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Messages - TheyTarget

Pages: 1 ... 9 10 [11] 12 13 ... 38
151
DF Suggestions / Re: Rare metal changes:
« on: November 28, 2010, 03:19:39 pm »
I'd like less, but bigger metal deposits. That way you can actually mine in an area, instead of following a meagre vein for a few squares. Most mines are an operation that runs for decades, not for a few weeks.
Hmm, I would like that too, maybe have more deposits travel more then one z level

152
DF Suggestions / Re: Mouse support petition
« on: November 28, 2010, 08:26:27 am »
I want it to say keyboard focused. I don't see any way a mouse could actually make it help it, other then slowing it down. I mean if I have to right-click then go though a menu, then find designations, then find dig, then draw in my square it would aggravate me to no end. When I can just go d d enter shift+left arrow shift+down arrow enter. Takes less then a second (I got stuck in a bunch of typing courses, but it shouldn't be much longer for anybody else). Though, as Caesar said, I wouldn't care or mind if toady decided to do it at the end of development(hope the day never comes), or because he felt it was needed.

Well, I don't think anyone is suggesting that mouse support would be faster or superior then keyboard. I don't think it could be faster or as efficient.

However, thats not the goal of mouse support. Its to make the user interface and experience easier.

Goblin Tower, does show that a mouse support UI could be quite flashy and easier to pick up, then keyboard interface.

Yeah, but I don't think thats justification to do it. It's an opinion anyways.

153
DF Suggestions / Re: Mouse support petition
« on: November 27, 2010, 12:52:32 pm »
I want it to say keyboard focused. I don't see any way a mouse could actually make it help it, other then slowing it down. I mean if I have to right-click then go though a menu, then find designations, then find dig, then draw in my square it would aggravate me to no end. When I can just go d d enter shift+left arrow shift+down arrow enter. Takes less then a second (I got stuck in a bunch of typing courses, but it shouldn't be much longer for anybody else). Though, as Caesar said, I wouldn't care or mind if toady decided to do it at the end of development(hope the day never comes), or because he felt it was needed.

154
DF Suggestions / Re: Rare metal changes:
« on: November 27, 2010, 12:45:50 pm »
Just build doors, at the entrance to each z level mine, and forbid them whenever you don't want to use the mine. Should fix most of the pathfinding woes. Or you could mod metals to be more abundant.
@ sfon We can search by metals now right? So we can find out exactly where they are anyways, so no problem.


I do want walls engraved and pathfinding optimized (Not that I know if it can even be made much faster).

155
DF Suggestions / Re: Tower Bells
« on: November 27, 2010, 12:35:12 pm »
Yesh, we really already have this, but if you want it to be automatic, I think that a really bad idea. My dwarfs get scared from gophers. I really don't need them all to hide, it's bad enough the scared one is hiding.

156
DF Adventure Mode Discussion / Re: Your first time, and what it was like.
« on: November 27, 2010, 12:23:55 pm »
I don't know what you mean
... If you know what I mean

Oh, I think I do  ;)

157
DF Adventure Mode Discussion / Re: Your first time, and what it was like.
« on: November 27, 2010, 07:29:06 am »
Off topic, but what graphic pack is OP using?
What he's gonna say.
I think that's phoebus.
Correct, though I usually play adventurer mode without a graphics pack
This has to be the fastest derailed thread I have seen yet.
They didn't even put a train on the tracks...
Also correct^

158
DF Suggestions / Re: Kobold blood must be poisonous
« on: November 26, 2010, 10:35:10 am »
This also turns them from the "Early enemy that's kinda cute but annoying to play with" to "Enemy which we need to kill on sight or his blood might get into our water and kill everyone from screw you syndrome"

I rather keep it as is really, I like the cutebolds.

Hmm, make it unlikely, but possible to poison? Maybe have things in world gen, that could lead some group of kobolds to become overly disgusting, and poisonous. Or we could just add another race(or sub race of kobolds) to fill this.

