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Messages - Grek

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4756
DF Suggestions / Re: A few agricultural suggestions
« on: September 29, 2007, 08:42:00 pm »
quote:
Dirt belongs outside with plants that need sunlight to grow.

Mushrooms will grow on dirt. I've seen them do it.

quote:
On a related note, watering mushrooms as if they were sunflowers would just make them rot.

Commercialy grown mushrooms need watered 2-3 times a week. It says so right here: http://www.mushroominfo.com/grow/sixsteps.html

4757
DF Suggestions / A few agricultural suggestions
« on: September 29, 2007, 06:35:00 pm »
Right now, dwarfs farm with silt washed downshore by the cave river and water the plants once a year. The doesn't make much sense for dwarf made floods and the second doesn't make sense at all. I suggest a change to the way farming works:

First you would build the farm plot. Either you build on dirt/slit or you pick a "soil" from the farm plot menu and your dwarfs will put it in the plot as a replacement. The soil can be any or all of the following things:


Dirt: Dug up outside, cheap and easy to find.

Silt: Dug up near rivers, plants grow better on it than in dirt.

Cave moss: A new plant that can be grown quickly and cheaply on damp rock or an farm plot with without anything to grow on. Grows naturaly on the banks of
underground water sources or farmed.

Refuse: Dead things, vermin, animal fat, ect. Realy easy to get ahold of, but using this for farming results in misima and a toxic moss growing on some tiles of the farm.

Sawdust: Easy to get, in mass, from a shop that uses wood.

Potash: Made from wood, good for growing. Mushrooms can't grow in pure potash; you need some other type of soil mixed in.


Better soil results in more plants. Soil, nor farm plots disapear over the winter, but will deplete. You can order new soil added at anytime.

----------------------------------------------------------------

Once you have something for the mushrooms to grow in, you can set an option for your dwarfs to water them or not. Water comes from wells or rivers/lakes in a bucket. If you let them water the mushrooms, they produce more plants per tile. Most plants have a minimum amount of water and soil they need in order to grow at all.

Plump helmet: Requires moderate amounts of soil and water for moderate amount of food and wine. Good general crop.

Cave wheat: Little soil and some water, makes flour or some beer. Grows fine in outdoor soil. Good if you lack good soil.

Sweet pods: Needs alot of soil and water, makes alot of syrup, sugar or rum. Good if you have plentiful water and soil.

Pig Tails: Little soil and little water. Little ale but makes good amounts of cloth.

Quarry Bushes: No soil and little water, makes a decent amount of food but no booze. Good for places with little water.

Dimple Cups: Normal amount of soil and water, makes dye.

Cave moss: Only needs water, makes soil. Springs up on damp rock naturaly.

Black moss: Only grows on refuse, needs water. Produces a toxic extract, but is otherwise useless. Springs up on refuse naturaly.

[ September 29, 2007: Message edited by: Grek ]


4758
DF Suggestions / Re: Workshop quality
« on: March 18, 2008, 05:00:00 pm »
I think there should be a 'shack' a master's workshop and a factory.

The shack requires just building material and works ok.

The master's workshop has to be assigned to a dwarf and requires that that dwarf have a masterpeice. It dwarf pays rent on the shop and can take aprenteces.

A factory is 5x5, requires mechanical power, and many more parts than the other workshop. A factory sized forge would need 3 anvils. It would allow multiple dwarfs to work at the same location.


4759
DF Suggestions / Re: Emmigration
« on: September 27, 2007, 05:24:00 pm »
quote:
Originally posted by Savok:
<STRONG>We get only our starting dwarves in the new version?

Well, that fixes the CPU speed issue, at least.</STRONG>


We only get dwarfs comming in.


4760
DF Suggestions / Re: Trade goods and other items for mechanics
« on: September 26, 2007, 06:08:00 pm »
quote:
As for mirrors, that's more of a glassmaker thing, there are no mechanics involved in them. Same with tweezers, scissors and things, that's the kind of thing a smith does.

I suppose metal mirrors should be smithed and glass one make by glassmakers. Perhaps smiths would make tweezers. I put them under mechanics because they seem to be the sort of people that would have the tools and skills needed to make other tools.

quote:
Maybe we could split the generic "mechanisms" up into subcategories?

I would have suggested that, but people then to get mad and complain about it being too complex if you do that.


4761
DF Suggestions / Re: Trade goods and other items for mechanics
« on: September 26, 2007, 08:04:00 am »
quote:
Originally posted by Fieari:
<STRONG>Instead of a timer, I'd prefer to see float switches.  Float switches would enable the construction of timers in a far more "organic" style, and big water powered systems sounds awesome to me.  Far more interesting than a mere object.

I do like the idea of clocks, alarms, mirrors, flint/steel (strikers).  The others, I'm not 100% keen on, but wouldn't mind seeing.  Again, I -don't- want to see "timers".

[ September 26, 2007: Message edited by: Fieari ]</STRONG>



Float switchs have been suggested enough times that I didn't feel I was adding anything new by suggesting it again. A timer would basicly be a clock ticker hooked up in a way that it pulls a lever on the hour every hour instead of sticking a coocoo bird out of a hole.

4762
DF Suggestions / Trade goods and other items for mechanics
« on: September 25, 2007, 08:38:00 pm »
Right now, mechanics make mechanisms, levers and traps. I think they ought to be able to make a few other things.

