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Messages - FreakyCheeseMan

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301
DF Suggestions / Re: Multiple Dimensions
« on: July 15, 2010, 12:36:38 pm »
I'm going off of something Toady said once- artifacts should be more interesting, and maybe dangerous. A dwarf might make a flaming sword, but one day it might get enough kills and open a portal to the dimension of fire, was what he said. I really like that idea... having more half-controllable events that you can manipulate to an extent, but not really rely on.

302
DF Suggestions / Re: More Difficult Happiness
« on: July 15, 2010, 12:35:03 pm »
Tantrum spirals in general should be nerfed, though.  Currently, whole fortresses can descend into screaming madness at the death of one well-connected dwarf.  A limit on how depressed dwarves can be over the death of people they know, so that having an otherwise very functional fort which keeps dwarves fairly happy in other ways will not lead to domino effect tantrums and general riots on the streets would be both fair and relatively realistic.  (How many cities in real life have exploded in orgies of violence because one popular person died, even if those cities weren't particularly good places to live to begin with?)

As for hermit games, I agree that they should still be possible, but at the same time, should take very particular dwarves.  Having reclusive personality traits may exempt one from the need to socialize for long periods of time, so that you could still have a "One Dwarf Against The World" scenario where it would just take a severely anti-social dwarf to do it.

See... I've played a lot, taken several fortresses to ~20 years, and I've yet to see a tantrum spiral. Kings have died, I've unleashed demons with my military nowhere nearby... nobody gives a damn. A few of my original dwarves rotted away in prison, nothing. They sound like one of the most Fun things in DF, but... I just don't see them. So I'm in favor of making them more hardcore, not nerfing them.

Also, I'd say that the deaths of family should have a very high cap- or low, depending on how you look at it. I imagine enough family member deaths would depress you a lot more than any amount of bad art, shitty food or poor accomodations.

And yeah... you can see personality traits at embark, right? So i guess that works for hermit games. So long as people know that.

303
DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 12:29:21 pm »
Pretty dang impressive fort too, considering everyone is walking around numb.

One guy got an FB whose blood caused, in his words, "Peoples eyes to explode". It got tracked all over his fortress; after a while he used burrows to institute quarantine. The healthy minority walled themselves off, while the rest of the fort went about their day with rotting holes where their eyes should have been.

304
DF Suggestions / Engraver Happiness
« on: July 15, 2010, 12:25:21 pm »
Idea.
Make a scale of "Happy vs. Sad" engraving subjects. Seeing an engraving does not automatically make a dwarf happy- it changes his mood based on the subject matter.

Make engravers tend towards one end or the other, based on their own mood. So, happy engravers would draw the creation of great works of art, and the slaughter of your enemies. Middling engravers would draw political stuffs. Unhappy engravers would include your own dwarves being killed. Miserable engravers would lean towards elephants.

Actually, replace "Engravers" with "Decorators of any Type"

Result? Keep your artists happy, or they'll work things into your fortress that will keep people miserable for years to come, Also makes engravings give a more interesting perspective on fortress life, as they show the "mood" of the fort at any point. I don't know how much socialization is tracked, but maybe artists draw things their friends talk about?

305
DF Dwarf Mode Discussion / Re: Weird Stuff Dwarves Do
« on: July 15, 2010, 12:20:49 pm »
I *wish* my dwarves made more morbid engravings... I guess the fact that my fortresses usually run around ~200 population for twelve years and only get a dozen or so dead makes the engravers too...

hrrm...

Does the happiness of the engravers effect what they draw?
*lights flash*

306
DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 12:18:41 pm »
My first fortress on the 31.01 release had a very interesting encounter with a FB. I had walled myself off from the caverns, and after several dozen FB's came, eventually one came that excreted some sort of poison whenever it went through water, turning it white. Eventually I needed a source of freshwater, and since I was on the ocean, I had to use cavern water for a water source. After a while I noticed I was getting a lot of messages about job cancellation, resting injury. Apparently the water had been contaminated with a paralytic, and anyone who drank from it became numb, temporarily.

And my dwarves became immune to pain.

Ooh, more info, please? I'm syndrome-obsessed, and I don't know where or how what you described would work in the current system...

