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Messages - Sfon

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46
10 for skin and fat, and 25 for everything else

Good idea, though scale should be included in the 10 category with skin and fat.

47
DF Suggestions / Re: Bought objects on table
« on: November 17, 2010, 10:08:07 pm »
Zipping it to your inventory could be problematic if your backpack is full or something. I like the idea of moving what you buy to the table like is done with currency, though.

48
Also, can you use the coin of one nation in another nation?

Short Answer: No.

Long answer: Coins are treated as normal items in other nations' shops instead of currency. This means that you can mark them for trade like any other item, but even hundreds of gold coins are practically worthless when traded this way.

49
DF Adventure Mode Discussion / Re: Why so much bronze?
« on: November 17, 2010, 12:42:32 am »
I've seen copper, bronze, and iron in human shops in 31.18.

50
DF Suggestions / Re: Fewer Bandit Attacks
« on: November 16, 2010, 08:59:37 pm »
I generated a new world for 31.18 and am no longer having this problem. Don't know if it is due to a change in 31.18, some factor of this world vs the previous ones, simple luck, or what.

51
DF Suggestions / Fewer Bandit Attacks
« on: November 16, 2010, 05:08:22 pm »
Unlike most games, bandits are not vermin. They are about as likely to kill as be killed, and the player is no exception. I like the bandit attacks. I like how they are not the friendly folks I've seen in other games who clearly only exist to make a donation to my adventuring fund.

However, the chance of being attacked by them on any given day feels like it is in the range of 33 to 50 percent. I'm lucky to go three days without a bandit attack. Would be more balanced and realistic if it was more of an unlucky event than an obligatory one.

And what if you are strong with good armor? While I have not been that successful yet, I imagine all these bandits would make it feel like it is raining loot until the usual "lucky arrow" retirement package kicks in. It should not be raining loot. To be clear: I don't have a problem with them being worthwhile, it is the frequency they are stumbled over I take issue with.

52
DF Dwarf Mode Discussion / Re: Staircase design
« on: October 23, 2010, 12:17:37 pm »
I've just been doing a simple spiral ramp. The first of the three shows all four different floors, the next two show the different ways I usually branch from them.

3x3 would be more efficient, but I don't like the feel of ramps in different directions right next to each other. Also the inside corner of each 4x4 is a good place for a nice statue or something.

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53
DF Suggestions / Re: What *should* the Magic Arc contain?
« on: October 18, 2010, 02:30:05 pm »
Dwarf fortress already has magic to some extent in artifacts. It is subtle, but reliable. A donkey bone floodgate should leak unless it was made of more sealant of some kind than bone. A ruby studded sock should be horribly uncomfortable even if pretty. How do they work? Magic, they are mysterious artifacts.

Elf weapons could be the same way. Why should they even have to enchant with a "spell"? It could simply be their ability to have wooden weapons and armor they make and/or use be as effective as metal without even having to think about it.

Personally, I'd like to see the core of DF magic expand on subtlety like how dwarven artifacts are already kind of magical more than selecting an effect off a spell menu. Stuff like fireball throwing, casting enchantments, bloody bribes to gods, and the like could vary more depending on preference of the player and world properties.

54
DF Suggestions / Re: Fisherdwarves use spears to fish
« on: October 18, 2010, 01:21:42 pm »
It would also make the blacksmith MUCH more important for the fortress, since you'd probably end up making the tools necessary for most professions on-site. Which, of course, is fairly accurate for how pre-industrial societies worked.

You'd probably have to abstract a lot of it out into general clustered items. So instead of making a hammer, and saw, and chisel, and plane, etc for the carpenter's shop, you'd just make -carpenter's tools- which would be required to build a carpenter's workshop.

To some extent it is implemented in some things like buckets for wells and some workshops. If something is going to be part of the workshop and already implemented for other reasons, like buckets, I am not against it. But making tools part of the workshop adds hassle for what? It makes no sense, adding UNrealism.

