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Messages - FreakyCheeseMan

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271
I really, really want to get that thing and make it cave in.

... that or, if it's hollow all the up, breach it at the highest level, and make all the demons die of exhaustion before they make it up. Mind, at 5000 high, your dwarves will need to establish successive base camps to supply one another, cause no one could make the trek alone...

272
DF Suggestions / Re: Chain Pumps
« on: July 15, 2010, 05:29:01 pm »
Yeah... make them slower than screw pumps and draw more power, need many lengths of chain, and maybe have the number of buckets increase the rate of flow... I can certainly see that, and it seems to use already-extant mechanisms (same stuff we use for wells)

273
DF Dwarf Mode Discussion / Re: Can Fire Imps and men be caged?
« on: July 15, 2010, 05:25:24 pm »
I always had trouble... I'd give them what I thought was the only way out of the magma, line it with cage traps, and wait *many* years with no results. They just stayed in there forever.

And I wanted fire imps, too...

274
DF General Discussion / Pathfinding
« on: July 15, 2010, 05:21:56 pm »
Anyone know how pathfinding in DF actually works- like, the specific algorithm?

And anyone know how it could be made better- like, maybe with specific checkpoints the player adds? (So current pathing algorithm just gets you to the nearest player-defined node, which knows/can quickly compute the path to all other nodes, bringing you to the node closest to your target, and from there uses normal pathfinding again.) Would increase the amount of work the player had to do, but...

275
DF Suggestions / Re: Multiple Dimensions
« on: July 15, 2010, 05:18:44 pm »
Hrrm.

So, to be fair I don't know pathfinding, but... a few points.

First, I don't think anyone is proposing portals *not* be one-to-one, as you described it. They'd be rare enough things anyway, you'd probably never get two going to the same plane, so what would be the point of having them link to different parts?

Secondly, you sure about the straight-line thing? I could have sworn it was more complicated than that... like, the game keeps a web of existing routes and paths through those?

276
DF Suggestions / Re: Make Skull Totem's More Awesome?
« on: July 15, 2010, 05:13:31 pm »
No, no. Skull totem's shouldn't be decorations, they should be buildings; they make more violent dwarves happy, but piss off traders or other races who see them.

277
DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 05:09:00 pm »
Huh... ok, I'm stumped. Anyone know what's going on here? I thought liquids didn't mix that way, and I didn't know FBs could deliver poison that way...

278
I'm just looking forward to them gaining value with the advent of magic. That could make damn near everything useful, and balance use based on function- f'risnance, and artifact sword wold rarely be more than a really nice sword, but an artifact bed might heal everyone who sat on it; an artifact floodgate might create magma whenever it was open (pity if you find that out while it has water going through it), an artifact millstone might create grains you can't normally get, artiface clothing or jewelery might grant skills (or nobility... and have the noble it creates be automatically happy and demand-free).

Tougher to program and randomize, but I'm looking forward to it, like the rest of the magic arc.

279
DF Suggestions / Re: Anti-weapon skills
« on: July 15, 2010, 04:27:00 pm »
Here are all the methods of preventing a blow that I can think of without making too many variations.

1) Blocking an attack: Stopping the path of an attack from reaching its destination
2) Dodging an attack: Moving the subject of an attack out of the path
3) Striking the Opponent first: Injuring or killing the origin so it cannot follow through
4) Make Attacking disadvantagous: Possitioning yourself so that hitting is unlikely or counter attack is very likely
5) Make Striking disadvantagous: possitioning yourself so a blow could be a bad idea.
6) Create a Double Bind: Create a situation where both practitioners would die from an attack.
7) Destroying/damaging the weapon: Attacking the method used to kill can also work
Cool) Removing the weapon: Removing the means of attack from the opponent

Also despite there being many weapons they all seem to have very similar patterns of attack. It is more in the techniques of the fighters themselves where most of the varience is born.

I would add one from Aikido/grappling arts in general... "Accepting the attack" is the only way I could put it. You don't counter the energy, nor do you dodge it, nor do you just strike back, you... move with it. Encourage it, even, while making sure that while you're still connected to it, it can't hurt you.

Example; someone throws a roundhouse at me, my first instinct (I hope) would be to step towards them and in the direction they're swinging while catching their striking arm under my armpit, pinning it to the side and twisting to "throw" them in the direction they were already moving.

280
DF Modding / Re: Zombie Mod?
« on: July 15, 2010, 04:05:04 pm »
wouldnt it be possible to have it cause both vomiting and mild necrosis?

Yeah, but vomit doesn't spread the illness right now.

281
DF Suggestions / Re: More Difficult Happiness
« on: July 15, 2010, 04:04:06 pm »
So you're proposing a Sims-like system... multiple scales for different aspect, that combines into a single overall happiness score. Interesting.

