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Messages - FreakyCheeseMan

Pages: 1 ... 18 19 [20] 21 22 ... 41
286
DF Suggestions / Re: Advancing Time
« on: July 15, 2010, 02:12:33 pm »
Yeah, this one's been brought up before. A lot. Once by me.

It's a cool idea and I think Toady likes it, but it would be difficult to implement- as I recall, right now the game scrubs a lot of its world gen info at the end of world gen, to save space. Without that info, you can't just pick up the process again- so he either has to modify it to save and track a ton of stuff during normal play, or write code to regenerate that information in an already running world. Neither is impossible, but neither is trivial either.

287
DF Dwarf Mode Discussion / Re: Dwarf has grown attached to an object.
« on: July 15, 2010, 02:10:33 pm »
I just got a similar message from one of my military dwarfs.

Momuz Necikfeb Woodcrafter has grown attached to a steel battle axe!

Anyone figure out what this means yet?

Spoiler (click to show/hide)

Oh, yeah, I know that one.

So, you know how if you tie a rope around a tree, and come back years later, the tree will have grown around the same rope? Same basic concept. The guy had a battle axe sticking out of him, he grew a bit, and now his flesh has actually reformed around the blade.

288
DF Suggestions / Re: Explosives?
« on: July 15, 2010, 02:07:49 pm »

What the game needs is not more blam, but more ways to set things on fire, and more encouragement to use the ways we already have.

Well, *first* we need better fire mechanics, particularly regarding the AI. Right now fire is just impossible to predict or control, and has as much in common with an infection as a conflagration.

289
DF Suggestions / Re: Lava Tubes Near Magma Pipes
« on: July 15, 2010, 02:06:36 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...

290
DF Modding / Re: Zombie Mod?
« on: July 15, 2010, 01:59:22 pm »
http://www.bay12forums.com/smf/index.php?topic=61477.0

It's one of the things I requested there- or, could be built from the things I requested there. Right now we don't have proper infectious diseases, nor diseases that will make a person change factions, become undead or go berserk. Infectious+Berserk+Necrosis should do what you want, though.

291
DF Suggestions / Re: Giant aphids and the antman society
« on: July 15, 2010, 01:57:12 pm »
Hmm... what do we have as far as different civs having different pets/tame animals?

292
Life Advice / Re: Oh Love, my Bringer of Death
« on: July 15, 2010, 01:56:14 pm »
First off, screw this 'do-gooder' mindset, it sounds great in theory, but it'll turn you into a tool and a doormat. Get out into a fling to get over this sense of loneliness, and for the love of god don't get into a relationship or even a fling with this woman. Do you want me to elaborate on this?

Yeah, don't be a tool. Ignore the woman who's showing at least some interest in you to go fuck some random stranger and turn her into a doormat, just so you don't feel lonely. Great advice.

Dohon, be yourself and pour it on.

Self-interest isn't immoral. The girl showing some interest in him happens to, in this case, be a (probably) unhealthy option. And a fling is not necessarily an abusive relationship.

Loneliness is bad. It messes people up, drives them into relationships that won't be good for them- much as this girl is doing. If having a fling or two gets him over that and to a place where he can focus on what he really wants, full steam ahead. Flings don't *have* to be abusive, there is such a thing as a consensual and mature casual relationship.

293
DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 01:38:24 pm »
I started a topic spec. for this sort of stuff over in suggestions; I thought unicorns rather than trolls for regenerative blood, though.

294
DF Modding / Re: Fun With (existing) Syndromes
« on: July 15, 2010, 01:29:29 pm »
A work of beauty, that is. Anyone else got anything?

Later today I'll add anoher category, for code examples.

295
DF Suggestions / Re: Engraver Happiness
« on: July 15, 2010, 01:25:49 pm »
I know there are exceptions, but I'd usually think morbid/gloomy- though still good- art would bring down those constantly exposed to it.

I *like* spirals.

Also, it'd be kind of cool to have depressing/revitalizing regions of your fort, to correspond with the history.

296
Life Advice / Re: Oh Love, my Bringer of Death
« on: July 15, 2010, 01:06:38 pm »
The conventional wisdom about relationships is to protect yourself, make sure you get cash up front (so to say), and not chase the long odds.

The question you should ask yourself is "How happy are conventional people with relationships?" - if you don't think you'd be happy playing the same dating/relationship game as everyone else, don't follow their advice.

That being said, learn the rules before you break them. I spent many lonely years in high school pining away over girls that it was never going to work with, justifying it as me being "romantic"- doing the traditional doomed crush thing. Now I'm doing much the same thing over another girl- am I making the same mistakes I did then? Maybe. I think not- I've learned enough since high school, I hope, to tell when something is actually worth investing in.

I suppose the question you *really* should ask yourself is, "Do I have enough experience to know if I'm doing this right?" - or, to put it another way, don't make big bets until you've learned how the game is played.

297
DF Dwarf Mode Discussion / Re: Prioritizing Jobs?
« on: July 15, 2010, 12:57:11 pm »
Hell, forget the menu, a default list would do for most of us. I mean, I think most of us have the same priorities as far as jobs go, no need to make everyone go through a menu to put in pretty much the same thing.

298
DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 12:49:30 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.

299
DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 12:41:40 pm »
This is why my preferred solutions to megabeasts involve magma, cave-ins, or obsidianification traps.  At the moment many forgotten beasts and titans have to be treated as if they were high-level biohazards, with no contact allowed between any part of them and any of your dwarves.

See, I *want* high-level biohazards! I obsessively start topics dedicated to asking for new ones!

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?

300
DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 12:38:19 pm »
Ooh, no, I just checked the dev notes and assumed that if there were more syndromes, they'd have been added... *scurries off*

Thanks!

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