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Messages - Mechanoid

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1096
DF Suggestions / Re: Dark stone weapons
« on: November 20, 2006, 06:00:00 am »
quote:
Originally posted by Scribble:
[QB]I rather feel that obsidian swords are a little too good at present and might be better being downgraded to 'iron' strength instead ... and maces.

1. Obsidian weapons are too good right now because they dont break. The greatest asset of Obsidian is that it's capable of sharpening itself with each cut. However, this is also it's greatest weakness; it will eventually sharpen itself down to nothing.

2. It's volcanic glass. Any excessive compression (or was it tension, when dealing with glass?) will cause it to shatter into useless (and dangerous) pieces. Thus, maces of obsidian would be as useful and as long-lived as a glass vase /lamp in a melee. Maybe not immediately, but eventually it would destroy itself; without a chance to reuse the peices.

[ November 20, 2006: Message edited by: Mechanoid ]


1097
DF Suggestions / Re: Dark stone weapons
« on: November 20, 2006, 04:06:00 am »
What needs to be done - and has been suggested - is for resources to be cut or split into smaller peices but again, without stack recombining... It'd be hell for the game to cope.

This would make the arrow head /spear point thing useful. Though, in the mean time, it should be conceivable that a chunk of obsidian could be used to create 20 or so obsidian bolts.


Just an FYI, imagine a stick split nearly in two, with razors glued 2/3s the length of the split; or even, just simply obsidian strips stuck into a solid peice of wood -- that's how an obsidian sword is made. As well, dwarves cannot use bows, because their physical stature simply prohibits it; hence their absolute reliance on crossbows.


1098
quote:
Originally posted by RubberDuckofDoom:
==Alchemy: I definitely want to see Aqua Regia ... (Hydrochloric) ... Nitric Acid ... Oil of Vitriol (Sulphuric Acid)
Toady has stated that he does want to and eventually WILL add in acids to the game, even making it an actual fluid type for acid, so that sinister /terrifying areas will have lakes of the stuff.

[As well, alot of the stuff you suggested is probably aready in the lifecycle, magic, and other arcs. But still, it's always nice to have them suggested.]

[ December 18, 2007: Message edited by: Mechanoid ]


1099
DF Suggestions / Re: #Warm clothes# instead of 34 items...
« on: December 19, 2007, 02:55:00 am »
quote:
Originally posted by Quift:
<STRONG>diminshing the total number of items</STRONG>
GODDAMNIT, NO!
That would be the equal of removing limb damage and given dwarves a basic HP value like every other generic RPG/Adventure game. It is NOT going to happen, not given the complexity of the rest of the game.
 
quote:
[clothing types]
this i can agree with, and to an extent, it's already in the game. The *giant cave spider silk socks* wont be afordable to a hauler when the economy is on, but the -pig tail socks- would be. It'd also help that nobles would grab the * stuff, and true nobles (royalty) would grab the higher stuff. Also showing what effect clothing has on dwarves in connection with the environment would also help.

 

quote:
cabinets
cabinets already store clothes... it's just that dwarves seem to store only rotting clothes in them. [anways, the clothing and economy Ai needs to be improved heavilly before my dwarves get to wear any of the clothing i've made... why do you think i remove all my clothing stores?]

 

quote:
repair clothes task
Hell yes!

 

quote:
and finally, get rid of the exotic clothing shop
i say keep it, but alter it so as to make it stock only the more interesting dwarf-wearable items -- things that are <<improved>> or of above-standard quality compared to the rest of the clothes in the fortress (if 90% of clothes are - quality, then * would be exotic)
But yeah, no narrow goblin/elf and 'large' human crap in dwarven shops.

[ December 19, 2007: Message edited by: Mechanoid ]


1100
DF Suggestions / Re: Tile Occupancy and Stacking
« on: August 01, 2007, 06:38:00 pm »
Technically you could already stop dwarves from climbing over furniture in the next version, because in the next version there's a traffic flow designation, which can be changed between low traffic/medium traffic, and restricted, with high traffic being the default for every tile.

That way you can designate the spaces over your tables as "restricted" and the spaces over your chairs and other furniture as "low traffic"

It shouldn't be too hard to allow the game to give you the option in the init folder to set at what weight a tile will automatically designate itself as a different traffic flow level...

