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Messages - Ibu Muffintakers

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31
DF Gameplay Questions / Re: Does water flow off the edge of the map?
« on: December 20, 2007, 04:37:00 pm »
Yeah, I tried to flood the world in a human village when I was bored one time.  To make things worse, you can't build a wall within like 7 tiles of the edge.

32
DF Gameplay Questions / Re: Does water flow off the edge of the map?
« on: December 20, 2007, 04:32:00 pm »
Yep, it does flow off the edge.

33
DF Gameplay Questions / Re: beasts and sieges
« on: December 20, 2007, 04:34:00 pm »
I've wondered the same thing.  I've played this game for a long time and have never seen a dragon/colossus and have only seen 3 sieges.  I keep my population cap at about 40 though.

34
DF Gameplay Questions / Re: Sparring issues
« on: December 18, 2007, 01:08:00 pm »
I've noticed the same thing.  I'm thinking some dwarves just aren't predisposed to military duty.  I have one novice wrestler that was recruited at the same time as my 19 champion wrestlers - she is listed as having a "calm demeanor" in her profile.  Not sure if it's related.

35
DF Bug Reports / Adventure Mode: Walking bug
« on: January 11, 2007, 01:58:00 pm »
There's wierdness with holding down movement keys and pressing shift.  I got it to happen by holding shift, then holding 4 at the same time, then releasing and pressing shift again.  When I released all the keys, my character kept moving in the same direction and wouldn't stop.  When I saved and restored he was still doing it.

36
DF Bug Reports / Adventure mode: sneak + missiles
« on: January 11, 2007, 01:56:00 pm »
When you sneak and hurl rocks at an opponent that can't see you, they'll stand still and get pummeled.  You can do it easily in goblin fortresses.  It seems like they should run either towards or away from the source of the rocks.

37
DF Bug Reports / Re: Adventurer party dumbness
« on: January 11, 2007, 03:14:00 pm »
I suck - I just saw that you already fixed this.

38
DF Bug Reports / Re: Adventurer party dumbness
« on: January 11, 2007, 01:32:00 pm »
I've had the same issue - also happens in goblin fortresses and entrances to buildings in ruins.  It seems most common with dwarven companions.

39
DF Suggestions / Re: Construct Building -> Install [X]
« on: March 06, 2008, 03:32:00 pm »
Third...ed?

40
DF Suggestions / Re: Let me choose my own morality!
« on: February 23, 2008, 09:32:00 pm »
First off I agree that Toady is absolutely doing amazing things here - my intent isn't to say "Give me total moral freedom by the next release!" but just to say that I hope things will trend in that direction.

I also agree that, while dwarves may generally be social and cohesive, and not prone to murder, they certainly have a heavy-handed form of justice all their own (the Hammerer).  Execution is something they do.  If a small group of migrants forged out into the wilderness and created their own working society, hostility toward nobles when they showed up wouldn't be farfetched.  Who knows why these dwarves set out in the first place?  We all create our own backstory and run our forts by our own standards as it is - I'd just like to see the trend continue in that direction.

On a more practical note, the ability to designate one unit for attack would probably address a lot of the complaints about military efficiency.  It would also open the door to a lot more strategy with a standing military.


41
DF Suggestions / Let me choose my own morality!
« on: February 21, 2008, 01:17:00 pm »
Personally, I've gotten a huge kick out of trapping traders.  I've built an entire pirate fortress around this concept and it's huge fun.  I know we can use elaborate/indirect methods, like collapsing ceilings, to do the same thing, but I like the option of playing a straightforward evil fort.  If I could, I'd put an elf's head on a pike outside the fortress.

It's always been my major complaint with this game that there's a certain morality imposed upon the player.  I can't order my military to attack a peaceful target, or one of my own dwarves.  I couldn't until recently set up traps to slaughter traders, and soon that will be gone.  I want the ability to build a guillotine and send my king to it in a bloody peasant upheaval, or have the nobility launch a pogrom again the legendary dwarves that represent the threat of capitalism to their comfortable existence.  Or, two words: military coup.

I want to decide the morality of my fortress for myself!


42
DF Suggestions / Ability to designate forbidden area
« on: January 26, 2007, 11:03:00 am »
...just what it says: it'd be nice to be able to use the 'd'esignate command to mark forbidden areas, like when you know a cave-in is coming.  It could basically be the opposite of the Reclaim designation, since the green areas in an unclaimed fortress seem to do exactly what 'forbidden' areas should do.

43
DF Suggestions / Random thoughts on adventure mode (long)
« on: January 11, 2007, 02:54:00 pm »
Seriously, this post is really long and you'll be bored of it before the end.

This game is so awesome it hurts me a little. I've played for an unhealthy amount of time the last few days. It's already one of the best roguelikes I've played and I can see it will go a lot farther.

My ideas:

Right now, when using a two-handed weapon, everything you pick up gets put in one of your hands, and you start bashing things with it.  I'd like to specify that I want my maul to stay two-handed.

