Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Vulkanis

Pages: 1 ... 4 5 [6]
76
DF Suggestions / Re: Giant Trees (with integrated poll)
« on: April 09, 2010, 02:49:09 pm »
Elves likely have no worries about hollowing out the dead heartwood, which is mostly useless to trees. But if you dare to cut the living sapwood...


The idea of many dead trees amongst a forest of living ones is somewhat hard to follow, perhaps Elven leaders can just have on large dead and hollowed out tree to live in that is technically an Elven town center similar to the Human Inns. 

77
DF Suggestions / Re: Giant Trees (with integrated poll)
« on: April 09, 2010, 02:36:01 pm »
Do elves need to hollow out trees though? It doesn't seem to be in line with their philosophy to rape forests just to make buildings. Such a tree would certainly rot, die and collapse without handwaving like to magic so they're not even worth considering as a build option for other races.

Tents and treehouses seem more likely. Not that I'd mind seeing trees be a bit bigger and meaningful.

We can always just "add" a new tree that elves use specifically to live in, that could be carved out and lived in without "technically" harming nature. But normal trees keep their circulatory systems inside their bark so a tree can still be hollowed out and living to an extent, I'd imagine the tree to have possible smoothed branches so they could be stood on, but they wouldn't have any sort of order to them, considering killing off the branches of a tree and its leaves is like cutting off a fish's gills (sorta) I wouldn't expect elves to make any sort of carvings or contructions on or from the tree.

But if all the elves are in trees then theres no challenge to slaughtering them anymore, All I have to do is hit G select the tree and watch them fry. (not in any seriousness obviously)

78
DF Suggestions / Re: Migrants are now ridiculous
« on: April 05, 2010, 01:59:51 pm »
Also one extra issue you mentioned was the migrants having this shotgun spread of skills where for example a mason could also be a fish cleaner which is quite confusing in the middle of large fortress where you need a potash maker and you have one but he is titled wood burner instead, is it possible that we could change the titles of these dwarves or better yet just recieve peasents and nobles (as needed) by messing with some options and data?

79
DF Suggestions / Re: Siege modes & Siege being a mjaor threat.
« on: March 24, 2010, 02:04:21 pm »
I would suggest using the search function.  As this had been suggested for quite a few times.

I had. I came up with four results only one was related to this topic and it was talking about enemies that dug to your fortress and nothing about the idea of designating what we can encounter.

80
DF Suggestions / Siege modes & Siege being a mjaor threat.
« on: March 24, 2010, 12:14:29 am »
In the present build of Dwarf Fortress Sieges caused by almost every race can be shrugged off and ignored with the locking of doors and the use of a bridge over some large pit, this seems rather unsatisfying because enemies dont seem to try and destroy my fort rather then kill all the inhabitants, and creates a form of devoidness in the challenge of enjoying Dwarf Fort. Albeit the learning curve is steep and finnaly understanding the game and messing around with all the mods is entertaining but Enemies dont seem to be a threat once you are self sufficent enough to just remiain under-ground for the rest of eternity.

So why not allow enemies to bring siege weapons of their own such as Hand-held battering rams (2x1) and siege ladders (fills appropriate area) to cross gaps and avoid the common trap bridges. All of these would be constructed at siege camps that are around 18 x 18 or 9 x 9 areas
(up for debate)  But not all enemies could have this capability such as Goblins and other lesser humanoids. But of course enemies such as Humans, Elves and possibly other dwarves could besiege and attack you with said equipment. 

But there are also some people that play for the sheer fact of constructing outposts and citys and nice looking fortifications, well why not let us customize what kind of enemies we encounter to fit our purposes.

                                         Disscuss, but I'm not sure weather or not this idea will burn at the stake or be a hot topic for discussion, forgive me if I am opening old wounds  :-\

Pages: 1 ... 4 5 [6]