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Messages - jimi12

Pages: [1] 2 3 ... 8
1
DF Suggestions / Re: Boats
« on: May 29, 2012, 04:46:13 pm »
I don't see boats being addressed before mounts are added. There would be a lot of similiarities between riders and mariners in terms of how things would be coded. Mounts are scheduled for Release 7, but I'm not sure how accurate the release schedule is now.

2
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 16, 2012, 06:11:15 pm »
Yeah, I have to say that unless we're adding something *new*, there's no real reason to have more different kinds of trees, or we start having the same problem we have with animal leather types, where there are 500 different types of leather, but they all have the same exact game function.

You understand we are talking about Dwarf Fortress, right? Needless complexity is one of the core values of the game.

3
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 16, 2012, 06:01:13 pm »
I would suggest adding the major fruit trees in addition to some under represented tree families.

Here are a few from wikipedia:

-Ginko          Ginko Biloba             Produces nuts which are eaten in Asia. Too many are poisionous. Trees are male or female. Traditional medicinal uses. Can grow up to 35m.

-Yew           Taxus Baccata (European Yew)         670 kg/m3. Famous for springy wood used in bows. Most parts are lethally poisonous to humans, livestock, especially horses. Traditional medicinal uses. Can grow up to 40m.

-Walnut        Juglans Regia (Common Walnut)        570 kg/m3. Heavily cultivated for walnuts, luxury wood. Can grow up to 35m.

-Yucca         Yucca Brevifolia         Produces edible fruit. Native to deserts (Not many desert trees right now). Grows up to 15m.



Also, this site has a ton of wood densities: http://www.engineeringtoolbox.com/wood-density-d_40.html

4
DF Suggestions / Re: Deities
« on: May 04, 2012, 06:44:55 pm »
That much is true.

Possibly there could be a distinction made between Lesser gods and Greater gods.  Like the Romans did.  They had hundreds of god-like creatures represented in their myths, and even household gods that were worshiped by only one or two families at most.  But the BIG guys were important and everyone still knows them, like Mars and Jupiter.

I like this idea but I don't think it should be one sphere per god. There were tons of gods related to the seas in many civilizations for example.

5
DF Suggestions / Re: Travellers Visiting Your Fort
« on: May 04, 2012, 06:38:41 pm »
This hasn't really been "coming towards the top of the devlist" for over a year, now... Ever since taverns were announced, only one item above taverns on the devlist has been accomplished, and that was the creation of large cities.  Those aren't even finished yet, either...
Well taverns and inns are scheduled for release 4 and release 1 is complete. Even with some rearranging that Toady has mentioned it doesn't hurt to discuss it.


as far as the gladiators go slavery is a serious crime in dwarfdom, so I doubt a group which had slaves would come to a fortress.


I had thought about that too. Maybe they could be willing participants and not fight to the death. Less gladiator, more UFC.

6
DF Suggestions / Travellers Visiting Your Fort
« on: May 04, 2012, 05:58:08 pm »
With taverns and inns coming towards the top of the dev list, I think it would be cool to come up with a list of types of travellers that would be able to come to your fort and how they would interact with it.

PERFORMERS: Any race but probably not goblins

-Jesters, singers, acting troupes, acrobats, jugglers: Would come and meet with noble or mayor for permission to perform in return for payment. Upon agreement, party would be created at meeting hall and they would perform. Happy thoughts based on skill of the performers. May stay outside of fort in wagon or camp they make or in whatever inn/tavern Toady makes.

-Circuses: Wagon comes to site filled with caged animals and costumes accompanied by circuses. Would create tent "building" on site at semi-random location. Party would be created at tent building. Dwarves would path to and attend party and gain happy thoughts based on types of animals in event, skill of performers, and if they even like circuses. Animals should be uncaged during performances. Accidents with animals should be possible. Ability to seize animals should be possible with consequences.

-Minstrels: A lot like singers, but would posses musical instrument. Could give news about events going on in other parts of the world they have visited or heard stories about.

-Gladiators: Like circuses but would be caged animalmen/enslaved elves/humans/dwarves/goblins. Owner of slave gladiators would arrange performance. Could be turned away if noble/mayor has high empathy or other factors making them dislike violence. During show two or more combatants would fight to the death. Probably hold multiple fights before leaving. Succesful attempts to free gladiators could result in them staying with you (when multirace forts are put in) or just leaving after giving you their thanks. Or they could be crazy or goblins and just try to kill you after they are freed.

RELIGOUS: Any race but probably not goblins. A lot of this may not be doable until organizations like religions or churches or religous orders are established.

-Missionaries: Would come and create party at meeting hall. Would give sermon on certain deity. Certain percentage of open minded dwarves would form new relationship worshiping said deity. Could carry relics or writings related to deity. Conversion rate based on social skills of missionary and personality of listeners and apeal of aspects of deity.

-Travelling monks: Would come and ask for food and lodging. Devoted to certain deity. Denying, caging, or killing them may result in bad things. Perhaps in the future of DF's dev they would be able build a monastary on the site and live independent of your fort.

-Prophet: Could demand payment for fortelling of future. Could give advanced warning of seiges/megabeast arrivals. When weather is implemented could predict storms/earthquakes. May not always be accurate/truthful.

-Philosophers: Like old philosophers. Just talk to dwarves and would effects moods based on personalities.

MILITARY:

-Bandits: Just like ambushes but of any race. Not affiliated with particular civ.

-Slaver: Try to come and kidnap dwarves. Would be a small group of soldiers with sentients in tow (caged on a pack animal or walking with chains).

-Sensei: Demand payment for teaching skills to dwarves. Would live with you for a while teaching military skills in barracks.