The screen that shows your limb condition could have something next to each limb to show how protected it is by your armor.  (a color indicator, or 1-4 stars, or something.)  Less important: armor / weapon damage and repair?

In real life, archers have to take a moment to draw an arrow from the quiver before firing.  How about adding a one-turn delay between shots  - "The elite bowman draws and nocks a *copper arrow*."  Also, maybe crowssbows could have an increased chance of penetrating armor, and do more damage, but require two turns - one to cock the crossbow, one to load the bolt.  Archery should be practically useless by the time someone is close enough to melee.  

By the way, how about archery shops?  Bolts and arrows are hard to get right now.

Right now, players can use rock throwing to gain several attributes and get to legendary within 10 minutes.  Wrestling the undead is the same way, but this seems a little more realistic- choking zombies really would be a great way to practice, but the experience gained from each different hold should decrease every time you use that hold.  Other skills seem to progress painfully slowly.  I have a human who's a legendary wrestler and rock thrower, has scavenged or bought all masterful iron armor, and has gained only one level in hammers and half a level in armor, despite the fact that I do the vast majority of my killing in melee.

Enemies fly really, really far when hit with a maul.  I think this could be tuned down a bit - maybe make it 2 or 3 squares, turned up a square or two with every strength increase.

Orders for companions would be nice - stay close, roam at will, etc.  Improved AI would be nice too.  Maybe they could file in behind you until there was some sign of combat, then spread out and try to flank.

Stealing should work if you can get away with it - at night, with no shopkeeper, if you can get an item and get out the door, it's yours, no consequences.  Also, when you're caught stealing, towns in the area should become hostile only after a period of time has passed.  This could depend on their distance from the victim town.

I think the inventory screen could be much better organized.  (This is probably one that's already in the works.)  I think the screen from Ancient Domains of Mystery is close to ideal.  

Sneak mode: it seems like you can wear an absurb amount of jewelry with no positive or negative effects.  All that jewelry should make you noisy when you walk around.  A character in full plate mail should be basically incapable of stealth.  Sneaking up and attacking should do a huge amount of damage, and a trained wrestler with a dagger/short sword and high ambush skill should have a very good chance of killing an opponent outright with a throatcut, or cutting a hamstring, etc.

There are a lot of keypresses involved in wrestling right now- I'd like to see a separate, specific key to wrestle, with the ability to specify your favored progression of moves.  For example, the first time you press R, you grab the opponent's weapon, and the second time, you throw them with it.  Or you could set it to grab their throat and then choke, etc. etc.  It would also be nice to see specific messages for grabbed weapons/limbs when they are used for an attempted attack - "The goblin tries to attack, but his mace is held tightly."  Opponents should put a high priority on regaining control of a held weapon.

When a companion/opponent drops their weapon, they should pick it back up with the other arm, maybe even at the expense of dropping their shield.

Wrestling ideas:
(By the way, this is one of the best features I've ever seen in a roguelike, and I've been playing them for 21 years now.)
-Walking toward a character/opponent on the ground should stand you on top of them to prevent them from standing.  
-Characters on the ground with another character standing over them should have a chance to throw the standing character and switch positions. If they fail, they get kicked.
-You should be able to sit on a downed opponent to further reduce their ability to stand up or deal damage, but an experienced wrestler could reverse this and end up on top.  
-Daggers/short swords should have large damage bonuses against a held opponent, while blunt weapons, polearms, and all two-handed weapons should suffer greatly.  
-When you're on the ground, you should be able to use your legs to perform wrestling holds.  These holds are -extremely- dangerous in real life.  It's far easier to break someone's arm/neck/leg with your legs than with any other part of your body.
-Neck break / eye gouge / headbutt option from a head grab! (Ask anyone in Thai kickboxing about the dangers of being caught in a head grab.)

And one more: the ability to prioritize body parts with a melee attack.  I'd like to make my enemy's weapon arm my first priority, both in melee and in wrestling.

[ January 11, 2007: Message edited by: Ibu Muffintakers ]


44
DF General Discussion / Re: Future of the Fortress
« on: May 18, 2007, 12:28:00 pm »
I think gunpowder for large-scale mining would be awesome, personally.  I mean, digging large halls with a pick is exceptionally stupid when the technology to develop explosives is available.  Of course, this would take a particularly intelligent miner - like a mining engineer / demolitions expert - to make it work, and even then it would be exceptionally dangerous.

45
DF General Discussion / Re: Future of the Fortress
« on: April 13, 2007, 11:10:00 am »
Wooooo! Pipes!

Will river / magma creatures be able to traverse them?

Can we finally have magma operations that are relatively safe and positioned wherever we want?

This Z-level thing is going to be neat - many more options for fortress organization.  I'm thinking separate levels for exploration, transportation, stockpiling, workshops, and fortress defense.  It'll be fun to see what people come up with, particularly if we get additional freedom from the addition of pipes.

I'm thinking miners are going to be in much higher demand now.


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