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 - Xombie

Pages: 1 ... 7 8 [9] 10 11 12
121
DF Suggestions / Re: Urban Architecture and Design
« on: June 05, 2008, 03:49:00 am »
quote:
Originally posted by Heph:
Hmm i dont think a city should look planned. I dont know exactly how you build you citys in The US but here in old Europe a city has grown within a long time and was sometimes realy Chaotic.
I've seen europe. Even in "chaotic" city you can see streets, and houses along the streets facing same direction. It's not just randomly placed buildins around. Im not saying all towns must look like NY(well is't not bad actually), just look like a town.

quote:
Originally posted by Neonivek:
and still don't find enough items for the set

Ever played Diablo2? Why would you find everything you want? I don't think it's fun to play if you know that all the best items are guaranteed and expecting you. Actually it ruins the fun of finding right item.
And afaik even now worldgen item quality is random, so you never can say if right item is generated. Even with shops everywhere.

About finding shops: Easy. Just visit capital. Perhaps there will be more than one. Other than that mass armor production for every willage is unrealistic.


quote:
Originally posted by Normandy:
One question is how would this apply to dwarven/goblin/elven cities? Would they follow the same rules of urban design?

Each civ has it's own style.

Dwarven dungeons - i think they should be organised and planned. maybe even more then human. with all the objects.

Goblins - they got quite fine fortresses. And there only 2-3 buildings on each site, so there is not much to plan. But i think they should be organised in some composition and even connected with walls and may have some decorative objects. Pikes with skulls on them, statues of goblins etc.

Elves - i'd leave them alone with their little wooden chaos.

[ June 05, 2008: Message edited by: Xombie ]


122
DF Suggestions / Urban Architecture and Design
« on: June 04, 2008, 02:57:00 am »
quote:
perhaps organizing the building placement better

The way i see it in future...

Urban architecture:
1)City has a main street, smaller streets connected to it.
2)Buildings organized in blocks.
3)Shops closer to city center, houses closer to perimeter.
4)Each willage and town shouln`t contain each and every kind of shop. Big cities has everything, perhaps 2 of same shop.
5)Actual difference in size.

Design improvements:
1)Well. useful to drink or fill waterskin.
2)Fountain. in larger cities. same use. size is 2x2 or 3x3.
3)Statue. can be generated to depict some world gen events. like victory in war, death of someone heroic or member of royal family, megabeast defeat etc. details written on it.
4)Square. meeting area and city center. statues and/or fountains here.
5)Marketplace. used like trade depots. (when caravan arc implemented, i think.)
6)Graveyard. dead historical figures buried here(if anyone left to do it). placed far from everything and connected by road.
N)More interesting castle design.

code:

 █■■■■■■■■■■■▌
 ▌..........>▌
 ▌...........▌
 ▌...........▌
 █■■■..■..■■■▌
█■▌...........█■▌Ω.....Ω
▌<...■.....■....▌.......
▌...............▌■......
▌╘......................
▌...............▌■.....
▌<...■.....■....▌.......
█■▌...........█■▌Ω.....Ω
 █■■■..■..■■■▌
 ▌...........▌
 ▌...........▌
 ▌..........>▌
 █■■■■■■■■■■■▌


123
DF Suggestions / Re: Top3 suggestions ROUND 2
« on: April 13, 2008, 02:17:00 am »
[WRESTLING]

I recently played wrestler and realized throws do zero damage. In real wrestling proper throws is very dangerous and deadly.

1)Throws:
-Actually throw enemy somewhere. Maybe with limited ability to choose direction(or throw in opposite direction that he standing from you). 1-2 squares away is enough, i think. But better if it will depend of strength, weight of enemy and wrestling skill (damage depends of same stuff).
-Enemy slams into obstacle(walls or ground). Like when you hit someone with hammer or throw off a cliff.
-Enemy is slams into other person, both damaged.(Not sure how it currently works, never managed to hit one goblin with another.)
-Enemy have chance to break something.
-So you can actually throw somebody into chasm, or river or something.

2)Take-downs:
Same, but slam enemy into ground on it's position.

3)First choose what you will use to grab, then choose what to grab => dont parse whole list of all combinations.

[ April 13, 2008: Message edited by: Xombie ]


124
DF Suggestions / Re: 1-word animal names
« on: April 11, 2008, 11:31:00 pm »
How do you explain short names of most dwarven gods then?

125
DF Suggestions / Re: 1-word animal names
« on: April 10, 2008, 09:14:00 pm »
quote:
Originally posted by Kaelem Gaen:
<STRONG>Yeah, our two dogs have full names
Rockford (Rocky) Balboa  (Family's surname)
and Australia Sage (Family's surname)

[ April 09, 2008: Message edited by: Kaelem Gaen ]</STRONG>


How many people call it "Mr.Balboa"?


126
DF Suggestions / Re: 1-word animal names
« on: April 08, 2008, 11:29:00 pm »
Maybe you'll see my famous necro-powers next time.

127
DF Suggestions / 1-word animal names
« on: April 08, 2008, 10:15:00 pm »
Pretty self-explanatory.


I think "John" is enough for dog, nobody call dogs "John Smith". In DF every animal has 2-word name. Well horses can have long names when they perform on hippodrome or something. Like "cash charger" or "lucky pony" i dunno.


