Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - HAMMERMILL

Pages: 1 ... 19 20 [21] 22 23 ... 41
301
DF Suggestions / Re: Goggles
« on: November 18, 2009, 02:28:47 am »
Not sure they had ballistic eyewear back in the time period, but you'd think dwarves would be less likely to have their eyes eaten out by wolves if they were wearing a visored helmet from the 1400 period or whatever.

302
DF Dwarf Mode Discussion / Re: Extra fun: Destructible houses
« on: November 18, 2009, 12:04:01 am »
Thats an interesting idea. I've noticed a few worldgen towns where the humie buildings were perched up on stilts, but they were constructed 1x1 larch walls on the corners.

This was on a taken-over goblin tower site with a big mountain in the middle where the humans built their human structures. So the buildings were perched up on the mountain side with the overhang supported by wood walls underneth.

Interesting idea though, OP. But it would be weird if a building destroy took out all but one support on the far corner and it didn't collapse.

303
DF Dwarf Mode Discussion / Re: idea: Midgar
« on: November 16, 2009, 04:55:55 pm »
You guys are thinking of Midgard.

"Midgar" is just some random name some incrutible Japanese folks decided to impliment in their game and has nothing to do with the Midgard of Norse mythology.

304
DF Dwarf Mode Discussion / Re: Gathering the sweet, sweet nectar from GCS.
« on: November 16, 2009, 04:33:37 pm »
I'm not totally certain but I think tamed dogs, and only dogs, count as dwarf-blood for the purposes of taming wild animals. Something about their war/hunting animal tag that makes them count as agents of your civilization instead of just a normal animal.

Tamed horses and donkeys and stuff should work though.

305
DF Dwarf Mode Discussion / Re: idea: Midgar
« on: November 16, 2009, 04:30:12 pm »
Whats up with the urbanated area outside of the main ring anyways?

Mako reactors could just be magma pools or sections with an enternally burning-coal-in-a-bin with water poured on them.

Also, Junon might be fun to replicate, with its tiered structure built on a mountain by the ocean with the huge cannon and all.

306
Curses / Re: Selling t-shirts not making money?
« on: November 16, 2009, 04:13:40 pm »
I dunno. Fundraising could/ should be profitable even if the LCS is virtually unheard of.

I personally know of this hippie couple that can make 200$ in 4 hours just from begging/swindling folks, driving from gas station to gas station. Young dude with cute girlfriend, a sob story about not having enough gas money to make it to (insert distant city here) to attend girlfriend's dad's funeral and a Labrador wearing a hankerchief named 'Dodge' seems to seperate folks from their money rather efficiently.

Maybe make panhandling profitable for people with high persuasion, charsma, intelligence, maybe disguise (for the acting bit) ect. Might be a good way to make some loose change for a founder in the early game, but it should be less effective with mass-donation drives since there are only so many folks in a city willing to fork over change to dirty hippies unless they represent the LCS and are popular enough to warrent public support as such.

307
DF Suggestions / Re: A Consolidated Soil / Rock system (and Rubble)
« on: November 13, 2009, 10:08:43 pm »
Some good ideas here.

I especially like the quarrying idea, but it should be like the channel designation since you have to cut the stone from the top IRL. Channel it out and instead of a rock you get two rocks worth of cut blocks.

Maybe even have the sides be pre- smoothed out? Quarry faces are pretty smooth since they are cutting the stone rather then pulverizing it with a pickaxe.

If dirt can be collected and hauled, it should be stackable and several peices should beable to be placed in bags. Also, there should be something useful to produce from it. Clay should beable to be turned into pottery, for example at a furnace. Should beable to make (heavy) pottery buckets and barrels. Normal loam should be better for farming then clay. Clay should be better for farming then sand. Certain sands would be almost useless unless it was fertilzed first. So embarking on desert regions would actually be a challenge to survival like it is in real life.

This would make the non-sand soil layers unique and important. People might actually want to make a fort on clay for the cheap pottery items or loam for the productive farming, ect.

308
Curses / Re: Conservative Crime Squad
« on: November 13, 2009, 04:04:45 am »
What is not funny about a tardis appearing in the middle of a soylent green plant, the door being kicked open from the inside, and 6 body armoured guys with machine guns storming out and shooting at everything conservative?

its not funny because soylent green is people  >:(

309
DF General Discussion / Re: Boatmurdered comic strips - writers needed.
« on: November 13, 2009, 03:57:30 am »
Boatmurdered was entertaining but it was mostly just one or two of the contributers that were excellent writers who made the story good.