159
The easiest way I find to do it, is slaughter all but a male, and say 6 females, chain the seven remaining in separate rooms. Leave the doors locked and wait for the has given birth message. When you see this lovely, you cage all and every one to be birthed, then go to the actual ones, and set the females(or males depending on what you want) to be slaughtered, and open the door. Then release the animals when they grow up to either be slaughtered more, or for training. This works okay, and I currently have 6 different breeds successfully mating. Oh, and kill every damn migrant animal that comes to your fort.

160
DF Suggestions / Re: Reload speed/time token for ranged weapons
« on: November 25, 2010, 04:54:18 pm »
I'm fairly sure that there's something about/similar to this on Toady's development page, I think with aimed ranged attacks (where it hits the enemy, that is) or somesuch. Also, even if a realistic reload time would make them almost useless... who said it had to be realistic? It's DF, home of the dreaded carp and legendary dwarven wrestlers wearing skirts. Besides, reload speed/rate of fire tokens (machine crossbow anyone? They were almost certainly around in Asia at the time period Toady's aiming for) would be immensely useful for modders. I just imagine that the math and mechanics behind it, thanks to the way the relatively abstract system of 'time' currently works, would be an Urist McDouche to code even close to flawlessly.

Did they have machine crossbows? I thought they had some incredibly powerful ones, but never heard of something like that. I will look it up.


I have discovered this amazing machine crossbow. It is quite impressive.

161
DF Adventure Mode Discussion / Your first time, and what it was like.
« on: November 25, 2010, 04:13:48 pm »
Well, lets all talk about our first time. I'll start with mine.

It was a long night, I was getting tired, and the sun was about to come up. I was looking for a good time, and with my buddies, didn't know what I would find. When there I saw her standing beautiful and tall. She gave me that look, that deep meaningful stare, and we both knew it was on. I was nervous at first, I've never done this before. She assured me, it was going to be now or never. I couldn't resist anymore. As we approached my feelings changed, a sudden exhilaration, a euphoria I've never felt before. After a very short talk we started at each other. Tearing, clenching, and grabbing at each other. I was unsure at first, but instinct pulled me around to the right position. I plunged in, and her head tilted back. Before it had even started it had ended in a beautiful night of exhaustion, and excitement.
Spoiler (click to show/hide)

162
DF Gameplay Questions / Re: Why is .31 so much slower than .40d ?
« on: November 25, 2010, 12:05:23 pm »
Do you have any special tricks? I mean, in addition to this http://df.magmawiki.com/index.php/Maximizing_framerate

Washing my dwarfs, has never increased framerate anywhere near what it says there. I lose fps more times then I gain it when I wash them.

163
DF Gameplay Questions / Re:CATS!!
« on: November 25, 2010, 11:57:10 am »
I am currently runnning a fortress that survives almost entirely off of cat products. I encountered this problem early on: the problem of adoption.

The best solution is to kill all dwarves who have a preference for cats. Cats will only adopt Dwarves who "like cats for their aloofness." Just put all of your immigrants/new children through a screening. Any offenders should experience an Unfortunate Accident of your choice.

I never knew that. Now I see why not a single cat has been adopted in my fort.

164
DF Suggestions / Re: Reload speed/time token for ranged weapons
« on: November 25, 2010, 11:17:37 am »
As far as I remember, crossbowmen were usually mercenaries, and had a giant shield they stood behind to guard from enemy fire. Ranged battles in dwarf fort don't take place over very large distances, so a realistic reload time for crossbows would make them useless. You'd get one shot off before the gobbos are on you. I guess you could balance it by making crossbows more accurate and powerful. Or you could increase the range archers could shot and see.

165
DF Suggestions / Re: Rebalanced tissues and other stuff related
« on: November 25, 2010, 11:11:30 am »
I see nothing wrong with this.

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