What I like about your idea is the abstraction, but in many cases there is no need to make them simply as some building material. "Carpenter's Tools" can exist, but as a separate item. So the carpenter grabs the tools and goes to the workshop to work. Only tools that are realistically physically part of the workshop should be treated as such, like how a well needs a bucket as physically part of it but the buckets used for carrying water away from it are separate instead of needing to be built into it. This solves the problem of taking apart the workshop just so your carpenter can use a a better saw and hammer with it, which would be silly. It would also allow them to use the best tools regardless of which workshop they used, so long as no-one else was using them at the moment.

As for details made on-site in general, soap is pushing it for me. Bleeping soap, I'd hate to see more hassles like that >:( . Though I would not mind so much if I could trade for the stuff.

55
DF Suggestions / Re: Embark wagon on flat land
« on: October 12, 2010, 07:35:14 pm »
@ slink's suggestion:
Yes. Also not on ice in any but freezing biomes.

56
DF Modding / Re: [0.31.16v00] Phoebus' Graphic Set (Updated... again!)
« on: October 11, 2010, 09:08:08 pm »
Problem: Glowing eyes look like bushes, as shown by the yellow bush here.

(The non-Phoebus tiles are simply because I modified it a bit, ignore that.)

Solution: GLOWTILE in creature_standard.txt allows setting it to something other than the bush. For example here I drew some dots on unused tile 182 and did a find and replace of all instances of [GLOWTILE:'"'] with [GLOWTILE:182].


Only effects adventure mode as far as I know, but it is simple to fix. Note that multiple creatures have a GLOWTILE setting, so only changing the first instance of [GLOWTILE:'"'] won't fully fix it.

57
DF Suggestions / Re: Pit/Pond/Cistern
« on: September 08, 2010, 09:51:16 am »
Rain creates mud. Standing water on dirt could also create mud.
Mud collects rain. Constructions and smoothed stone could collect rain, too.
Mud on the surface that is not covered by water will eventually disappear. The more mud, the longer it'll take to go away.

Flooding could be a problem, but from my experience with dealing with murky pools this will only be a problem in areas it should. Just a matter of getting mud disappearance at a rate that works well.

58
Other Games / Re: Worst Games You've Ever Played?
« on: July 22, 2010, 03:33:58 pm »
Star Ocean 4
Fanfiction-esque writing and broken gameplay. Graphics and sound were very impressive, not counting voice acting, but all else was total garbage.

59
DF Gameplay Questions / Re: Cheap bags on embark?
« on: July 16, 2010, 01:53:27 pm »
You could say the same thing about buying dogs for slaughter.

Or, instead of spending all that time building workshops and then processing the animals/materials you could pay for ready-to-use food and set up farming sooner. Or doing more early mining, making beds, etc. Same goes for logs vs barrels and such. Both finished and unfinished goods on embark have their advantages. That labor does have value, it is in no way an exploit. If finished goods are too expensive compared to raw materials then yes that is a balance issue, but the general idea is sound.

Free containers, on the other hand, is a bit of an exploit and I'd personally like to see it fixed eventually.

60
DF Suggestions / Re: Volume and Mass
« on: July 13, 2010, 11:59:21 am »
On Eternal Suggestion Voting.
Dwarves may make them shorter theoretically, but when we are dealing with stone caves, a little extra ceiling room for buttressing may be a good idea.
Dwarves are not the only ones who matter, anyway. Gotta account for human and other structures.

That's just 2 cubic meters less than the maximum volume of a cubic tile, as I am figuring it, meaning that hypothetically, a dragon can occupy the space of a single tile... provided it scrapes the ceiling
Or it could duck its head down a bit. Anyway, sounds perfect.

Of course tile size won't jive with walking time in fortress mode, but I don't think there is a solution for this. Fortress mode relies on a somewhat disassociated time-distance relationship. Just stating this before someone comes in stating how your system doesn't work because of this. No system can work taking time-distance into account without massive changes to how time flows in fortress mode, it is impossible so no point sweating over it.

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