The dwarf's personality should come into play too. A messy dwarf won't mind being covered in a bit of blood, while a lazy dwarf won't enjoy having to walking 40z levels down to the magma forge to work. A gluttonous dwarf would get mad if he's unable to get food he likes.

even if we make lots of different little scales combining them into one big one would just defeat the purpose.  we (the 'royal' we) need these little levels to affect behavior.  having only dwarves act out when they are sad limits the realism of the sim.  i think really clean dwarves (dirty phobia) should act out and constantly clean when there are lots of dirty dwarves around (urist mcOCD was disgusted by another dwarf today).  gluttonous dwarves should eat more when they are sad about something else (and then get fat and slow).  dwarven personality traits should really come into play, not by combining their happiness levels across subjects, but by their individual levels in those subjects.

i hope it gets implemented this way, and im already salivating at the prospect of all the little bugs of the initial release (if it ever happens).  there was a nice thread about how these psychological rolls could be implemented a little while back.

Well, I'm in favor of anything that gives dwarves fresh chances for insanity. ("Saw.... rat... must... KILL!") but I think that system might be too complicated for now- and we will probably need a general happiness level, too, so it's not in conflict.

282
DF Suggestions / Re: Engraver Happiness
« on: July 15, 2010, 03:49:07 pm »
Why not just make it based upon the personality traits of the dwarf?  I remember doing a science experiment in the DF Discussion forum specifically to disprove that there was any (current) connection between creativity or any other personality trait and the subject material of what the dwarves engraved.

Make morbid dwarves engrave morbid scenes, make dwarves who are into abstract thought engrave clouds and six-pointed stars, and make unimaginative dwarves engrave nothing but "The dwarves are traveling".

Well, that would just mean that your fortress was uniform based on your population of engravers, which has never changed much in my games. I want... periods. Van Gogh's "Blue Period", only instead it's Urist McGogh's "Elephant Period".

The practical result of this would be that you could create chambers of madness, where an engraver has been sent to work until they've cheered up a bit and can be trusted to doodle over the main fort. Perhaps creating a really nasty engraving gives a happy thought, something to represent the calming effect of showing your feelings. The value of this idea would be for the engraver, not for the other dwarves, so it would become a bit like a controllable tantrum.
I like this. A lot. Or just random regions of your fortress... maybe he was upset the day he carved the dining hall, and that shows and influences the rest of your fortress. Makes this whole cool triangle between Artist, Art and Fortress.

283
DF Suggestions / Re: Lava Tubes Near Magma Pipes
« on: July 15, 2010, 02:39:34 pm »
I actually loathe lists. You can't tell by the thread title what it's about, and most of them are ignored anyway.
.

Huh. Is that why I'm having so much trouble getting attention... grumble grumble...

You currently have been the creator of four suggestion threads on the front page, which only has 13 threads if you discount the stickies.  Your problem is not that you are stuffing multiple wildly different suggestions into a single suggestion thread. 

This is a list suggestion.

*Nods* Yeah, I'm a forum addict... I tear myself away for a few months, and when I come back I have way too many ideas. I am trying not to hog the forum too much...

I thought that the Syndrome one at least qualified as a list, though.

284
DF Suggestions / Re: Giant aphids and the antman society
« on: July 15, 2010, 02:30:12 pm »
Hmm... what do we have as far as different civs having different pets/tame animals?

Mounts.. I think that's it.

I mean, we have PET_STANDARD, PET_EXOTIC... do we have "PET_GOBLIN", "PET_TIGERMAN"?

285
DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 02:15:24 pm »
Though, wouldn't it be sweet if megabeast blood were not *always* negative? If it gave dwarves something that made them learn faster, or regenerate, once in a while?

I think we'd start seeing the first DF blood drive clinics.

Urist McHematologist: "Well it's been 6 months, time for a mandatory donation."
*Triggers the featherwood spear trap*
Urist McHematologist: "See, that wasn't so bad! Here, have a goblin snack."

Which would be *awesome*, but not work with the current system. Dwarves don't get "infected"- there are no truly contagious diseases. They just track monster blood around everywhere.

And if, in the vanilla, these beneficial things only ever come from impossible-to-predict, nigh-impossible-to-capture megabeasts... sure, once in a while some clever, lucky sod would get something that would give his fortress advantage beyond measure by making his dwarves walk through a carefully controlled bloodbath, but hey, if you set that up you deserve it.

Actually I meant capturing a megabeast and periodically extracting blood from THAT.

D'oh, misread.

Yeah, I thought about ways to do that a lot... it would be game-breaking, but it would be so difficult to first get the right megabeast, then capture it, then give it a way to bleed without dying and harvest the blood...

My idea was to use some other syndromey creature to inspire it to bleed, not a spear- makes it more controllable.

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