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Messages - Grendus

Pages: 1 ... 154 155 [156] 157 158 ... 174
2326
DF Gameplay Questions / Re: Finding magma pipes
« on: July 28, 2009, 11:22:47 pm »
Dig down to a good level to search for ores (flux layers or granite layers are my favorites, gabbro is good too) and dig a grid of tunnels looking for ores. I would recommend the tunnels being no further than 20 squares apart or so. When you hit warm stone, stop, dig around the edge to get the shape of the magma pipe, being sure to NEVER dig into a warm stone layer. Now go to the surface over the middle of the area of warm stone and start digging a stairwell straight down. You'll breech the pipe eventually without risking your dwarves.

Congratulations, you now have access to the most useful material in the game. Be sure to put a floor over the top of the shaft you dug down, otherwise the imps just might decide to come play in your booze stockpiles.




Alternatively, download reveal. Same effect, 1/200 of the work.

2327
DF Suggestions / Re: Distilled Water: Anesthetic
« on: July 28, 2009, 09:23:24 pm »
Just a question: how does distilled water reduce pain? Booze maybe, alcohol suppresses neural function reducing the sensation of pain, but medically distilled water is only useful for cleaning out wounds.

I understand that you think that thread is funny, but suggestions should be serious. Leave the jokes to the general discussion forum.

2328
DF Suggestions / Sort animals by species and gender
« on: July 28, 2009, 09:20:33 pm »
It would be nice if the animals page of the stocks menu was sorted by both animal and gender. If you only want one stud animal and all the females for breeding stock, you currently have to dig through the menu and mark all the unwanted males. It could be done much faster if the list was sorted.

Also, pets should be at the top of their species, regardless of gender, just to make it easier to see if one of your immigrants brought along a male that can be used as a stud or a female for breeding.

2329
DF Suggestions / Re: Idea of managable coinage and currency
« on: July 28, 2009, 06:55:27 pm »
The problem with a DF coin based economy is time issues. It takes a dwarf a few days to get to the bank and get their money. Money hauling would become a full time job, that's why most players don't bother with it. It's something that's better taken care of behind the scenes.

2330
Currently, the optimal solution to nobles that demand impossible things, is to never give them a police force, and then ignore them.

The optimal solution to nobles that demand impossible things is magma.

2331
DF Suggestions / Re: Improvement to item melting.
« on: July 28, 2009, 06:48:30 pm »
I suppose if item quality affected the time taken to melt that would be something of a balancing factor. Rationale could be that the smelter has to perform rituals to make it "ok" to melt down examples of the fort's craftsdwarfship, and the nicer the piece the more involved the ritual. Goblin crap, of course, can simply be tossed into the crucible without fanfare. This might necessitate some kind of tag attached to meltable items to show their origins.

That sounds a little... strange, actually. Would be better to simply increase the time taken to forge or melt with magma. Using a magma forge would still be preferable for the resource management bonus, but using magma to level metalworking would be much slower than using charcoal. A decent excuse would be the extra safety precautions for working with magma as a power source.

2332
DF Suggestions / Re: Cages made out of rock
« on: July 28, 2009, 06:42:08 pm »
There's a reason concrete beams include rebar, dude. Concrete is especially brittle, but still- schist, granite, microcline, magnetite- I can't think of any layer/large cluster stones that would really work well enough to hold most of the people on this forum. And remember we're talking about dwarves too; they're crazy mother****ers who haul stone around all day and kill skeletal colossi.

Dwarves in mythology are usually fairly strong on top of this. It's unlikely any dwarf wouldn't be able to break a thin rock bar. Of course, dwarves can be restrained by a lead chain, it's not like DF physics are accurate.

Metals are fairly easy to find. Look for embark zones with flux stone or granite, they're usually heavy with all sorts of metals. Worst case, embark with some copper nuggets. They're cheap, like 6 dwarf bucks.

2333
DF Suggestions / Re: Wooden cudgels/staff?
« on: July 28, 2009, 02:38:27 pm »
Oooook... quick raws tutorial.

Weapons come in two classes - weapon and ammo. A ranged weapon is just a melee weapon with an ammo tag assigned to it. If you removed the bolt tag from the crossbow, dwarves would use it as a hammer. Ammo has it's own tags.

Assigning an ammo tag will assign new behavior to any dwarf who's equipped the weapon. They will try to find a quiver and fill it with ammo of the prescribed type. The will not use it in melee unless they have no ammo, all 'training' will be done against Archery Targets with non-metal ammunition.

Note: I'm not much of a mod-maker, all I've done is some small tagging here and there. This is a rough guess.

2334
DF Suggestions / Re: Improvement to item melting.
« on: July 27, 2009, 11:48:42 am »
It's always seemed strange to me that you get less metal back from melting than you spend making the item. The great thing about recycling metals as opposed to paper or plastic irl is that you get almost the same amount of metal from melting that you spent making it. Metal is only lost slowly through rust, wear, breakage, etc. A solid piece can be melted down into liquid metal of the same mass.

It's a game mechanic thing.  If you could turn 1 bar of gold into a statuette, then back into a gold bar you could repeat the process ad fuel-initem* until you were a god at making gold crafts.

And you only ever dug one bit of gold ore out of the earth.

*That is, as long as you have fuel

Agreed. Magma as an infinite energy source is awesome, but it screws stuff up. However, if there were no magma forges or magma smelters, I would consider it perfectly acceptable to simply forge and melt a craft over and over, so long as you're willing to use the charcoal.

