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Messages - Jothki

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1
DF Suggestions / Re: New workshop toggle "Wait"
« on: March 11, 2013, 03:16:36 pm »
For one thing, this suggestion wouldn't cause job cancellation spam.

It's still kind of spammy, at least in the background. It breaks the model of jobs being posted once and then sitting until a dwarf decides to handle them, since the job needs to constantly check whether resources are available for it. From what I assume, repeated tasks work the way they do now for a very good reason.

2
DF General Discussion / Re: Future of the Fortress
« on: September 29, 2012, 07:24:47 pm »
How will dwarves handle harvesting things from trees? Grabbing everything from every tree on the map would be absurd, but individually designating every item would be annoying as well. Is there going to be a way to flag trees for continuous harvesting?

3
DF General Discussion / Re: Future of the Fortress
« on: May 03, 2012, 05:45:30 pm »
Well, it's actually sort of the problem that constructing above-ground houses is harder and more laborious than mining out housing.  This should be reversed if we are talking realism.  Waves of suggestions of "just let me have a button to keep using the same stone when I'm designating large constructions so I don't have to keep fining the slate in the list of stones" come to mind here.

It wouldn't be quite the problem if it wasn't assumed that all expansion in a fort would automatically be "subtractive", or that aboveground forts or castles were "for the challenge" or "for a change of pace" just because the interface for one is simple while the interface of the other is painful.

If you had more construction-focused expansion, then you really would often only be mining stone for quarrying purposes.

Part of why I hoped stacking would be a part of the next release was that it would let this sort of rubble and mullock item stuff just be generic "rubble" or "mullock" or "amalgam" material that could be stackable, and as such, not be as much a problem with causing FPS lag in the already-bloated item vectors.

That and a "construct ceiling" designation.

It would make sense for most forts to start out as aboveground and made of wood and whatever stone you get as mining refuse. A mountainhome would then be a point of pride for dwarves, not an automatic default.

4
DF Suggestions / Re: Make "...has been missing for a week" more useful
« on: April 04, 2012, 06:49:02 pm »
It might be possible to make a much more general system out of it. Have dwarves like to know that their friends are all right, and worry if they haven't seen or heard about them for a while. Have a worried dwarf ask around about their friend, and generate a complaint to the mayor if they still can't find anything about them.

This would lead to interesting side-effects, like a highly social dwarf who has been working on their own for a while getting anxious and occasionally taking breaks to check back in with society. Loners would tend to handle isolation much better, but could end up dying alone with no one even noticing for months because no one knows them well enough to worry.

5
DF Suggestions / Re: Too many animal men!
« on: February 27, 2012, 10:54:29 pm »
Noooo, don't complain about animal men!

We have enough of them as there is, we don't need Toady adding more because you couldn't keep quiet.

6
DF General Discussion / Re: Future of the Fortress
« on: June 20, 2011, 12:49:31 pm »
How exactly are interactions being handled? Is there a single action that handles all types of interactions, or is there a seperate action for every possible interaction? Will adventurers be able to perform interactions if their species is capable of them?

7
DF Dwarf Mode Discussion / Re: Are daggers useful?
« on: April 25, 2011, 06:38:15 pm »
Is there currently no penalty for lack of reach? In real life I'd imagine that using a dagger against anyone armed with anything else would be a bad idea, since you have to close it to use it.

Maybe a hit/dodge penalty for weapon length/wieldiness might be a good idea. That might fix some of the issues with material weight as well.

8
DF Dwarf Mode Discussion / Re: I need a megaproject idea.
« on: April 25, 2011, 06:33:47 pm »
Construct a giant tree, and have your dwarves live and work in its branches, with mining tunnels serving as its roots.

Bonus points: Pump water up the trunk.

9
DF Adventure Mode Discussion / Re: Tale of dwarves and the werewolf
« on: April 08, 2011, 08:27:38 pm »
Is the lake permafrozen, or will it eventually thaw out completely if you camp for a few months?

10
Both of these are different from a quest to deliver serious bodily harm to the kobolds living in the sewers.

Speaking of that, I have to wonder if the cities are going to eventually have enormous explorable sewer systems. Completely unrealistic, but they're a cherished RPG tradition.

11
Was the dwarf holding the duck?

I'm wondering what happens when a flier tries to move when there's someone grabbing onto it. Does it need to break the grab first, or can it drag things that weigh more than it into the air?

12
DF General Discussion / Re: Technology Vs Magic
« on: August 30, 2010, 09:20:17 pm »
Magic doesn't necessarily have to be about production. What if instead, it took the form of subtly altering the parameters of the environment? There wouldn't be wizards flinging around spells, but rituals, events, or just random drifts in the flow of magic could result in properties being overlaid on the fortress.

To draw on the existing ideas of divine spheres, if your fortress worships a god of fire, works with lava a lot, or has a lot of things catch on fire, the land itself might become imbued with the essence of fire, altering the weather and lowering the point at which things catch on fire, but increasing the effectiveness of smelters and forges and making dwarves that like fire happier. If your fortress worships a god of death, or a lot of creatures die, the land might become imbued with the essence of death, making dwarves die more easily and undead appear more frequently, but making butchering more effective and dwarves that like death happier.

That kind of thing would be somewhat subtle but would also have the potential to be quite significant. Depending on how significant drift is, it could also serve as a source of the unpredictable disasters some people like. Perhaps altering a world gen parameter could affect how inherently magical the world is.

13
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 24, 2009, 10:26:24 pm »
Are there any plans to do anything interesting with the preferences beyond an individual level? Could dwarves develop preferences for the equipment (especially weapons) of their recently deceased friends, or anything like that?

14
DF Gameplay Questions / Re: Removing pets
« on: August 07, 2009, 06:22:12 pm »
Can you just assign them all to be dumped over the edge of a cliff, and let gravity handle everything else?

15
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 04, 2009, 05:02:35 am »
Inhalation and contact poison is begging for a new variety of HFS.

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