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Topics - Mechanoid

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91
DF Suggestions / Temperature warnings
« on: January 08, 2008, 09:00:00 pm »
Often when i play in Tunra areas i notice that very few of them have the "lethal" temperature... But so far, there's no way to distinguish between the areas where only water freezes, and where your dwarves would freeze.

So, i suggest that like the ~~~~ for aquifers, the exact temperature also be indicated in these temperature-dangerous areas, with blue #### for lethal freezing, and red **** for areas where water will evaporate from pools.
[Edit - And when disease is put in, areas which can cause diseases should have four yellow superscript 2's to show that your dwarves will become ill much more easilly.]

[ January 08, 2008: Message edited by: Mechanoid ]


92
DF Suggestions / Chain lengths.
« on: October 13, 2006, 04:25:00 am »
How long are chains? It'd be rather interesting to create longer lengths of chain, which when an animal is hooked onto it, it would allow that animal to wander in an area which is larger then one tile.

This way you could have a (or more then one) chained war dog at the entrance to your fortress, or next to your trade depot, to protect it from theives and kidnappers -- within the distance of the chain's length, of course.

Also, if a criminal was attached to a chain, it could let that criminal serve time while allowing himself to get water or food. A 5x5 room could have 8 chains in it which have a length of 3 tiles, and in the middle of the 5x5 room would be a well. This means that those 8 prisoners can go to the well and get themselves a drink, without someone having to do a water haul job to quench their thirst.
Certain crimes could also warrant certain lenths of chain; if someone's killed X dwarves, then their chain length would be reduced, compared to someone who kicked over a table and could have many more lengths of chain (and thus, freedom)


93
DF Suggestions / "Counselor" dwarf job /noble
« on: October 10, 2006, 08:15:00 pm »
A small thought; what if there was a Noble or a job who's objective is to maintain the happyness of the other dwarves? A dwarf with this job enabled, or simply the noble in charge of these dwarves, would run around the fortress, attempting to make the saddest dwarf in the fortress happy. Sort of like a morale (morale as in happyness; not lawfulness) officer or counselor.

Primarilly, this dwarf would attempt to calm tanrumming dwarves, and would attempt to raise the happyness level of the dwarves in the fortress to the lowest possible "happy" level of emotion.


IMO, i think it'd make more sense for this dwarf to be a noble, just as the Sheriff /Captain of the Gaurd is in charge of maintaining dwarven law, so too would the Counselor /Morale Officer be in charge of keeping everyone as happy as possible. It'd also give a reason as to why the dwarf would need a office and cabinets; to do and store paperwork and emotional profiles. Being a noble also allows for their arrival to be predetermined, once X dwarves are in the fort, and to give the player extra abilities so long as that noble is alive -- like giving the player an overview of Dwarven Happyness :: Just as the Sheriff /Captain gives an overview of Dwarven Justice.

Once there's >75 dwarves, the job would be too much for one dwarf to handle, so like the Captain of the Gaurd, the Counselor /Morale Officer could mandate that he have X number of assistants; which would really just be an additional number of Fortress Gaurd soldiers.


94
DF Suggestions / Trapped pressure plates
« on: October 05, 2006, 06:33:00 pm »
Well, not really a "stone falls on your head" sort of trap, but more like a "your greed will be your death" sort of trap.

Allow the metalsmith, engraver, or jewler to decorate a pressure plate with metal, an engraving, or jewels, or all three. Then, when a thief or greedy enemy is wandering the hallways, he may come across this encrusted pressure plate and be taken by his greed... As he attempts to steal the plate, it triggers.

It could also be a way to make demons actually activate the pressure plate, instead of flying over it... But only if the material on that pressure plate is what the demon likes; if it sees diamond but likes emerald, he'll leave the pressure plate alone. Demons could even be afraid of adamantium-encrusted objects, and avoid them with several tiles of distance.


95
DF Suggestions / Limestone lining for cave river!
« on: February 16, 2008, 10:02:00 pm »
Like obsidian around the magma vent, limestone surrounding the area where water flows in the cave river would be awsome.

96
DF Suggestions / Chains should count as whips
« on: January 20, 2007, 04:37:00 am »
Just what the title says. Chains could and should be used as whips are, and give whip experience when they're used. Then, you could go around whipping things like in castlevenia...  ;)

97
DF Suggestions / Chemical reactions -- PH levels
« on: December 27, 2006, 05:40:00 am »
A suggestion with a huge impact, if and when chemicals are introduced into dwarf fortress (Alchemy workshop uses, wink wink nudge nudge, eh?) they should give the player a huge amount of new options.

For example, i've been reading about limestone on Wikipedia, and apparently it reacts violently to acidic compounds. So, it could be possible to destroy limestone objects if acids are ever made and/or sold in fortress and/or adventure mode. The same goes for rubbing /dumping basic compounds on acidic objects /liquids.

