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Messages - Mechanoid

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1471
DF General Discussion / Re: Future of the Fortress
« on: May 17, 2007, 04:18:00 pm »
The Dwarves are ecstatic that there are 70 new minerals.
The Humans are pleased that there are many more then 70 new ways to get trade goods.

The Elves...
Not so much.  :D


1472
DF General Discussion / Re: Future of the Fortress
« on: May 16, 2007, 12:20:00 am »
http://img521.imageshack.us/img521/8084/dwarffortresscanyonsma8.png
[normal image link, because it's way too large ... barely fits on a 1240 display.]

Seriously, i did that  :eek: when i saw the movie.

[ May 16, 2007: Message edited by: Mechanoid ]


1473
DF General Discussion / Re: Future of the Fortress
« on: May 15, 2007, 06:58:00 pm »
The physics involved in having a stack of coins that have more volume then, say, the rock wall that originally occupied that space, is not meant for us mere mortals to know...

[ May 15, 2007: Message edited by: Mechanoid ]


1474
DF General Discussion / Re: Future of the Fortress
« on: May 13, 2007, 09:53:00 pm »
Floors are going to have alot of interesting things happen to them from now on, i think...

Secret doors over hidden stairwells. Cracks in the floor swallowing items that have come loose, rolled, and fell in; with the item either becoming trapped in the rock needing to be dug out, or falling into a passage below. Grates straining out valuable items from the noble flooding chambers above. Heavilly-traversed rock being worn smooth, and cracking if heavilly stressed... Collapsing into the space below.
HA!
Hauling that (roughly) 500⌠ gold bin of finished gold goods studded with silver and encrusted with clear glass over that cracked and crumbling floor wasn't such a good idea, was it, Mr. Dwarf?

[ May 13, 2007: Message edited by: Mechanoid ]


1475
DF General Discussion / Re: Future of the Fortress
« on: May 12, 2007, 10:40:00 pm »
Very interesting idea Janus, but that raises a new question:

Will the length of a bridge be impacted by the amount of space they raise into?

A bridge that's 1 tile wide can raise into the corridor it's placed in... But a bridge that's considerably longer will have to have an equally high space to raise into; otherwise the bridge will be stuck at an odd, ramp-like angle.


Though, being able to control which angle the bridge is at would create interesting fort layouts... Moving staircases and ramps, anyone?


1476
DF General Discussion / Re: Future of the Fortress
« on: May 10, 2007, 09:39:00 pm »
quote:
Originally posted by Toady One:
Yeah, stones still have color, but there was an actual material distinction between them which was very artificial.
A weapon made of a stone that isn't obsidian? Though i imagine it would be more like a hammer then a sword for the stones that can't be sharpened... It'd also be amusing to hit an acidic ooze creature with a limestone axe.  :D

1477
DF General Discussion / Re: Future of the Fortress
« on: April 27, 2007, 06:42:00 am »
Actually i doubt you'll be able to flood the world, because if the front of the flood stays as a 1 for too long, it will evaporate; basically, the flood hits it's equalibrium and can't go any further.

1478
DF General Discussion / Re: Future of the Fortress
« on: April 24, 2007, 10:40:00 pm »
quote:
Originally posted by Riemann:
Looping the X and Y axis does NOT make a sphere.
Crap, you're right. My bad. I guess in order for it to be a sphere and NOT have a screwed up border on the top /bottom of a X-looped map, it'd have to be narrow at the top /bottom and wide in the center, so as to avoid the distortion. (i think)

1479
DF General Discussion / Re: Future of the Fortress
« on: April 24, 2007, 07:33:00 pm »
It doesn't need to be physically round. Just have the X and Y axis loop. Ta-da! A sphere.


2D environments, bending time and space since the NES.


1480
DF General Discussion / Re: Future of the Fortress
« on: April 23, 2007, 11:50:00 pm »
Technically the player should be able to carve a ramp /staircase into the cliff-face up to the top level, and then build a nice plateu fortress on top of the mountain...

Unless there's an indestructable ceiling above the highest set of rocks, and not sky... Which really wouldn't make much sense since the mountain shouldn't be able to extend beyond the sky...

[And grass would definitely be nice to plant! It'd give dwarves that like green a huge boost all the time. A benefit properly ballanced by the fact that you'd be letting rain and snow inside, as well as potential temperature changes...
And flying enemies.]

[Third edit -- when rewalling is put in, there should be an option to build floor tiles, too, that way if you screw up and dig a 'channel' where it isn't supposed to be, you can cover up your mistake]

[ April 24, 2007: Message edited by: Mechanoid ]


1481
DF General Discussion / Re: Future of the Fortress
« on: April 23, 2007, 08:14:00 pm »
#1. NS Blows, just play a StarCraft /WarCraft 3 UMS (use map settings) styled after 'whos the killer' or more simply AvP (2) instead.

#2. Shareware does not work as a marketing strategy for several reasons... "Missing files" can be downloaded or replaced. Time constraints can be circumvented by hacking the registry or computer clock. Missing features turn the "Shareware" into "Crippleware" which no one wants to play, etc etc.

#3. If it started free, keep it free. If it costs $ to play, keep it that way. The last thing you want is for players to feel cheated. That, and it makes little sense when you could simply copy + paste the game, and turn the duplicate into something that functions the same, but is more specific and enhanced then it's original design.

I'd pay (once!) to play an adventure /puzzle game set in a dwarven fortress and the like (huamn castle, elven tree fort, etc) but with better combat and environmental mechanics... Like the old roguelikes of yore, on steroids, with crack injected into it's eyeballs. Obviously having things DF could never really have; quick moving liquids, enhanced rock qualities (like pressure and such) and the ability to bend /break a randomly generated level to your will.
[Nothing like the game from which it spawned, so it warrants $ payment, but it's similar if not better in feel and play qualities.]

[ April 23, 2007: Message edited by: Mechanoid ]


1482
DF General Discussion / Re: Future of the Fortress
« on: April 21, 2007, 11:39:00 pm »
Ha, put down a cold zone between you and the water, and you have a ice-cube dispenser.   :D
[I also assume this will eventually lead to elevators, as well?]

[ April 22, 2007: Message edited by: Mechanoid ]


1483
DF General Discussion / Re: Future of the Fortress
« on: April 17, 2007, 08:45:00 pm »
Actually, the smell of natural gas is artificially (smells like rotten eggs) added so that people can actually smell it, since we're normally incapable of detecting it with our sense of smell.

1484
DF General Discussion / Re: Future of the Fortress
« on: April 16, 2007, 04:59:00 am »
quote:
Originally posted by Toady One:
with high entertainment value.

I lol'd


1485
DF General Discussion / Re: Future of the Fortress
« on: April 15, 2007, 07:05:00 pm »
quote:
Originally posted by Gauteamus:
pink little ponies

Despite the immense amount of sarcasm in your post (ass) i hope that hair dye will eventually be possible. Then it really would be possible to paint a horse a dye color and have dwarves that like that color get a happy thought.

 

quote:
Originally posted by Toady One:
sand, slime, blood, mud, oil and either one or nine custom slots based on world gen eventually
I imagine slime would naturally develope in the bottom of refuse pits, and sand would be risky to 'dig' out because it could cause a cave-in. Sweet new gameplay mechanics! (Linleys' Dungeon Crawl-like Slime Pits anyone?)
[SLIMED RAMPS MAKE YOUR DORFS GO FASTER!   :(

[ April 15, 2007: Message edited by: Mechanoid ]


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