - and if not that, would it at least be possible to allow us to use limestone blocks in a smelter?

The same thing goes for cut vs. uncut rock crystals.


477
DF Suggestions / Re: Stone Beds?
« on: November 04, 2007, 05:56:00 pm »
People have been suggesting alternate types of bed for a long time, it'll probably be added eventually but it's probably not high on Toady's priority list right now. My personal favorite is the idea of a hammock made of cloth or ropes.

478
DF Suggestions / Re: Strawberry jam
« on: November 04, 2007, 06:00:00 pm »
I like the idea of using vials, they're one of those things that need more uses. (Or if it did wind up just being barrels I would suggest having to add sugar too, to make it slightly more difficult) And I wouldn't stop at strawberries, I bet prickleberries and sunberries would make a good jam too.

479
DF Suggestions / Re: The Doormat. The absolutely most important thing.
« on: November 05, 2007, 05:20:00 pm »
Forget doormats, we already have soap, we just need them to be able to use it.

480
DF Suggestions / Re: Death Makes Me Want to Kill...?
« on: February 04, 2008, 02:52:00 pm »
Like most suggestions that show up here, I think this is something Toady's already  taken into account. It's possible this could be my imagination but I've already noticed differences based on a dwarf's personality - 'compassionate' vs. 'not easily moved to pity', a dwarf that doesn't like helping others getting an unhappy thought from health care jobs, etc. And then of course there's the ones that grow used to tragedy and don't care about anything anymore...

Even if personalities are at the moment only implemented in the most rudimentary way, they're going to be fleshed out later and from the wording it seems pretty clear they're going to directly address things like the likelihood of a particular dwarf going beserk, melancholy, etc.


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