Scales - used by merchants for weighing coins. Made from mechanisms.

Clocks - used to tell time. Come in three types: Small clocks which are trade goods, large clocks which are furniture and timers that work like a pulled lever at a given interval. Made from mechanisms.

Alarm - Built somewhere and hooked up to a lever, presure plate or timer. Wakes any dwarf nearby with a loud noise and gives them a small unhappy thought. If they are still sleepy and there is nothing nearby to keep them awake, they will go back to sleep. Made from mechanisms.

Mirror - two types, small for trading and large as furniture. Made from silver, brass, gold, bronze, copper or glass.

Telescope - Small ones, called spyglasses or furniture sized ones. They allow you to see longer distances. Made with lenses from a glassmaker and a telescope body made by the mechanic.

Listening horn - lets you hear over a long distance, through doors, while elderly ect.

Compass - using it shows you which way is north. Would require that the player not intrinsically know which way is north to be useful. Trade good.

Fishing pole - Fisherdwarfs can catch fish with just a line and a hook or a net. Using a pole speeds things up. Mechanics put together the reel and make fishing hooks. Needs a mechanism for the reel.

Whistle - trade good, makes a sound like an alarm but with a shorter radius.

Bell - works like a whistle.

Striker - like a reuseable match. Make with flint and steel.

Miscillany - small trade goods produced in large piles. Tweezers, sewing needles, scissors ect.

[ September 25, 2007: Message edited by: Grek ]


4763
DF Suggestions / Re: Send out your own delegate to rquest aid.
« on: December 14, 2007, 02:24:00 am »
They could demand logging or mining rights for a year or two.

4764
DF Suggestions / Re: Walls.
« on: March 16, 2008, 01:15:00 am »
It would remove the engraving and leave you with a smooth wall. Holes in the wall and fortifying would stay, though.

4765
DF Suggestions / Walls.
« on: March 15, 2008, 09:00:00 pm »
Right now, we can have rough walls, smooth walls, engraved walls or walls with arrow slits. I don't think that is quite enough. Instead, I would like a more robust system in which all of the following are seprate variables.

Smooth/Rough - Smooth walls are higher quality, but will let everyone know there is a fortress here.

Engraved/Not engraved - Adds to quality, but, again, lets everyone know there are dwarves there. Smooth engravings are like what we have, rough engravings are like cave drawings.

Fortified/Not fortified - By this, I mean reinforced to prevent cave-ins. Requires blocks or logs or bars to do, but prevents cave ins. Not related to arrow slits. A smooth, engraved wall with marble fortifactions would be a smooth wall with marble pillars next to it. Fortified floors would have beams holding them up. Would also be harder to tear down by building destroyers.

Bent hole, arrow slits, window hole, no hole - Bent hole allows for fluids. Arrow slits are fluids+projectiles. Window holes allow windows to be built on them to allow vision, but no passage or allow anything but movement if you have no window or the window is open.

Why do we need this?

If we allow these 4 settings to be indepentent, that allows for some interesting situations. For example, Kobold caves might have rough engravings of things that they have stolen, allowing brave adventurers to find the stolen artifact iron mug of the dwarven people of Alesocks.

A smooth wall with an engraving of a dragon a bent hole coming out of the mouth would allow you to install a floodgate leading to a magma vent behind it, making for an awesome trap.

A rough floor with arrow slits allows sneaky batmen to shoot their blowdarts at unsuspecting dwarven miners.

A smooth with a window hole with a fancy gemstone window would be quite fitting in a church.

Humans that bake pies could leave pies on windowsills, thus allowing bad children to steal pies off of windowsills and thus get in trouble.

People could make climbing skill checks to enter windows, as per Rapunzel.

[ March 15, 2008: Message edited by: Grek ]


4766
DF Suggestions / Re: Random Riddle Generator
« on: September 30, 2007, 07:19:00 pm »
quote:
Originally posted by Name Lips:
<STRONG>So?</STRONG>

If someone shoots him with a crossbow outside, he would be alive to everyone that can go through the door and dead to everyone else. A person can't be dead and alive at the same time.

[ September 30, 2007: Message edited by: Grek ]


4767
DF Suggestions / Re: Random Riddle Generator
« on: September 30, 2007, 03:07:00 pm »
quote:
Originally posted by mickel:
Creating fire out of nothing? Energy out of nothing? Causing mass to disappear into nothing?

Fire out of nothing and energy out of nothing are realy out of nothing. Your using magical energy to make fire. Making something 'disappear' ought to require that you send it somewhere else.

quote:
If someone can make something as elaborate as a ball of fire that sustains itself without fuel, and which flies independently and homes in on a target, making a door that is there and isn't there at the same time is child's play.

A door that does and does not exist at the same time would require a person be able to both go through the door and not go through the door at once, then be in two places at once.


4768
DF Suggestions / Re: Random Riddle Generator
« on: September 29, 2007, 11:08:00 pm »
Doing that results in paradoxes.

4769
DF Suggestions / Re: LOS limited combat reports
« on: July 09, 2007, 04:33:00 pm »
I think this is on the list of things to do.

4770
DF Suggestions / Re: "Clean Stockpile"
« on: July 09, 2007, 02:19:00 pm »
I agree.

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