Also removing corpses from nit list would be nice too. I dismembered, cooked, made bone bolts and leather bag out of some bull and it's still there. Same with goblins and others. They just flood the list.


128
DF Suggestions / Re: Narrow Clothes
« on: March 06, 2008, 12:46:00 am »
turn all that nice items into 'goblin suit'? No. What next? 'Armor suits'? All my metallurgy based on melting narrow armor pieces btw.

And there is nothing wrong with merchants buying stuff they don`t use.

Wrong is that merchants want to *sell* large or narrow armors to me.


129
DF Suggestions / Re: Alchemist's workshop transmutating materials.
« on: November 26, 2007, 11:07:00 am »
I dont like it. Making a good stuff out of crap sounds like a cheat to me. Other than that i don`t like whole idea of so-called transmutation.

And i actually like absence of magic in this game. Have no idea if it`s planned though. Let`s hope not since this is only medieval-fantasy game without magic i know of.


130
DF Suggestions / Old age
« on: March 25, 2008, 05:34:00 am »
So we have toddlers, kids and adults, why no senior citizen and elders?

Humans will start to get old at 60. Dwarves at 120, etc. I think this can be placed at creature_standard.txt.

Old's abilities:
-Attributes progress stops. And slow regress starts, especially agility. With possibility to become less than normal. (something like: Weak, Unagile etc.)
-Don't breed.
-Slower wound recovery.
-Gets tired faster.
-Small chance of heart attack in some situations(pain, suddently attacked, fights megabeast, too much tired, etc.) increasing with age.
-Oldest guy in town becomes willage elder and has some special quests/info in adv. mode.
-... any your ideas.


131
DF Suggestions / Re: Digging designations copy/paste and mouse
« on: March 26, 2008, 12:04:00 am »
Well main idea is ability to copy/paste designations. At least for digging, ladders and channels.

Say you designed to dig 4 rooms, select this designation with rectangle(like in MS paint or any editor) and copy it to other place.

Or select all designations on level(Ctrl-A) and copy/paste it same way.

Maybe mirror function will be nice addition too.

It could be useful if you got 200 dwarves and everyone needs a room.

And other idea is copying all the designations on map and saving it to file.

So you can design you fortress - digging, ladders and all yellow stuff(without actually digging it) save designation to file, load in other game(you will need to choose where to place it) to make exactly same fortress without designing it(or copy your fortress on the same map).

And players could exchange fortress designs.

I think this can be used on wall, floor and furniture builds(im not sure since you need to choose stone and items when you build it).

[ March 26, 2008: Message edited by: Xombie ]


132
DF Suggestions / Digging designations copy/paste and mouse
« on: March 25, 2008, 02:24:00 am »
New fortress design functions:
-rectangular selection(with mouse) + copy/paste + save load
-saving all designations on level(like ctrl+a in any editor) for later use(in other fortress or to dig same stuff on other level.)
-see plan of abandoned fortresses from legends and/or reclaim screen(without contents)
-make rectangles with mouse(by holding shift or ctrl)
-ability to move cursor around with mouse in all game situations, and switch levels with wheel(im not first who wants it i guess).

133
DF Suggestions / Re: Add evil realism for evil FUN.
« on: March 25, 2008, 04:35:00 am »
quote:
Originally posted by isd:
<STRONG>

If you decide goblins can't reproduce with other races for example, you won't have so much multi-racial offsprings.
Moreover, you could determine a tiny probability for half-elves etc...
And like mules, the offsprings could be unable to procreate... It would limit greatly the spreading.

By the way, maiming people and the like is pretty much standard in much muds, or even in the very graphical House of the Dead (ahahaha).

[ March 24, 2008: Message edited by: isd ]</STRONG>


I think all this "race" stuff in fantasy is wrong. Elves, humans, goblins and kobolds aren't races - they are different biological(hehe) kinds. So they cannot make "multiracial" children, like cats can't reproduce with dogs(no matter they are both four-legged and furry).
Races are dark/high elves, goblins/hogoblins, white/black/asians etc. But i don't think we got such races in DF. And I think it's for good, since there is no graphics 3d and HDR to see any difference.

And I agree with everyone, rape is not any "worse" than ability to strangle kids with silk sock, or genocide whole elven towns.


134
DF Suggestions / Re: Elf Weapons... what in the world?
« on: March 20, 2008, 07:50:00 am »
entity_default.txt
before:
code:
[ENTITY:FOREST]
   [CREATURE:ELF]
   [TRANSLATION:ELF]
   [WEAPON:ITEM_WEAPON_SWORD_SHORT]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_BOW]
      [AMMO:ITEM_AMMO_ARROWS]
   [WEAPON:ITEM_WEAPON_SWORD_LONG]


after:
code:
[ENTITY:FOREST]
   [CREATURE:ELF]
   [TRANSLATION:ELF]
   [WEAPON:ITEM_WEAPON_MACE]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_BOW]
      [AMMO:ITEM_AMMO_ARROWS]
   [WEAPON:ITEM_WEAPON_HAMMER_WAR]

EDIT: If you want things done right - do it yourself.

[ March 20, 2008: Message edited by: Xombie ]


135
DF Suggestions / War dogs for heroes and champions
« on: March 19, 2008, 09:16:00 am »
I really see no reason why champions can`t use war dogs.

Champions really can take care of them - one of my champions has nine cats.


Pages: 1 ... 7 8 [9] 10 11 12