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Messages - Jothki

Pages: 1 ... 3 4 [5] 6
61
DF Suggestions / Re: waterfalls
« on: July 02, 2007, 01:21:00 pm »
This will become a non-issue in the next release now that how water is handled is being changed.

62
DF Suggestions / Re: Mandates, and overwhelming frequency....
« on: April 05, 2007, 11:01:00 am »
It might make sense to allow nobles to directly modify the production list with their mandates. That way you'd just need to worry about providing the components, and you'd be informed whenever you're missing something you need.

63
Personally, I'd prefer to keep magic as at most bonuses attached to artifacts. I like the flavor of magic being something that is well beyond mortal comphrehension but sometimes touches a person, temporarily allowing them to accomplish physically impossible feats. Dwarves who go into moods aren't just having brainstorms, they are being empowered by the fundamental powers behind the universe.

64
DF Suggestions / Re: Screw pumps should suck up animals
« on: February 17, 2008, 05:50:00 am »
Aren't screw pumps fairly passive?

65
DF Suggestions / Re: Automated Herbalists
« on: August 20, 2007, 05:13:00 pm »
Maybe just a 'designate all herbs' or 'designate all trees' option, along with a way to remove all designations?

66
DF Suggestions / Re: Ability to make items in adventure mode.
« on: August 16, 2007, 03:12:00 pm »
Heck, grab a pick, carve out some rock, and build a workshop with it yourself.

67
DF General Discussion / Re: Future of the Fortress 2
« on: October 27, 2007, 08:43:00 pm »
quote:
Originally posted by Toady One:
<STRONG>Pulling a lever on a gear assembly doesn't make it disappear, but it disengages it from the machine, so it'll stop spinning and it'll say "disengaged" in [q].  However, all machine buildings that aren't on solid ground maintain themselves through their connection to other machine components, and every machine requires at least one solid ground component.  If you disengage the gear from the machine, it breaks this connectivity, so you have to watch out for that.</STRONG>

What happens if a machine component falls between other components? Will it automatically connect? Could you use this to build Zelda-style puzzles?


68
DF General Discussion / Re: Future of the Fortress 2
« on: October 15, 2007, 07:03:00 pm »
quote:
Originally posted by Sowelu:
<STRONG>What impact does this LOS stuff have on feature ambushes?  Does LOS apply to hostile creatures in dwarf mode--IE, will we now see magma men as soon as they spawn, even if they're out of all dwarves' LOS?

(Of course, sneaky creatures like thieves and kidnappers are something else entirely.)</STRONG>


I would guess that the cave creatures pulse a LOS check every so often until they're seen, which probably wouldn't be too resource-intensive.


69
DF General Discussion / Re: Woo! You can now appoint nobles!
« on: September 06, 2007, 08:29:00 pm »
quote:
Originally posted by Toady One:
<STRONG>Unfortunately the dwarves choose the leader, so some additions would have to be made.  Until then, you can just think of the leader as the temporary rotating chairperson of the workers council or something.  I imagine there must be something like that, since things wouldn't work out if 1000 people were just yelling in a room.</STRONG>

That's begging for some sort of system where every dwarf has a relationship value for every other dwarf, like in The Sims. The failures and successes of the fortress would strongly effect every dwarf's attitude towards the leader, and dwarves who hate the leader and are strongly liked would attempt to take over the position, by election if the leader is elected or, in more extreme cases, by force if the leader is royalty.

Actually, that could affect a whole lot of things, like how willing a dwarf is to do hauling tasks for another dwarf, how willing a dwarf is to lie down to let another through or shove the other dwarf down instead, how likely a dwarf is to break into another dwarf's room and steal his items, and how likely a dwarf is to spontaneously start fights or flat out murder another dwarf. I suppose that's a topic for a separate thread, though.

[ September 06, 2007: Message edited by: Jothki ]

[ September 06, 2007: Message edited by: Jothki ]


70
DF General Discussion / Re: Woo! You can now appoint nobles!
« on: September 05, 2007, 06:18:00 pm »
What does the currency info screen show? Does it just list your total coins, or does it also show the amount of coins that individual dwarves own?

71
DF General Discussion / Re: finding the balrog
« on: July 20, 2007, 08:49:00 pm »
Wide lava floods probably won't be feasible in the new version, you'd probably only be able to get a moat at best, if the magma doesn't just immediately harden.

72
DF General Discussion / Re: Future of the Fortress
« on: August 19, 2007, 07:19:00 pm »
Is it any more difficult to dig ramps than it is to dig channels? What would happen if you made a 'channel' completely out of ramps, would it function in exactly the same way except that dwarves could move through it?

73
DF General Discussion / Re: Future of the Fortress
« on: August 15, 2007, 10:55:00 am »
Right now, if you were to modify dwarves to be able to fly, would they be able to handle the pathing?

74
DF General Discussion / Re: Future of the Fortress
« on: July 27, 2007, 06:22:00 pm »
Building floodgates into a water source shouldn't be too difficult, as long as you're careful about it. If you're about to break into an area filled with water, build the floodgate right in front of the wall, hook it up to a lever and open it, and then have a miner stand on the floodgate while he digs out the wall, and then just close the floodgate once the wall is gone. You should only get a bit of a leak, and possibly barely any if you build a normal door behind the floodgate.

75
DF General Discussion / Re: Future of the Fortress
« on: July 22, 2007, 02:55:00 am »
What exactly are the new injury-based travel restrictions? Will those have a strong effect in Adventurer mode?

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