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Messages - FreakyCheeseMan

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376
DF Suggestions / Re: Cannon
« on: April 24, 2010, 01:36:33 pm »
fuses and explosive charges would be fun. using cannons normally has few uses, other than aiming them over a wall.. but here's some fun thoughts:

upright spike trap that's triggered by an explosive underneath (as a separate tile, a z-level below). penetrates better than a mechanism-operated one, but it needs to be manually reloaded. ánd cleaned, sometimes, and you need to get to different squares to do either.
Spoiler (click to show/hide)

blast-mining. 'nuff said. HERE COMES THE MAGMAAAA!
Spoiler (click to show/hide)

I lean towards making the first one standard for all traps- have them be mechanism-activated and fire into an adjacent square, rather than just be magic kill/trapping boxes. Stone fall traps would be easy to build but only fire downwards, wpears might be able to stab across 2 squares, crossbows would shoot down a hallway, letting you do all kinds of fun Indiana-Jonesie stuff.

As for the second... no offense, but what would be the point? You could use such a system to breach magma pipes and HFS, but beyond that, it's weaker in every way than normal mining. Unless we start saying that there are some stones dwarves can't get through without explosives...

377
Playing DF in the Alpha is actually rather exciting- I liken it to finding out about a musician before he becomes popular, rather than after he's dead.

378
DF Gameplay Questions / Tech Question
« on: April 24, 2010, 02:55:15 am »
So, I'm looking at getting a new computer, and am wondering which bits of power I should push for big applications (read: Dwarf Fortress). I should have a decent processor (dual-core 2.6) and likewise ram (4 GB), and not a lot of doubt about those, but I was wondering how much the nature of the hard drive would affect speed of play. I can go with a 5400 RPM, 7200RPM, or a solid state- the last being much more expensive, for less space.

How much of a visible difference would the speed of the hard drive make for applications in general, and dwarf fortress in specific? (I can imagine that on a technical level it might use different resources than a high-graphics game would).

379
DF Modding / Re: Fun With Syndromes: Poison Trees
« on: April 23, 2010, 09:40:06 pm »
We need to get a decent Syndrome Wishlist together... there's so much cool stuff we can *almost* do, yet, but could with a little more code...

380
Balls.

A *real* dwarf would embark on a glacier or nothing.

381
DF Dwarf Mode Discussion / Re: Urist McDante's Inferno
« on: April 23, 2010, 08:53:22 pm »
Whipping machines sound decent, but would only work if they passed out... though, I suppose I could cover the level in them, and only "drop" food down from a higher level.

Who thinks I can do this without a "demon" class of untortured worker-dwarves running the place?

382
DF Adventure Mode Discussion / Adventure Mode Syndromes
« on: April 22, 2010, 10:05:33 pm »
Has anyone come up with any cool syndrome(poison) based stuff in adventure mode? Either being killed by it via. Forgotten Beast or certain animals, or managed to use it offensively?

First person to make an elven village rot to death get a free drink on me.

383
DF Dwarf Mode Discussion / Re: Well.... That was disappointing...
« on: April 22, 2010, 09:36:59 pm »
Urist wants another dragon. This one did not work properly.

384
DF Suggestions / Re: More Modular Animal Behaviors
« on: April 22, 2010, 09:26:33 pm »
Good idea, but likely a programming nightmare. Not saying Toady couldn't do it... I'm in awe of any man who can make a system *this* complex and make it work *this* well...

Still, I'd say it should be a goal to have this for 1.0

385
DF Suggestions / Re: A few modest proposals.......
« on: April 22, 2010, 09:21:39 pm »
So, in an ideal world, I agree with all of these- they'd add value to the game.
That being said...

#1 Causes significantly increased difficulty, esp. given problems moving water manually.

#2 May be difficult to program, given the somewhat complicated nature of the process in question, and might make things a bit too easy- there'd be no reason to use the difficult-to-make fertilizer anymore.

#3 Could be a programming and logisitcal nightmare, in addition to adding a lot of complexity to the game, and going against the general feeling- you rarely sechedule "events" in DF, you assign tasks.

#4 Would be cool, but very difficult to program at the moment, breaches the so-far perfect rule of "everything on-site", and frankly, I don't know how many players would be willing to send dwarves to die outside of their control for an unknown quantity of meat. Now, if hunters could bring back live animals...

However, #4 is close to some planned development arc, where you can send soldiers off-site for assorted battles.

386
DF Suggestions / Re: challengers
« on: April 22, 2010, 07:54:05 pm »
Might not be too easy to program... one of two things will be the case.

One, most of your fortress residents won't recognize him as an enemy, in which case you may be able to refuse the duel, but you can't cheat, which, let's face it, we'd all want to.

Two, the rest of your fortress *does* recognize him as an enemy, and you get an undeserved reputation for cheating when one of your cats takes a swipe at him.

There'd also be confusion selecting your "best" champion, and at least one person (me) would throw a hissy fit if we couldn't say that our champion was that dragon we'd tamed a few seasons back.

Actually, I'd probably claim that my fortress champion was the magma pit.

387
DF Suggestions / Re: RAGE Virus (and more syndromes in general)
« on: April 22, 2010, 06:34:29 pm »
I really hope he adds to it soonish. There's a *lot* of cool things to be done with Syndromes. I mean, rage, yes, infection, yes, but that's still being small minded.

You could make an untameable creature that releases a gas that causes dwarves to have happy thoughts, so there'd be value in trying to force your dwarves to go near it, or make it so unicorn blood heals wounds, or... damn near anything, really. A nightmare gaseous beast that sneaks into your fortress breathing a gas that causes melancholy? A non-aggressive thief whose trailing gas cloud knocks dwarves out? Actually, that last one we could do already...

388
DF Modding / Re: Unsafe to eat
« on: April 22, 2010, 06:27:51 pm »
Next time poisons get a pass of feature addition (i believe the popular term is "low-hanging fruit"), there's a good chance that ingested poisons and/or better contact poisons might go in.

Until then, workarounds like poison blood are probably your best bet.

Low hanging fruit, yes, but I'm not sure how many non-modders want them. Me, I'd love infectious diseases, even if there's no good way to fight them, and poisoned meat would be delightful (I'd sell it to elves). But... not sure how big a priority it is.

389
DF Dwarf Mode Discussion / Re: The adamentine is a trap!!!
« on: April 22, 2010, 01:36:37 pm »
Damn you for getting to the clownite.

I've been playing Dwarf Fortress for almost a year or two, and I've never stumbled upon the fabled material yet.

No, seriously: Well done, you got yourself killed.

Why haven't you tried anything with the site finder? Though, I understand it's a lot more common now.

390
DF Dwarf Mode Discussion / Re: Strange mood creates crutch
« on: April 22, 2010, 01:35:21 pm »
Is anyone else reminded of Windle Poon's (or whatever his name was) wheelchair from discworld?

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