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Messages - Grek

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4861
DF Suggestions / Re: Oil!
« on: August 30, 2007, 04:57:00 pm »
quote:
Originally posted by a1s:
<STRONG>
aren't these the same thing?
seriously though, what is liquid evil?</STRONG>

Pink goo from Ghostbusters 2.


4862
DF Suggestions / Re: Socketed Weapons/Armor/Items
« on: August 26, 2007, 11:56:00 am »
quote:
Originally posted by PresidentEvil:
<STRONG>I'm not saying that. I'm saying magical items should be insanely powerful and rare, and created through strange moods as well. For example, you should have one or two magical items for every, say, five artifacts.</STRONG>

I think most artifacts should be somewhat magical, but only a few are very very magical. Maybe a chance for every decoration on it to have a magical property, so that complex artifacts are more likely to be magical. Also a setting in the init file that raises or lowers the amount of magic in a new world.

[ August 26, 2007: Message edited by: Grek ]


4863
DF Suggestions / Re: Socketed Weapons/Armor/Items
« on: August 26, 2007, 10:08:00 am »
I don't think adding a gem to a weapon should have any effect unless A) the gem is magical or B) it would have that effect in real life.

4864
DF Suggestions / Re: Making haunted/terrifying mean more
« on: August 26, 2007, 10:53:00 am »
I think it should be:
Sinister: More strange moods, with a chance that happy dwarfs go macabre. More vermin. Dwarfs go insane more easily. More scary looking engravings. only creatures are predators, rare undead peaceful creatures and unatural ones like werewolfs, nightwings, orges and yeti. Extra miasma from dead bodies. Food goes bad more quickly outside stockpiles.

Haunted: Ghosts sometimes form near dead bodies that give unhappy thoughts and make dead things near them give out extra miasma, but only rarely attack people. More strange moods, with a chance that happy dwarfs go fell or macabre(equal chance of either). Outside river is unhealthy, but not deadly.

Terrifing: Extra river attacks. Tentacle demons out of chasms, spirits of fire from magma and toad demons in underground water. Miasma seeps out of the ground. Dead bodies become hostile undead(100% chance for bodied non burried, lowered chances for graveyards and even lower for tombs). Extra moods, with a chance happy dwarfs go fell. Outside river is undrinkable, even wells and in-cave sources make you sick.


4865
quote:
Originally posted by Deathworks:
As for vampirism, I think it wouldn't be that much fun for dwarf fortress, considering how difficult it is to keep the dwarves from walking into a dangerous area. So, your vampire fortress would wither on the first day.

Next version has the option to set areas as impassible to your dwarfs. Just designate the entire outdoors.


4866
DF Suggestions / Re: Alternative tiles
« on: August 25, 2007, 02:31:00 pm »
quote:
Originally posted by Savok:
<STRONG>Too graphics-intensive.</STRONG>

For now. Later in develpment, support for varied tilesets could go in.


4867
DF Suggestions / Re: Economics discussion panel
« on: August 27, 2007, 04:59:00 am »
quote:
Personal coin chests and vaults should still exist however.

I must have forgot the part about some nobles demanding a private vault for their money.

quote:
Defaults are good to have but irl the system is more fluid. I strongly support the idea that workers of each class are part of some overall "union" or guild. Makes sense seeing as most of them have representative nobles.

I think that the workers are only in a union once the guild boss shows up.

quote:
Nobles should not be allowed to control the salaries of other dwarves, or else they would just give themselves easy money.

Right now nobles get everything they want for free.

quote:
Rather, the wages of everyone in the fortress should be controlled by you, as god and the government combined. They would automatically fluctuate due to a few factors:
1. The total amount of workers in a class, compared to the demand for workers of that class.
2. How much work they get done. (compared to how much work they are asked to do)
3. What the job IS, there is no need for fisherdwarves on maps with no water.

That sort of information could decide how some of the more responable nobles, like guild bosses, and House Ber and economy nobles, will mess with prices. The true noblity would leave the prices alone but mandae you make things they like. I don't think lower class nobles shouldn't make very many mandates or demands. Of corse I also belive the title of guild rep should be left to the most skilled worker of the group being represented.

quote:
This way dwarves get paid a minimum wage for HAVING such and such skills because they took time and effort to aquire. The exception being legendary dwarves of course. At the same time, all the dwarves of a specific class would earn more money depending on how much work they do collectively. This way, all 4 of your carpenters can earn a living, even if you only provide a single workstation.

