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Messages - TheyTarget

Pages: 1 ... 17 18 [19] 20 21 ... 38
271
DF Suggestions / Re: Adding slings ( think David vs Goliath)
« on: November 06, 2010, 11:03:59 am »
Slings have better range than longbows and are very powerful. The conquistadors faced them when they attacked the new world and described the wounds as not unlike those of a musket.

Since when is a sling got the range of a long bow. I've used both, and I tell you, an average bow, with a long arrow, can at least go as far as the best sling. Also, the Native Americans lost, hard. Especially to the conquistadors, our most advanced civilization, got completely wiped out. Bows were still considered the greatest ranged weapon until the American revolution anyways. Also,pretty hard to hit anything, without massive amounts of practice. Could be a realistic balance measure? Dwarfs even at legendary, can miss more often then with a bow? Also, I don't think it would do much against armored opponents, but I'll be honest I don't know.

272
That would require even more work since raw materials (which includes raw glass and bars of alloys) don't have quality modifiers right now...
well, make it much more expensive than normal materials. Doesn't have to be auto-masterwork, if it's valuable enough, people won't let anyone below legendary use the stuff.

Both really good points.

273
DF Suggestions / Re: Merchandise
« on: November 05, 2010, 06:26:32 pm »
If merchandising is as successful as it was five or six years ago, Toady should do it. All kinds of terrible webcomic authours made livings off of selling merchandise that people would be ashamed to wear. Nobody would be ashamed to wear a Dwarf Fortress T-Shirt.

I don't want to fight that logic. But I would like some too. I mean, I have the capability to make my own shirts, but if I'm gonna support DF, I'd rather really support DF.
Then send all earnings to DF.  ::)

Only if he gave me permission and wanted me too. Otherwise, I'd just make them for myself.

Also, I love the line dwarfs do it with magma. I could do something along the lines of !!Dwarfs Do It With Magma!! in red with the back an actually dwarf fort map in ascii with lava flooding a fort.

274
DF Suggestions / Re: Dwarf Fortress dropped PPC support?
« on: November 04, 2010, 02:19:33 pm »
You can try 31.12 it was reasoably stabile.
I second that. It's pretty stable.

275
DF Suggestions / Re: Perfered Limb?
« on: November 04, 2010, 02:16:38 pm »
I think we should hold off the suggestions, until we actually see what this is first. We cant really judge until we've played it.

276
DF Suggestions / Re: choose your own difficulty
« on: November 04, 2010, 02:12:20 pm »
For a large part, you can choose your own difficulty by choosing your starting site (or the quests that you accept).

There also is a way to change the game mechanics: by modding the raws. So creating a difficulty level is no more complicated than making a mod. It's not something Toady should concern himself with, in any case.

I agree with you for the most, but if/when this game actually sees some form of finished product, there should probably be some official way to make the game, both easier and harder. Though at the current time, no need.

277
DF Suggestions / Re: art values
« on: November 04, 2010, 02:08:53 pm »
Heh. Interesting idea. Of course, no art work would be of grand value until after the artist is dead. Upon death suddenly even the most impressionistic piece of cheese engraving might treble in value. And then you can get fraudsters trying to pass off forgeries as the real thing.

Dont you dare. I can see it now, children producing legendary things in moods, only to be slaughtered to make way for the next "artist"

278
DF Suggestions / Re: Merchandise
« on: November 04, 2010, 02:05:24 pm »
If merchandising is as successful as it was five or six years ago, Toady should do it. All kinds of terrible webcomic authours made livings off of selling merchandise that people would be ashamed to wear. Nobody would be ashamed to wear a Dwarf Fortress T-Shirt.

I don't want to fight that logic. But I would like some too. I mean, I have the capability to make my own shirts, but if I'm gonna support DF, I'd rather really support DF.

279
This just seems, like it make sense to me. Could require a lot of programing, I'm not sure how he has forgotten beast set up now. It should also be a little different? Like automatically masterwork. Cause I mean, it's a legendary forgotten beast.