Now, it doesn't need to be complex and have Zinc combine with Hydrochloric acid and result in zinc chloride and hydrogen fumes... It could be as strait-forward as a PH system, where 7 is neutral (pure water) and the extremes of the scale (was it 0-14... 15?) are basic /acidic. If the difference is too extreme between objects, they destroy eachother, or just the more neutral one and damage the stronger one.

The outside /underground river could also have PH levels, which could influence farming -- if the mud from the river is too extreme in PH nothing will grow; so using the other water source would be necessary. Maybe if the underground river is acidic, there could be no limestone lining at all, and if it's super-corrosive, dwarves wouldn't swim -- they'd dissolve!     :D ]

[ December 27, 2006: Message edited by: Mechanoid ]


98
DF Suggestions / Swap colors for masterpeice buildings
« on: August 26, 2007, 08:05:00 pm »
Swapping the foreground /background color for engavings and architecturally-designed buildings that are masterpeices would aid in the prevention of their destruction.

For example, the player creates a grey stone bridge, and it's quality is masterpeice level. However, it looks like any other bridge. So, i suggest that the colors swap from grey text /black background, to black text /grey background.
This way, when the player is removing bridges, he doesn't accidentally piss off the creator by removing his masterpeice.


99
DF Suggestions / Planting: Take the bag, not the seed!
« on: December 19, 2006, 06:22:00 am »
May have been mentioned before, but it's worth mentioning:

When a farmer wants to plant in a field, he should take the entire bag with him when he goes seeding. Granted, fewer farmers would be able to plant one type of plant in the begining, but i think this negative aspect would be outweighed by the ability of the farmer to plant more seeds at once. With drastically increased efficency by not traveling back and forth from farm to stockpile, planting the initial # of seeds would become a "BOOM! Done. Now go worry about those traps and river monsters"
... Which is generally what farming is. Plant everything you have in one go, all at once, and worry about something else while the crops mature.


100
I keep reciving the error:
"Could not decompress map stream, continuing to use uncompressed format"
"Error #2030 Happened while reading unsigned short map indexes"

When i try to look at either a map or a movie, and the sad thing about this is that it was working perfectly for me yesterday. Is anyone else having any trouble with this?

[ October 01, 2007: Message edited by: Mechanoid ]


101
DF General Discussion / You know that ice-map melting thing?
« on: August 20, 2006, 03:50:00 am »
Well apparently if you leave the fortress while the ice is melted, and attempt to "Reclaim" the fort, all the food and mining picks your dwarves have will be thrown far to the north of your original starting position. Of course, this is a sort of "collateral damage" sort of issue, since it's caused by the melted ice.

Just thought i'd mention it, all the same.


102
DF General Discussion / [Suggestion] "Container" Traps
« on: August 19, 2006, 08:55:00 pm »
quote:
Originally posted by Zereth:
<STRONG>
Plus isn't the Alchemy workshop not very useful at the moment? You could use it to brew nerve gas and make traps with it!</STRONG>

Gave me the idea of having a new "Container" trap type, where something which could be lethal would be placed into a container-type trap which is made of glass/metal. Then, when the glass is shattered or metal is ruptured, the container's contents are released.

This would open up a whole range of abilities for killing enemy invaders; imagine sticking a rottable food object inside one of these container traps, and then when the trap is triggered, a sickening miasma (causes vomiting) comes spewing out. Or like Zereth suggested; create a potent toxic gas in the Alchemists workshop and place it into one of these container traps.

Even water and lava could be used to rust iron objects like in ADOM or cause severe burns/death by molten-rock cremation, as well as placing a pool of water/lava when the trap is triggered (which has to be cleaned up/scraped off the floor after it's cooled to stone)

[ August 19, 2006: Message edited by: Mechanoid ]


103
DF General Discussion / Combining skills for more efficency
« on: August 16, 2006, 12:12:00 am »
Something just hit me a few days ago:

What if a miner could use his gem cutting skill to improve the chance of having a gem drop from a gem-laiden wall? The same could also be true for metal smiths, allowing for faster mining of metal ores. The same would go for encrusting objects with ores, bones, and gems.

Basically, any skill that could possibly overlay with another should be possible to enhance that other skill. The only drawback is that mining ores doesn't make you a better metal smith, for example.

[If this were implemented, it may spur players to create their initial dwarves with [more then just] secondary abilities; you wouldn't make your first dwarf just a miner, you'd also give him some gem cutting and metalurgical skills as well.]

[ August 16, 2006: Message edited by: Mechanoid ]


104
DF General Discussion / So i've started a YouTube channel
« on: August 01, 2007, 05:53:00 pm »
http://www.youtube.com/user/Dnaem

So far i have 3 videos up, each one covering the first 5 minutes of every other season (2 videos per game year) Hopefully over time, the collection will grow to encompass every aspect of Dwarf Fortress gameplay (the first seige = '300' spoof) and get the word out about the game.    :D

[Obviously the fun will stop when the new version comes out, for a time at least. Then i'll get back to making videos [on the newer version] once i've changed a sufficient number of pants.]

[ August 01, 2007: Message edited by: Mechanoid ]


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