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Messages - Sowelu

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7471
DF Suggestions / Re: Sleep/Eating/Drinking
« on: March 07, 2008, 06:24:00 pm »
The Sims always annoyed me with its similar lack of a grasp on time.  Ten minutes to make a bowl of cereal?  Another ten minutes to set the table for a family?  And then there's Tropico, which had very similar eat/sleep/recreation needs on the same general timescale of DF, but was somehow WAY more annoying...

I don't have a solution that doesn't involve making dwarves run faster.  As it stands, the time taken to get to and from your bed is just as bad as the time spent being -in- bed...  Increasing the number of trips is no good.

Giving flasks to your dwarves, letting them get a biscuit to munch as they travel if they go near a food stockpile, or letting them take brief naps near their jobsite are all major changes that might actually help, though.  IE napping can help stave off a dwarf needing to sleep but eventually he needs to go *home*.


Burrows will HUGELY help this issue (and may make it more reasonable to have frequent, shorter sleeping periods) as dwarves will usually not be as far away from their bed.


7472
DF Suggestions / Re: Dwarven fear
« on: March 07, 2008, 05:53:00 pm »
My civilians are wiping the floor with unicorns when I don't even pay attention, I don't know what the deal here is.  Unarmed, unarmored, not taking a scratch...

But yeah, instead of 'fear' for small critters it should be 'ignore'.  Though it would also be nice to specifically beat up on thief-critters.


7473
DF Suggestions / Re: On Orchards and Greenhouses
« on: March 07, 2008, 06:16:00 pm »
Jayfrin, you are obsessed with your gem ideas.


But yes, glass not blocking sunlight is a great idea!  And can building-destroyer flying beasts please be allowed to path through your windows and invade your greenhouses?


7474
DF Suggestions / Re: Boundaries question
« on: March 07, 2008, 06:08:00 pm »
It seems like the elves should claim areas that extend out from their forests, especially when there's like...one little hill in their forest...or when there's a bare patch between forests.

Of course I guess that's a distinction between controlled and claimed territory:  Civs might actually control weird jagged areas, but certainly they'd want to claim something rounder (and as much as possible).  Even if they've barely seen what they're claiming...


7475
DF Suggestions / Re: Fun with the pits *spoilers*
« on: February 13, 2008, 06:07:00 pm »
It's like talking to the Orz.

7476
DF Suggestions / Re: Books and Journals
« on: February 13, 2008, 09:44:00 pm »
It's not that few people have been inspired.  It's that books are already a well-known future feature!

Distant future.  But still there.


7477
DF Suggestions / Re: sort skills by their level
« on: February 18, 2008, 06:21:00 pm »
DO NOT WANT task selection ordered by skill.  It's hard enough remembering where they all are as is...

7478
DF Suggestions / Re: Shoot Up Small Stacks First
« on: February 07, 2008, 03:44:00 pm »
And how should they decide, in a siege, between a stack of ten bolts sitting right next to them and a stack of fifty sitting a hundred tiles away?

I'm sure something satisfactory will happen around the same time as restacking goes in...  :)


7479
DF Suggestions / Re: importing old forts during worldgen
« on: February 07, 2008, 07:15:00 pm »
Nah, worldgen is the whole world at once, it's not stitched.  (The fact that the north is hot and the south is cold, or vice versa, is a hint that you at least only have one hemisphere...hence the word 'region'.)

As for histories, well, very soon all your immigrants will be drawn from the actual existing population in the world, so your idea would be making people from thin air.  I guess that's not entirely unreasonable, it's just that your people wouldn't be nearly as interesting because they wouldn't be tied into the world.  So you wouldn't be getting the new features after all.

Still, by far the biggest problem in my mind is the thing where your fort's borders don't match up with what's around it.  Ever played SimCity 4, and tried to import a not-perfectly-flat city and then tried to make the borders agree with its neighbors?  It's a HUGE, MASSIVE pain and it almost never actually works.  Rivers and chasms that go off the map would make no sense in context.

It'd be fun if it was possible, but...


7480
DF Suggestions / Re: importing old forts during worldgen
« on: February 07, 2008, 03:42:00 pm »
'probably would not be a big thing' is quite incorrect.  The underlying terrain would be quite different.  The biggest problem is if you came to visit the place in adventurer mode:  The site around the fortress would not match up with any of the surrounding terrain, the cliffs would be mismatched, rivers would come from nowhere and go to nowhere.  It might look alright in reclaim mode, but if you imported the dwarves too, that would be a big headache--your trading partners would be gone, nobles would be from nonexistant places, etc.

The problems would become a much bigger deal in later versions.  Soon, real armies will be moving overland to siege you--so it would be a problem if terrain doesn't match up between the borders of your fort and the rest of the world.

Other major issues:  Your fortress will probably have art in it.  Art refers to people and events that wouldn't exist in the new world.  Again, future versions will make this problem a lot worse as forts are tied more to the history of their own world.  And consider that many of the new features you want will *come* from your fort being tied to the world:  If you yank it out of a past version, you wouldn't get those things anyway!

Of course Toady is the final authority but I'm just saying, don't get your hopes up.  Writing code to make a game backwards compatible is already a major challenge!


7481
DF Suggestions / Re: Aritfact Suggestions
« on: April 11, 2008, 01:07:00 pm »
A lot of those are pretty creative and well thought out.  A worthwhile post!...even though all that stuff is still waiting for the Magic Arc, yeah.

7482
DF Suggestions / Re: Include Old Game with New Version
« on: November 02, 2007, 03:06:00 pm »
There is no flooding yet.

7483
DF Suggestions / Re: Top3 suggestions ROUND 2
« on: April 11, 2008, 06:57:00 pm »
combine stacks, room designation over Z levels, panic room.

7484
DF Suggestions / Re: Floors...
« on: November 02, 2007, 12:06:00 pm »
I don't think there's very much preventing you, at the moment.  If you want large scale changes, you can just remove all your walls/floors and rebuild them.  For simpler stuff, well...

First off, remember that a ceiling is exactly equal to a floor, so adding a new floor to a building is one of the simplest changes you could make!  You just have to tear out your down staircase and replace it with an up/down one and you're set.

As for building new walls on constructed floors, well, you can at least remove the floor and put wall where it used to be.


7485
DF Suggestions / Re: process priority option
« on: November 02, 2007, 12:17:00 pm »
Seconded!  I always lower DF's priority as well.  It seems like DF should be a good citizen and default to not taking up all your CPU (it is the user's responsibility to make sure that other programs aren't running in the background).

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