280
DF Suggestions / Re: Minor Addition: Glass Weapons
« on: November 03, 2010, 04:27:38 pm »
I dont see why it couldn't just be a weaker form of obsidian sword. Adds a whole other tier to the game play, and would only work on unarmored targets. Instead of iron, bronze, steel, you got green glass, clear glass, obsidian. You could give them to hunters, and watch them carve up animals. Honestly they would break a fair bit, but it's not impossible, and have been done more then once.

281
This would be really good to add into adventure mode, once you get the ability to start making places.

282
DF Suggestions / Re: Adventure embark
« on: October 31, 2010, 06:20:21 pm »
Yeah. This is pretty much planned. So no worries.

283
DF Suggestions / Re: Sieges
« on: October 24, 2010, 09:44:18 pm »
-Mercenaries of various shapes and sizes to provide some variety in attacking troops (Historically accurate)
-Ladders (Historically accurate)
-Wall jumpers (Just use flying mounts)
-Trap sniffing inventory items (Would add a nice dynamic, maybe they can disarm traps but only one per unit)
-Catapults with area of effect fire (Historically accurate, and should be done)
-Trap destroying suicidal pack animals / chaff to disable lines of traps (I heard something about this, but have no source, to see if it's accurate)
-Diggers (Anything else in the game that digs would add a lot to the gameplay, but to make people happy, should have an option to not have them)
-Catapults which fling gobbos over walls (particularly mechanism pulling nasties) (Possible with some specialized creatures, I also know they used to fling dead bodies, so them throwing creature with syndrome, dead forgotten beasts, or barrels of poisons when they are added, would be nice)
-Sapping mining only showing entrance and not the tunnel being dug (therefore possibly requiring counter-sapping) (Not sure what you mean)
-Poison gas machinery (in a probably hopeless attempt to smoke the dwarves out) (I like the idea of smoking out dwarfs, like having a miasma, that can hurt dwarfs, slowly spread, if you don't deal with them)
-Explosive attempts to enter underground fortress (If gunpowder is added, then I would love this)
-Movable shields to protect against Marksdwarves (Historically accurate, though only crossbowmen ever used them, because reloading, required bending over, and being helpless)
-Battering rams (I think building destroyers cover this)
-Gobbos with facilities to release their cage-trapped colleages (Agree, if they find them, they should do that. But we should assume, it's locked in some fashion, and would require a special unit to open it, captured dwarf maybe?)


Thats my thoughts. Though none of this should be implemented until dwarfs get some new combat skills, and such to balance it all out.

284
DF Suggestions / Re: Air Pressure and Steam
« on: October 20, 2010, 09:00:18 pm »
I don't think toady will do this. Cause I remember something he said, about no steampunk? I think, hard to remember. But anyways, I do think it's an okay idea. To have pressurized steam. Little more realistic. Not that I'd ever use it for anything.

285
DF Gameplay Questions / Re: Dog killed a mud titan with poison spit
« on: October 20, 2010, 08:25:00 pm »
I had a mud-based deadly dust fb kill itsself in one shot for absolutely no reason before. Wasn't even anything near it, it just shot off the dust and exploded.

It was okay though because i only had 9 dwarves at the time.

Dust attacks have an identical effect to cave-in dust, meaning they'll throw any creature in various directions, including up, including the creature that had the dust attack, meaning that dust-spewing creatures can injure themselves if they can't fly.

Given this and that liquid/gas/powder monsters will fall apart after taking very little damage, this event sounds quite reasonable. Mud monster shoots off the dust, explodes upward a level or two, falls back down and explodes.


Correct   me if I'm wrong, but while titans and forgotten beasts can fall apart   if they're made of certain materials will clowns too?

Could be, but since they're much more powerful it'll be harder to get a hit in before you die.

Kinda makes you wonder how it lived for 1050 years.

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