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Messages - El-Ravager

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31
DF Suggestions / Re: Sleep on rocks!
« on: February 23, 2010, 02:52:17 am »
artefact beds can already be of any material.

Otherwise, if you mean all we need is rocks ,I am agianst this. with wood you can at least suspend your disbelief somewhat and think that they use sawdust for a blanket..

I think beds should need either rock or wood AND a piece of cloth.

32
DF Dwarf Mode Discussion / Re: Starting Skills
« on: February 22, 2010, 11:05:10 am »
for a regular embark into a not too threatening enviroment it looks somewhat like this:

1 all social skills
2 building designer 5, animal trainer 4, animal caretaker 1
3 mason 5, mechanic 5
4 woodcutter 5, carpenter 5
5 grower 5, cook 2, brewer 3
6 stonecrafter 5, bowyer 5
7 a mix of the smithing skills, usually armor 5, weapon 4, blacksmithing 1

I also take 7 picks and turn on mining for evryone in the beginning. that way you get mostly clean stockpile areas. Later the first two get pulled into full mining duty.

33
DF Dwarf Mode Discussion / Re: Most Dangerous Megabeast You've Ever Found?
« on: February 22, 2010, 09:23:56 am »
it only half counts because this was in adventure mode, but:

I entered a cave to kill a titan for osme random village, found the titan, stabbed him once with my sword in the foot, where it got stuck. I then got wrestled for a while and also lost my shield. the titan then beat me to near-death with the shield, at wich point I managed to dislodge the sword, only to have it wrestled from my hand. I was then run thru with it.

I made 2 more adventurers to try and kill that titan, but with sword and shield it had become unstoppable. I wish I still had the save of that to start a fort near his cave...

34
DF Suggestions / Re: Tricks of the trade
« on: February 22, 2010, 08:48:14 am »
I like the general feel of this, but maybe it should not be 'tricks' learned and taught, but 'aptitudes' wich get discovered as a dwarf tries out things. Aptitudes would be chosen for a dwarf at birth/migration and be hidden until the dwarf uses the skill associated with the aptitude on a material that is featured in the aptitude.

Thus, a dwarf who has an aptitude for working with tower cap could work with oak all year and not discover his aptitude. Same if he does other jobs. Maybe one could get a hint that Job X 'feels right' for a dwarf if said dwarf works in the job and has an aptitude in it. Each dwarf should have between 0 and 5 aptitudes.

As for what they do, I guess aptitudes should increase the quality of an action or product by a bit, they should not be so good that you need them, but a nice to have bonus.

In the same way one could add 'incompetences' that lower the quality of actions/products.

35
DF Gameplay Questions / Re: the midgame
« on: February 22, 2010, 05:58:59 am »
Well, for one its never too early to plan an elaborate deathtr..I mean opulent lodgings for those nobles that will arrive sooner or later.

You should also plan to train a military with the next batch of immigrants, to find a use for all that steel you seem to be producing. Just remember to train them in wrestling and possibly pump operating before you start on weapons and put them in armor and give them shields asap to train them in armor and shield use.

If youi have an underground source of water, a tower cap farm is a nice challenge.

36
DF Suggestions / Re: Oil
« on: January 28, 2010, 08:01:59 am »
Of course striking oil should be messy, with serious upward force.

Urist McFloaty Cancels Dig: Impacting ceiling due to force of oil strike

I always did wonder why that force exists..is the stuff pressurized underground because of depth?

Of course this would only mean that dwarven engineering is needed.

37
Obviously it should be possible to cause fear in creatures in this way ,e.g. if the attacking goblins see the heads of previous military leaders in a neat row at your fortress entrance. It should also give happy thoguhts to military as their kills are displayed and to a lesser extent to other dwarves who should feel saver.

38
DF Suggestions / Re: Oil
« on: January 26, 2010, 06:51:37 am »
Well I think oil should be a liquid like water in its normal state, but once it gets in contact with any fire from whatever source, the oil that has empty space next to it should burn up and become heated. This burning should not happen too quickly thou, since it would require empty space (=air) to continue. Burning should consume 1/7 Oil per tile per X moves, dunno how much would be realistic.