[AUTOTRAFFICDESIGNATE:NO]
[HIGHTRAFFICWEIGHT:0]
[MEDTRAFFICWEIGHT:250]
[LOWTRAFFICWEIGHT:750]
[RESTRICTEDWEIGHT:1250]
[BEDTRAFFIC:NO]
[DOORTRAFFIC:NO]
[PILETRAFFIC:YES]
[FURNITURETRAFFIC:YES] //anything that isn't a door or bed
[CORPSETRAFFIC: YES] //like loose bodies, parts, bones, etc, outside a stockpile
[RESOURCETRAFFIC:YES] //as above, but for stone, ore, bars, gems, wood, etc
[FINISHEDGOODSTRAFFIC:NO] //as above, but for finished goods, arms/armor, clothing, etc
[OTHERTRAFFIC:NO] //as above, but for everything else


Settings like that, which allow the game to precisely monitor and respond to weight changes in an area, and auto-designate with the proper traffic setting.
[Obviously, creatures shouldn't count, otherwise you'll end up with an absolutely horrifying situation when the dwarf picks up a chainmail and plate armor...]

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


1101
DF Suggestions / Re: To stop flooding in next release
« on: August 01, 2007, 10:15:00 pm »
Metal grates are almost certainly going to be in the next version... I'd be surprised if they wouldn't be!


Also, the easiest way i'd say for you to setup your fortress is to build your fortress 3 or more levels up from 'ground level' that way you can have your waste water (not necessarilly sewage, just water that wont be used again) tunnel 1 level above ground level.

Doing so would mean that it would be unreachable unless the goblins setup some kind of ladder - which wont be happening for a long while - or a flying creature (like a dragon) attacked and tore through the grate. Even then, the creature would have to force it's way up a flooded (>2 units of water) tunnel.


1102
DF Suggestions / Re: Wood, stone, and bone as substitutes for metal.
« on: August 02, 2007, 01:12:00 am »
quote:
Originally posted by Tamren:
1 is a blade for a microtome
2 and 4 are "blades" for industrial cutting tools
3 is a surgeons scalpel

None of these have anything to do with a sword blade. 1 and 3 would do jack shit against a metal plate and can be broken with a pair of pliars.


Lets also not forget that the majority of the "Diamond blades" out there arn't actually blades, but are instead peices of steel which have been impregnated with diamond powder. There are two types of cuts. Cuts that are made by grinding material A against material B, and then there are cuts that are made by pushing pointed/edged object A THROUGH object B. Since it's already been established that if you try to do the former, the gemstone will snap and/or shatter into peices like a cheap peice of glass, so that the only remaining way for a diamond to "cut" is to GRIND its way through the object.
IE, like a Chainsaw, not a sword


1103
DF Suggestions / Re: Wood, stone, and bone as substitutes for metal.
« on: July 30, 2007, 04:00:00 pm »
Having alot of substitutions, even if they were all at 50% ability (or even less?) would prove to be a very good idea, as it enlarges the base of the tech tree -- which means that there are more places to start from. Example:

You start with 7 unskilled and unequiped dwarves. You take 5 of them and tell them to gather plants, while the other 2 become recruits and increase their wrestling level. Once the two dwarves reach "Wrestler" they go out and kill an animal. The dwarves butcher the creature, and make a bone pick. Starting at a talc wall, the dwarves dig it out to get stone which can be used to make stone things, mostly stone clubs. The wrestlers get the clubs, and kill more animals. Assuming bone picks will break as they dig through hard rock, several are constructed and a move for flint is made. Flint is found, flint axes are constructed, and the dwarves can now cut down wood. Assuming they're near a river, they can now collect sand and construct glass objects, or metal objects if they've found some while searching for the flint.

All because they were able to make a bone pick from animal bones.   :D

 

quote:
Originally posted by Sappho:
What about gems? Diamonds are much harder than stone and ought to be able to be used for all sorts of finely crafted weapons and tools
Diamond may be the hardest material, but that's the problem. It's so hard it absolutely doesn't deform, and because it doesn't deform, any sufficiently heavy hit will cause the gem to shatter. [Same problem happens with glass; if it doesn't bend, it breaks, where as a metal object would simply bend and deform.]

[ July 30, 2007: Message edited by: Mechanoid ]


1104
DF Suggestions / Re: Sliding walls/floors
« on: July 30, 2007, 04:06:00 pm »
More ways to alter the environment is always nice.