307
I actually like the military being a little bitchier, cause they were always *too* happy in my games... I want a challenge, I want a spiral, but if all of my military is permanently thrilled, there's not much I can do to lose.

308
DF Suggestions / Re: Moving across the Z-axis
« on: July 15, 2010, 12:11:26 pm »
Rope ladders I support as a necessary intermediate step, since it really isn't realistic to just start building a staircase down into a chasm. Elevators... would be cool, but I still don't see how to get them to work. You could maybe designate them as store rooms to transport goods between sealed sections of a fortress, but I can't see them being useful in any way other than "But I wanted an elevator". Maybe if siege/disease gets a lot more serious, they could be used as a high security checkpoint.

Personally, I want boats more than elevators- nothing fancy, just wooden constructions that can be "anchored" on water, rather than earth. Or something. Then I'd build an elevator by carefully flooding and draining a shaft with a boat in it.

309
DF Suggestions / Re: Obsidian Shards to Injure Dwarves
« on: July 15, 2010, 12:01:46 pm »
It can be sharp, but not really hold an edge or stand up well to armor. I think making obsidian work realistically as a weapon will have to wait until weapons degrade.

I want to see hospitals need/benefit from a *lot* more supplies. Golden salve, f'rinstance, or things like it- make it so that if a hospital gets those it has a chance to treat syndromes, or repair nerve damage, or stuff like that.

310
DF Suggestions / Re: Multiple Dimensions
« on: July 15, 2010, 11:55:43 am »
You could avoid the pathing problems with portals by having them be pregenerated features scattered around the world. It would be far simpler to calculate the distance from any one point on the map to any other through the portal while the game's loading up the map, and not have DF calculate it on the fly when a dwarf wants to go somewhere.

Not... really. You could just generate that whenever a portal opens or closes, so it doesn't have to be done on the fly, and that way there's no need to have them be set in stone- half the fun would be having a portal to the elemental plane of fire open in your booze locker when you weren't expecting it.

311
DF Modding / Fun With (existing) Syndromes
« on: July 15, 2010, 11:46:40 am »
Posted something like this some time ago, wanted to see what people have come up with since. Basically, just list your cool syndrome-based modding ideas.

This has a sister thread in suggestions, http://www.bay12forums.com/smf/index.php?topic=61477.0 , where we ask for things we need Toady's help for.

Topics divided for length. Please submit your own ideas, or confirm if the ones listed here will actually work.

Syndrome-Rich Enemies
Spoiler (click to show/hide)

Syndromes for Combat
Spoiler (click to show/hide)

Syndrom Gimmicks
Spoiler (click to show/hide)

Syndrome Mechanical Tricks
Spoiler (click to show/hide)

312
DF Suggestions / Re: More Difficult Happiness
« on: July 15, 2010, 11:24:48 am »
Hermit games can still be fun, and we shouldn't make that impossible. I agree that socializing should be more of a double-edged sword, though, and less of a shoot-yourself-in-the-foot.

I'd put that in "Personal Life", which would have the biggest range- thus you could get a lot of happiness out of giving your dwarves a healthy social life.

313
Nah, just dig a trench around the mountain- easier than constructing.

314
DF Suggestions / Re: Moving across the Z-axis
« on: July 15, 2010, 10:08:39 am »
Well, it's a difficult problem; dwarves won't really *know* where the elevators go or how they work, so their pathfinding won't be able to make sense of them. Making real elevators work is a somewhat complicated task- doing so in DF, doubly so.

315
DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 10:07:23 am »
b-but loseing is fun

>8D

I know! Which is why we need disease!

Listen, my average for has a complete moat with traps around the entire map, plus a sixteen-man army with legendary wrestling AND a weapon skill, plus archer cover, more traps and a magma failsafe over the only entrance. All connections to river or magma pipe are blocked off by naturally carved fortifications; I have two farms, one greenhouse and one subterranean, both irrigated from a master water system with a plate-controlled floodlock. I have legendary cooks and brewers keeping my dwarves in lavish prepared meals, and masterwork statues and engravings cover everything. And then I get bored, and *can not lose*.

I want my fortress to fall apart around me, not have to tear it down brick by brick; but incompetence doesn't do much if you're well enough prepped. However, a nice, solid zombie virus... that's another story.

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