Theres a lot still to address here thou:
There is no mixing liquids right now I think, but mixing oil and waterr should create a 4th liquid called oily water or whatever, wich should burn when exposed to fire and be deadly to whoever drinks/swims in it.

Tied in to that is the question what will happen if water is used to put out a oil fire. I think the water should be consumed and be turned into a lot of steam and smoke. I am unsure what magma poured in should do thou besides start a fire. It would make no sense for it to vanish.

Adding oil without the ability to use heat in more ways seems a waste. There should be more stuff, for example heating water for bathes, heating oil for sige defense, sige engine ammo that burns, oil lamps, the works.

One would also realistically need to be able to assign barrels to be for either food use or oil use because even dwarves are unliely to survive drinking or eating food from barrles that used to contain oil.

39
DF Suggestions / Re: Oil
« on: January 25, 2010, 01:18:20 pm »
I certainly think that there should be the facility FOR MODS to allow oil to be used for plastic production. Personally I would find it strange for 'Vanilla'.

Probably ties in to using collected liquids at workshops, which presumably is not supported well (at all?) at the minute?

I can agree on palstics being mod only stuff, but I tihnk if you could work with oil at all you coudl already mod that, I am just not sure if you could do the oil -> plastic change. You dont want to end up with oil thrones ^^

As for using liquids in workshops, a step in that direction could be a analogous labor to sand gathering called oil gathering wich uses buckets instead of bags.

40
DF Suggestions / Re: Oil
« on: January 25, 2010, 11:58:03 am »

Oil-related disasters through the fort would be fun, Would you know if the last tile you were about to dig out had an oil reservoir behind it?


Oil could be surrounded by some squares of slick or oily stone/soil to indicate it, I guess. Its kind of neccessary to indicate it somehow. You could also find oil shale near a oil reservoir.

41
DF Suggestions / Re: Oil
« on: January 25, 2010, 11:53:53 am »
About making plastic out of oil: Well its alchemy and its dwarves, maybe they know how its done. If not, that works for me too. It would certanly give some use to the alchemy shop :)

and yes I didnt even think about lighting. Of course you would use it for that purpose as well.

42
DF Suggestions / Oil
« on: January 25, 2010, 11:25:06 am »
How about adding oil to the game as a underground resource? Oil could have many uses:

-It could be a coal substitute (I am no expert in metalurgy so if thats unrealistic cut it ^^ )
-it could be used in traps that make fires
-flasks of burning oil!
-it could make cloth, items and so forth in alchemy labs
-tar blocks could be created as a byproduct of alchemy, to be used in road-building
-it would create poisoned tiles where it seeped (=evaporated) into soil. Nothing would grow there again.
-add a kind of dirt to creatures that makes them burn faster and hotter
-create lots of smoke while burning to obscure vision
-flames from burning oil could be higher then 1 Z level, making interesting traps possible

The stuff could be transported in barrels or vials and it would be available in pools or pipes (representing small and large oil fields. I am sure there are more possibilities, but I have little time to brainstorm because I am at work ^^

43
DF Suggestions / Re: Track clusters and veins via stocks menu
« on: January 25, 2010, 10:37:13 am »
to expand on this idea: how about a 'mine on demand' designation? It would allow you to mark tiles of veins/clusters to be minded only space exists in a relevant stockpile, or let the stuff be mined when it is needed, if no stockpile exists.

44
DF Dwarf Mode Discussion / Re: Oh my god the possibilities
« on: December 15, 2009, 04:03:41 am »
This thread is starting to look like a torrent's comment page.

Then my work here is done *zoom away arms extended making plane sounds*

Jokes aside thou Id rerally llike to play a game on this map, or at least visit in adventure mode.

45
DF Dwarf Mode Discussion / Re: Oh my god the possibilities
« on: December 14, 2009, 01:59:08 pm »
seed please? ^^

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