I don't realy like that plan. A dwarf should get payed based on the following things: the wage for the job times the quality modifier of the product made (if any) plus a bonus from the noble if it was a mandate.

quote:
Still, currency should be universal within racial boundaries. It doesnt make sense that the currency is simply worthless in neighboring kindoms because the stamp is different. Would they simply never trade with each other at all?

Would money from the roman empire be excepted in mideval china? They should have different money, and the value of another empire's money should go down at as you move farther and farther from that empire's citys.


4868
DF Suggestions / Re: Economics discussion panel
« on: August 26, 2007, 12:10:00 pm »
quote:
Originally posted by Savok:
<STRONG>Coin vaults already exist: Just make a large amount of coins and put it in a sealed room. The economy will run on credit.</STRONG>

This is basicly a more elegant, intuitive and sensable version which produces less job cancelation spam.

quote:
1. Seperating the money owned in personal accounts from the communal "government" money that the player has access to.

I think money should be stored in a vault room, defined from a safe. The government money goes in the safe, the dwarfs on the tiles around it.

quote:
1. How money can be better handled: Banks, personal vaults and the like. We need to eliminate the coin mess we currently get, but how?

Your "money nobles", the Bookkeeper, Treasurer Hoardmaster and Dungeon Master should hang out in the vault and move piles of coins from the safe with government money to private safes or each dwarf's pile in the vault. Dwarfs shouldn't mess with their money unless you don't have vault space, then it goes back to their room.

quote:
2. Wages: Who gets what, for doing what. This goes double for nobles.

I think there should be a list of default wages/prices that nobles will change. The player should also be allowed to change the prices to the same degree a noble can as to offset any poor choices.

quote:
3. Trade with other races: Bartering works but coinage is more stable. Prices should fluctuate due to rarity, demand and especially distance of transport.

Sound about right

quote:
4. Standardized currency within racial boundaries: If get some human coins from one town, i should be able to spend them anywhere in the human empire. As long as the coins are all the same size the markings should be irrelevant. There are a few exceptions such as a state of war between towns.

It's like that currently, with each empire's coins being useable elsewhere in the empire, but an empire's towns don't seem to stay in the same area. That could change.

quote:
5. Taxes: At the very least, we need a property tax on rich dwarves. On a larger scale, dwarf outposts may need to pay regular tribute to the king, or somesuch thing.

Also, let us decide to give money to a chosen dwarf.

4869
DF Suggestions / Re: [ART_DEFILE:OFF] in init.txt
« on: December 28, 2007, 10:14:00 pm »
quote:
Originally posted by BurnedToast:
<STRONG>hey lets have an ini option so dwarves don't have to drink or eat too! and we could make an ini option that makes them invulnerable! and then we could make one that makes all workshops not use materials!</STRONG>

Init options are for features that are not fully implemented and/or buggy. Art defacement is a little too extreme at the moment. Eating, drinking, dieing, and building stuff is put together well. Please put more thought into your posts.


4870
DF Suggestions / Re: Selectable era
« on: August 23, 2007, 11:23:00 am »
Why not just make these options toggleable in the init file?

4871
DF Suggestions / Re: New worshop: Penal workshop
« on: August 25, 2007, 05:35:00 am »
^^^^
I tried to do something like that a while back by puting some chains next to the river and telling the dwarfs to fish or nile farm so they could feed themselves, but they wouldn't do any work.

On another note, a crush rock designation that makes dwarfs with hammers destroy rocks on that tile would be very helpful.

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


4872
DF Suggestions / Re: Reserving ores for the best miners.
« on: December 26, 2007, 08:05:00 pm »
Perhaps "Head miner" should be an appointed noble. Then have a "Head miner dig this out" designation. Once guilds go in, the head miner would be the leader of the miner's guild. Other ones could be done for other trades.

[ December 26, 2007: Message edited by: Grek ]


4873
Other Games / Re: Steep learning curves that are worth it
« on: June 05, 2008, 10:17:00 pm »
quote:
Originally posted by SeaBee:
<STRONG>Dominions III</STRONG>

QFT.


4874
Other Games / Re: Wurmonline DF town
« on: October 31, 2007, 09:05:00 pm »
I'd help, but the client crashes on startup.

4875
DF General Discussion / Re: I knew elves were stupid, but this?
« on: September 23, 2007, 10:43:00 pm »
quote:
Originally posted by Shankist:
<STRONG>It's probably because the barrel was made of wood.  Those damn hypocrites got pissy at seeing wood turned into a perfectly good container and not an absolutely worthless wooden sword.</STRONG>

They sold him that barrel.


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