2335
DF Suggestions / Re: Suggestion: Create designation "Break Stones"
« on: July 27, 2009, 11:39:50 am »
Unrealistic in the extreme.

Compared to the main alternative, which is creating a 1x1 garbage dump and dumping 100 rocks into that 1x1 square, which is more unrealistic? :)

You only put 100 stones in a quantum stockpile? I have all the stone in my fortress stacked right next to my craftsdwarf's workshop. Mostly just to keep my haulers busy.

2336
DF Suggestions / Re: Wooden cudgels/staff?
« on: July 27, 2009, 11:25:48 am »
Right,  but I mean make a new crossbow named "Hammer" with no ammo capacity?

It's not possible to make a ranged weapon that uses no ammo or has no ammo capacity. However, you can mod in a weapon with the blowgun dart tag as ammo. Since blowguns aren't currently used, your dwarves will never use them as a range weapon, however it's quality will be based on the dwarf's crossbowmaking skill.

Edit: it's also worth noting that said weapon will not be usable for training, as your dwarves will try to practice at an archery range but find no ammo. You can remove the ammo tag without having to regen the world though. It's doable, just unnecessarily complex.

2337
DF Suggestions / Re: Improvement to item melting.
« on: July 26, 2009, 06:56:54 pm »
It's always seemed strange to me that you get less metal back from melting than you spend making the item. The great thing about recycling metals as opposed to paper or plastic irl is that you get almost the same amount of metal from melting that you spent making it. Metal is only lost slowly through rust, wear, breakage, etc. A solid piece can be melted down into liquid metal of the same mass.

2338
DF Suggestions / Re: Bottled fairies
« on: July 26, 2009, 06:53:38 pm »
I like the idea of faeries being used as a light source. Another idea would be with medicine to have bottled faerie blood be used as a salve for wounds (would reduce pain and shorten healing time slightly). Would be kind of dwarvish to dissect and process them into something useful.

2339
DF Suggestions / Re: Suggestions by a new player
« on: July 26, 2009, 01:22:29 pm »
I agree with the idea of doctors but I highly disagree with the idea of using Doctors to bypass existing problems within the game.

Dwarf Injuries are a problem so much as they are willing to become bed ridden for what constitutes a bruise, cut, or blister. The fact that they take forever to heal as well only aggrivates the problem.

A Doctor can only do so much for a Bruise that I'd like to bring up an old saying: "It is like trying to make a baby in a month by hiring nine women".

Though I do remember that there are ways to make the body heal faster (Closing wounds does this).

In Conclusion: The Doctor shouldn't be made to fix the problem. The Problem should be solved and the Doctor should expand on medicine as a whole (If anything injuries should get more serious once doctors are added)

I think the current plan is for doctor dwarves to increase healing rate, just like RL doctors do. Things like medicine, setting broken bones, sewing or wrapping wounds, salves for pain, giving antidotes, etc are probably what we're looking at, not waving your beard over a broken arm and healing it.

2340
DF Suggestions / Re: Skills & crafts suggestions
« on: July 26, 2009, 01:15:08 pm »
I like the bed reworking, honestly, the current system seems screwy. You can't make a soft bed out of just wood, you need at least a matress and blankets if it's cold. Plus, beds can just as easily be made out of metal or even stone (though stone beds would be a pita to haul around).

I'd remove the stuffing idea though. None of the animals in the game beyond some hostiles have feathers, you can't fill a leather matress with water (dwarves lack the technology to waterproof large leather containers, and waterbeds have to be heated or they're freezing cold). I've always assumed that just like plants grow without fertilizer and dwarves never poo, some stuff goes on behind the scenes we don't see.




As for Pilsu's other suggestions: in order...

The engraving change I like. I would add that the value increase from engraving should be reduced, however block walls should be engravable while raw stone walls should not. Making stone blocks should take longer to compensate.

The clothing change I like. However, the leather system needs to be reworked, currently a kitten gives as much leather as a cow. The smallest butcherable animals like kittens and groundhogs should give one unit, while large animals like cows should give a lot more. This could be easily coded in by basing the amount of leather a skinnable animal gives on it's creature size in the raws.

As for the decoration changes - YES!!! I love it. It will take some time to implement, but I honestly think that being able to issue your dwarves, say, steel crossbows with ivory handles would add a lot of depth to the game.

The ammo suggestion was one I was thinking about suggesting. I like it. The damage bonus from flint and obsidian needs to be reduced though, considerably. Stone should be somewhere between copper and bronze, and should also include flint as a sharp stone. Arrows should also be re-stackable, or else quivers should have a maximum number of arrows in them and dwarves will fill the quiver until it's full (so 30 stacks of 1 Steel Arrow or 1 stack of 25 Steel Arrows).

There's another really good thread about non-metal weapons. Stone axes, spears, maces, and knives were very common in early days, they should be implemented. Wooden spears and clubs should also be implemented. Stone and wooden weapons should break very fast against iron or steel armor though, their main weakness is they're fragile.

Yes to cave spider silk value and danger, yes to phantom spider silk (and it should be tradeable), yes to obsidian value, yes to speed. Overall pretty good. I would add though that dwarves should buy and use crafts when the economy is started. Dwarves should want mugs to drink booze from, dwarves who like music should spend some of their spare time learning to play instruments, child dwarves should want toys, and dwarves should collect crafts when they have extra cash and wear them.

Masonry should stick with making furniture. Architecture, currently a weak skill, should be applied to making walls, and when walls are destructible architecture skill should contribute to their strength.

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