*coughSankiscough*

Anyhow, I like it so far =) I can't help at all, but look forward to reading more.
Him and StarkRavingMad but most especially, 'Major Failure' in his first segment.

The Major used the background and made the story awesome and in-depth rather then treating it as s video-gam obstacle to be overcome.

310
DF General Discussion / Re: Boatmurdered comic strips - writers needed.
« on: November 13, 2009, 03:01:52 am »
The problem is, if he do the comic in his native language, someone would need to translate. But sometime joke are hard translating. And to translate adequately, you need to translate toward your native language, people who think something else misunderstand what is translating.

Exemple: I'm French, i understand English, so I could translate an English text in French, but not the other way, is more hard.

So if you are not a native speaker of his native language, you'll miss some joke, word play, etc. So he his best to try get all work done in English if he intend to do the comic in English. In final, if he do the work in English and get help from English speaker, the comic would probably be 10 time funnier (for English) than if he have done it the other way. 

No, his funny english translations are perfect and he should not change a thing.

311
DF Adventure Mode Discussion / Re: Stupid Questions
« on: November 13, 2009, 02:22:04 am »
In older versions you could sell 9000+ bits of Red Sand from outside of the guy's shop and have enough to buy whatever you wanted.

Corpses, dirt, ect, are worthless in current mode. Even when hunting/advent resource/ ect comes into place you are probably not going to get much for that dead elk anyways, considering the mats and the way DF manages values and economics in the game

312
DF Suggestions / Re: Making HFS scarier
« on: November 13, 2009, 02:17:43 am »
Maybe the pit and the adamantine is holy to the demons, or something.  As in, they worship it in their own twisted way, using it to torture the lost souls of Hell (yes, hell.  How else did all those elves, humans, and dwarves get underground without diggin?).  Then they see your mining out the wall of their temple as sacrilegious and seek revenge.

That makes sense, with the demons drawn to the ore itself.

I would offer the theory that the urm..
Spoiler (click to show/hide)
are not dead
Spoiler (click to show/hide)


313
DF General Discussion / Re: Boatmurdered comic strips - writers needed.
« on: November 13, 2009, 02:13:22 am »
Protip:

If you speak poor english, do the comic in your native language and have someone else translate it.

No. non-native english makes everything even more funny to everone, including native speakers.

Don't make me post "Polandball" here.

Keep in mind, Dwarves don't speak english, so a translation of launguages to english and mis translations of such, only make things more FUN.

314
DF Modding / Re: Goblin uniforms.
« on: November 13, 2009, 02:10:11 am »
This would work, but maybe at the expense of realism.

To extend your idea...
If you did want to retain as much as you could about the clothes they usually wear, you could work out the total cost of everything they normal wear, and the armour protection, and make "Goblin Clothing" according to those values. It'd be like having a private bin for the personal effects of each goblin that died, except you couldn't melt the meltable items and selectively burn the non-silk items and so on.

Well I modded my goblins to wearing nothing but Rope Weed clothing. Also, their "leather" armor is also made from rope weed. The snatchers and theives wear -Rope Weed Leggings- and 'Rope Weed Armor'.

Story-wise I suppose the goblins EAT the skins of animals and they fabricate 'armor' by gluing sheets of cloth together into hardened cloth armor, laminated or quilted armor, I guess.

So, they still have armor like they did, its just that everything they wear besides their iron armor is easily catalogued and tracked within my stocks menu.

The "jumpsuit" idea got me thinking that maybe EVERY civ should just have a multi-location set of clothing, rather then needing to track every single last sock a goblin or dorf or elf or humie dies wearing.

315
DF Modding / Re: Goblin uniforms.
« on: November 13, 2009, 01:48:40 am »
I hate to bump my own threads, but playing a bit of X-COM with the standard issue coverall-clad-rookie cannon fodder guys made me think of an even better solution to the goblin clothing issue.

Just condense all clothes, for all races, into a single item. Hands, upper, lower, legs, feet. Like a jumpsuit/ coveralls. +Rope Weed Clothing+ as a single item that represents all of the bits and peices of a typical civ's outfit. It would really shorten hauling and item sorting in the game.

How hard would it be to give that jumpsuit a 5/5 or 10/10 block rating like normal clothing?

Anybody try this before or can anybody give me some pointers on how to make clothing more efficent and easy to deal with? Untill the hauling aspect is improved I really think simplifying the traditional goblin soldier's inventory would save alot of heartache.

Pages: 1 ... 19 20 [21] 22 23 ... 41