Also, this is one step away from being a transit-system suggestion because of the rails.  :p


1105
DF Suggestions / Re: Dwarves ought to prefer prepared meals
« on: November 15, 2006, 11:22:00 pm »
I definitely agree that dwarves should eat prepared meals FIRST, then others, but I think the order could /should go:
1. Favorite food
2. Prepared food, smallest stack; quality choice based on happyness, highest job rank (legendary eats more lavish then novice -- double legendary, more lavish meals) wether or not dwarf is a noble, etc.
3. Unprepared food (Plump helmets)
4. Raw food (Raw fish. Ew.)
5. Bugs from the floor

[ November 15, 2006: Message edited by: Mechanoid ]


1106
DF Suggestions / Re: Chasming Options
« on: July 28, 2007, 01:57:00 am »
Chasming is changed in the next version so that you can designate a chasm area over any drop you desire, so if you find a hole in the next version, you can just designate parts of it or the entire thing as a "Chasm zone" and then your dwarves can dump their crap down into it.

1107
DF Suggestions / Re: Log Flumes
« on: July 28, 2007, 01:53:00 am »
Actually, if materials have a density value in the next version and are allowed to "float" on liquids less dense then it is, then this should be very possible without being directly implemented. [More so if there's a "Grate" object which lets the water pass through but not large objects; that way there'd be a perminate flow direction and the water wouldn't become stagnant]

Dwarves grabbing logs right off of the water is a good idea, though.

[ July 28, 2007: Message edited by: Mechanoid ]


1108
DF Suggestions / Re: Perminate water/lava at -15?
« on: July 31, 2007, 12:13:00 am »
quote:
Originally posted by Tallim:
And then Pumice can float lol

"Oh look! A rough pumice stone floor!"
{step}
*glub*


1109
DF Suggestions / Re: Perminate water/lava at -15?
« on: July 27, 2007, 10:07:00 pm »
Yeah but this would be in almost every map irregardless of rain fall /temp /volcanic activity.

It's meant for the insane /experienced players that want to create a self-sustaining underground civ, where they'd need limitless amounts of liquids and refuse space to achive properly their dreams; despite the constant attacks from those sources.
As well, assuming that it's going to be easier to cave-in at the deeper levels, any cave-in that does occur will be absolutely devistating if proper precautions arn't taken.

Alot of interesting things can happen, too...
If you hit water, said water may be linked to the ocean, and instantly flood upwards with enough pressure to bust down doors /floodgates. Should the area you started in be below sea level ... You'll basically alter the entire world map with one action.
Hitting a magma source could do the same; while hitting a chasm could "cave in" a huge area around the place you dug though -- as if you removed the key-stone of an arch.


Infinite liquid /bone resources should entail that kind of risk, considering they'll be everywhere.

[ July 27, 2007: Message edited by: Mechanoid ]


1110
DF Suggestions / Perminate water/lava at -15?
« on: July 27, 2007, 07:22:00 pm »
In the future of the fortress thread in DF General Toady stated:
   
quote:
Originally posted by Toady One:
My main concern for the release is to avoid outpost placement in areas where death by dehydration is inevitable, at least without a warning.
Basically, some maps have such little water that it's impossible to survive in. A possible solution to this problem is this:
When the player digs as far down as he's allowed to on that map, he can find floor tiles that give "Damp" and "Warm" and "Echo" descriptions. When the player orders the dwarves to dig downwards on that tile and they open it up, they would find water, lava, and chasm, respectively.

This would make every accessable map tile viable, so long as the player can survive long enough to dig downwards, and once he does find the tile and open it, the job would then begin of setting up the system to allow for farming... If nothing grows 10 levels below the surface, then the player would have to set something up to pump (or drag with buckets) that liquid up to that minimal
level.

As well, having an infinite source of water or lava or trash disposal should come with the obvious price of combatting whatever crawls out from those sources. As well, the obvious downside to using pumps is that they can be destoryed, and can only provide a limited amount of liquid at a time. It may eventually become necessary that the player setup specialist military squads for the express purpose of protecting the pumps, and the people that replace them. "Going downstairs to fix the water supply" could become a very hazardous but ultimately necessary venture for the player to perform possibly every season...

Something like in the Day of the Dead movie, where the missile silo apparently has a huge tunnel system which has a barricade constructed on the silo side, for the express purpose of selectively collecting the zombies that remain in that area... Only that now instead of a rear exit, there'd be a natural fresh-water spring, and where the ravenous undead zombies were, are now equally ravenous water/lava/chasm creatures.

[And of course, any 3 of the above floor types would also relate to a specific demon pit type, so any attempt to even get a infinte source of liquid or infinite drain would be dangerous. Damp floors = Demon frogs. Warm floors = Fire demons. Cavernous floors = Tentacle demons, or any combination of demon.]
[Edit 2 - The chasm could also be pre-filled with water or lava, allowing a bucket of the stuff to be hauled up (though you'd get double the trouble as water/lava AND chasm creatures B_ F_ you)]

[ July 27, 2007: Message edited by: Mechanoid ]


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