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Messages - Sfon

Pages: 1 ... 4 5 [6] 7
76
DF Suggestions / Re: Digging, Mining, and Quarrying
« on: June 29, 2010, 06:41:15 am »
Quote
Don't have to worry about firearms, since even if you have explosives a gun would still be far off.

Gunpowder weapons go back to the middle ages and predate TNT and dynamite by hundreds of years. Early held devices were very crude, but existent, and don't forget about cannons. A far more crude explosive would still make sense, and would suit gameplay better anyway as modern explosives are horribly powerful.

Fantasy rules generally state that explosives are a no-no, though, despite some stuff going far back. Would be sort of neat if it depended on age and years. Something like: Age of myth OR under 1000 years = no explosives. 1000 or more and at least age of legend = crude explosives. 3000 or more and any other age type = crude firearms?

If Toady was even more ambitious, which I am assuming he is not in the relevant future even if something simple like what I suggested is not out of the question, only some technology could exist at world creation and further tech could be invented by individuals which would be recorded in the world's legends. And then it could be made to make me breakfast every day before I wake up  :P

77
DF Suggestions / Re: Underwater tiles considered "indoors"
« on: June 29, 2010, 06:02:38 am »
Having only the surface of the water freeze over will also prevent the extinction of local marine wildlife every winter when the river/lake/ocean is frozen solid.

Assuming they are multiple tiles deep. Instead of the top layer itself freezing, it could become covered in floor tiles made of ice. Freezing of whole tiles, even multiple layers, could still happen in the excessively low temperatures of freezing and sometimes cold biomes.

78
DF Suggestions / Re: Limits on immigrant wave size.
« on: June 27, 2010, 11:49:52 am »
Main problem right now is migration is brokenly huge. Wealth is actually a BAD thing, because migration starts somewhere around 'high' and goes up from there. I cannot be the only one who is often nervous about simply smoothing walls because the migration waves are already over 20 each by the end of year one or two. The other day I was shocked to see I only got one (1) migrant in the first migration wave, despite having a habit of not even making some items to sell until the first or second migration wave comes in.

How it should work, and how it seems to be intended to work, is you should have to intentionally work on your wealth in ways not related to basic survival/expansion to get large migration waves. If an init option is not put in, then hopefully this is just temporary to help people test and it'll be seriously toned down once the bugs get mostly under control.

Basic migration rule: So long as unusable artifacts like bracelets of gold menacing with spikes of platinum are considered a total disappointment by those who want migrants, default migration is brokenly large.

A good idea might be to only count processed goods in migration wealth. No plain rocks, even of gold, unless they've been traded away in which case they count for exported wealth. Perhaps also not rough walls and other things simply made of plain rock instead of bricks. Same for wood, etc. Would make sense, after all if the gold is just sitting around and not used/traded it stands to reason that word about it won't exactly spread like wildfire. Even if word did get out...

Urist McCrazy: "Well, nah. I don't have any o' this gold I speak of, nor do' the one who told me. But they got it all up sitting there in massive piles, an' used in a few hasty-built walls and workshops. Massive piles of neglected gold I tell ye."
Urist McUrist: "Bah, ye done been none to careful about which wild mushrooms ye been eatin' again, I reckon. Here, a good cup 'o hot brandy'll help flush 'em outta yer system and sober ye back up a bit. If there be any truth to it, they just got lucky with a vein that'll run dry before any o' us could get there. Only heyseed humans and nancy elves do so little diggin' a whole town o' them ain't likely to hit a vein o' somethin' once or twice."

79
DF Suggestions / Re: Suggestion: Time limits on players!
« on: June 26, 2010, 08:28:52 am »
Try putting on a fake beard? A big one. Some kind of booze perfume/cologne might help, too. Maybe soak the beard in actual booze before putting it on.

--Edit--
No matter what, DO NOT use fake pointy ears as part of this setup. Unless they are hanging from a necklace or something.

80
DF Gameplay Questions / Re: What a jerk...
« on: June 24, 2010, 10:03:35 pm »
At least it wasn't... (minor HFS spoiler)
Spoiler (click to show/hide)

Yeah, I had that demanded. Convinced me to delay putting in law indefinitely.