-Adventurer: Just random adventurers that want lodging and food for a couple days. Could ask for permanent residence if treated well and forms relationships.

-Vampire Hunters: Could come with rumors that a vampire is living in your fort which may or may not be true. Could accuse ones of being vampire and demand testing, execution.

-Vampire Cults: Would come and seige fortress. Could send diplomat to noble/mayor to demand capitulation. Doing so would make you hostile with all civs and install vampire as leader of fort.

-Animalmen Nomads: Animalmen ambushes.

-Royal Conscriptor: Could come to noble/mayor demanding certain number of adult dwarves leave to join army. Could be able to choose which dwarves leave.

-Assassin: Comes to just kill one specific dwarf and flee. Target preference could be weighted towards leaders.

ECONOMIC:

-Peddlers: Like a caravan but just one or two people with much smaller supply of goods or just a couple really valuable goods.

-Animalmen Traders: Like peddlers but animalmen. Would have crappy or simple goods (Just leather and wood items).

-Guild Rep: Representatives for various guilds looking to form presence in your fort. (Probably far off)

POLITICAL:

-Foreign Diplomats: Could work trade agreements, make demands or threaten war, demand hostages (in ancient political sense), ask for betrothal of royal family members, just say hi (like they do now), ask you declare war on other civ (could include bribe to do so).

-Royal Architect: Could demand structures, monuments be built (like a path over a river or monument in honor of the king)



I'll add whatever ideas come up to this master list.

7
DF Suggestions / Re: The Edification of a Dwarven Language
« on: May 02, 2012, 06:19:30 pm »
I say make it as simple as possible. No cases. No genders. No conugations. No pronouns. Think caveman speech. It seems adjectives will be added to nouns which will work.

An example might be: Urist past-walk by the river and past-think to Urist, "Today Urist will no eat cat. Yesterday Urist past-eat cat. Question Urist has meatdog in backpackbluesilkcavespider of Urist?"

Translates" I will not eat cat today. I ate cat yesterday. Do I have dog meat in my blue cave spider silk backpack?"

By not having conjugations and using add on words for tenses instead of conjugations, it cuts down on the number of words to be made.

8
DF Gameplay Questions / Re: Scales, wool: good for nothing? [34.07]
« on: May 02, 2012, 02:47:28 pm »
Spin thread is done at a Farmer's Workshop. Threads are turned into cloth at a loom.

9
DF Dwarf Mode Discussion / Re: What "special" rooms do you have?
« on: May 02, 2012, 01:34:47 pm »
I typically build a 1x4 room. The first square is a goblin cage, the next square is a door, the next square is a single upright iron spear trap, the next room is another door. I dump all the goblin's items, then pop open his cage and forbid all the doors once he is on the 1x1 upright spear trap square. I then activate it until his injuries are severe, wait and let him heal, and continue ad infinitum. Most of the time the spear will get a lucky shot to the skull after a couple months of this and I bring in a new goblin.

10
DF Suggestions / Re: New Zone Designation: Swimming Pool
« on: April 30, 2012, 03:08:35 pm »
Baths, swimming pools... either name is fine. I suppose you could designate if it is a co-ed or gender specific area like some bath houses are. I don't see it as a thing all dwarves would utilize, but rather ones who specifically have a preference to swim or are friends or relatives with ones who like to swim and they could accompany them.

11
DF Suggestions / New Zone Designation: Swimming Pool
« on: April 27, 2012, 06:13:39 pm »
Allow a body of water to be designated a swimming pool. As long as there is a ramp and the level is 6/7 or under, dwarves can change out of their clothes and swim while on break or during free time. Can be used as a type of meeting hall. Will train dwarves in swimming.

12
DF General Discussion / Re: Most awaited long term goal?
« on: April 14, 2012, 10:50:22 am »
Quote
PowerGoal 139, A BATTERY OF AA MECHANICS, (Future): You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.

I want to start a crusade against the heathens.

The whole old power goal, bloats, and etc. are here: http://dwarffortresswiki.org/index.php/Consolidated_Development:_Arcs,_core-items,_bloats,_Reqs_and_Powergoals

13
1. Spurts. Few hours a day when I do.
2. Forums or on Reddit.
3. No. I don't know anybody in real life who has heard of DF.
4. Yes.
5. I use Ironhand tileset. I don't listen to music while playing.
6. No.
7. Positively.
8. I do now that historical figures can migrate. I have had dwarves that were important that I gave custom names to and then retired that fort who then migrated to my new fort. That is a rare occurance though. I think that feeling will grow after further development.
9. I read sci-fi, classics, history, and philosophy books. I actually don't play many other video games. Other than DF I play DCSS, Mount and Blade, and Rome:Total War. I am an accountant.

14
I am not sure how this would work with caravans since they are just as smart as invaders (not very) but build 4 or 5 parallel tracks on the outside perimeter of your fort. Fill with powered rollers. Add as many lead carts as possible without having the carts collide with each other. They will now hit any invader that comes to your fort. Maybe a ramped draw bridge 1 z-level above would allow caravan access, but I am not sure they would recognize the tracks as something to avoid. Or you could just have your trade depot outside of the defense perimeter, set all tracks as forbidden in the traffic orders, so your dwarves aren't pulverised, and then you wouldn't have to worry about caravan casualties.

15
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 10, 2012, 11:25:04 am »
Fortress Defense Strategy:

Build a 4 or 5 rows or parallel tracks along the outside perimeter or your fortress. Fill each track with as many rollers as possible. Place twenty minecarts on each track. You can build a retractable bridge on ramps for caravan access. You now have an orbital minecart defense system.

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