81
Hidden Fun Stuff spoilers involved.
Spoiler (click to show/hide)

82
DF Suggestions / Re: Suggestion regarding hunger and thirst
« on: June 21, 2010, 02:40:10 pm »
Adding something like "Melt Ice/Snow" to the kiln would be nice, with the result stored in buckets/barrels. Perhaps with a harvesting area implemented so you can set where they get it from. Magma/coal would become more important for cold biomes.

83
It has been proven
That nature plays a small part
compared to nurture

Much of what was thought
To be nature is really
pre-natal nurture

Either way, a lot is inherited. How much is genetic and how much is unconsciously learned? Same for randomization of the resulting traits. These questions may be important in the real world, but in Dwarf Fortress I don't think they are. Also, nature can make a huge difference, regardless of whether it does or not on average.

Perhaps if DF goes into detail in separating genetic vs culture vs physiological effects from the environment vs et cetera this will become relevant.

84
Dabbling trainers couldn't train much more than a puppy or a kitty.

If this was done, I think grown domestic dogs should still be tamable by anyone, not just puppies. Otherwise training the animal trainers themselves would be too problematic, and dogs take easily to training anyway. Could put a major speed penalty for grown dogs if they are only dabbling, but it should still be doable.

Perhaps that could be done with other animals too, by making training skill minimum also effect training speed. So if dogs require 0 skill and jaguars 5, a trainer with five skill could train a dog quickly but a jaguar very slowly. A person with 0 skill could train a dog, but very slowly like the skill 5 trainer and jaguar.

85
DF Suggestions / Re: Severed parts gaphics
« on: June 18, 2010, 11:47:28 am »
Or even just one other to represent smaller bits, with the current one used for the biggest parts like the main corpse and body halves.

--Edit-- Err yeah, it would make sense to make the ² for smaller bits, instead of the current. But whatever, same basic idea.

½ and ¼ might be confusing because the former is a larger number while the latter is a fuller graphic. Maybe if the Pt tile (after the ¥) was used for the large bits instead? And yes, I do know the creature tile is used for the main corpse, just easy to forget with all the body halves flying around.

86
Is the axe set to forbidden? If you set it to be dumped to get a dwarf to drop it into a dump zone so another could use it, it'll be set to forbidden until you reclaim it.

87
DF Gameplay Questions / Re: This game terrifies me
« on: June 16, 2010, 07:29:42 am »
In the latest version, colors.txt in the init folder has the values for each color used for color-coding and is intended to be easily editable.

In older versions this is at the end of init.txt instead of in its own file.

88
DF Suggestions / Re: Medicinal Herbs
« on: June 15, 2010, 04:28:45 pm »
6 gives a general happy feeling to everyone in the hospital.

Also addictive, bwahahahahaha! Tantrum spiral because of the lack of available coca extract during a siege :D

89
DF Suggestions / Re: Allocate farms to be directly muddied
« on: June 15, 2010, 04:14:28 pm »
Are you serious!?
You want them to drop cold water all over themselves while standing in mud!? Needing to drop it from a level above is in no way unrealistic, sir :P

But really, the requirement for bucketing is rather silly. Sometimes direct bucket use would be nice. Water sources are not always convenient. Could be used for other things, too, like extinguishing something/someone.

Or the whole bug issue with farms could just be fixed, you know....

I thought it was a new feature. Seen it mentioned as a bug before, but didn't find anything more enlightening than "Farms require mud now, please fix kthx".

90
DF Suggestions / Re: Industrial Reduction
« on: June 15, 2010, 03:42:14 pm »
Merge "Tanner's Shop" and "Leather Works" to "Leather Works".  I could see a little benefit in having a separate building for tanning, but you could just build a dedicated Leather Works off to the side with a work list kept empty to handle automated tanning jobs.

I would not want to see this unless workshops can have certain jobs disabled for them, or mark them off limits to getting tasks from the manager. Unless a feature like that exists and I am simply unaware of it, the tanner's is completely justified at least for now.

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