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Messages - thijser

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61
DF Dwarf Mode Discussion / Re: Dawn of history games
« on: March 05, 2011, 04:02:33 pm »
Well age means that the world becomes a bit more stabile often with less civs.  There are some minor changes but it's little overall. It does matter for quests in adventure mode trough.

62
Or you could flood a part with magma once you burn away the mud trees won't be able to grow without the mud problem solved. Alternatifly you could smooth a large part of the cave (about as much work as paving depending on stone positions and dwarven skill).

63
I like to prepare properly with a repeater linked to a long halway with upright traps. Placing 10 spikes/spear per square and make the halway 50 squares long can mean that there will be few clowns left.

64
I would try to make shure I become a weaponsmith those guys take little risk and are usually assigned good rooms. With this in mind I would just want a lot of cage traps in the fort to make shure I would remain save.

65
DF Suggestions / Re: Nerve damage is too common
« on: February 22, 2011, 11:58:46 am »
Soldiers who can't walk are still useful just place their beds near the entrance...

66
DF Suggestions / Re: Nerve damage is too common
« on: February 22, 2011, 02:30:42 am »
I think that the main problem with dwarf fotress nerve damage is that we get to know about it. This should be something for highly skilled diagnostics to determine since it's often not obvious (currently a dwarf can't be wrong) in real life (at least at the time(someone was cut open and can't move his hand tendon? nerve? muscle? brain damage? bone?)).


67
DF Dwarf Mode Discussion / Re: Oh underground moss, how I loathe thee!
« on: February 19, 2011, 02:37:59 pm »
hint if you want to make a system like this place in one square a ever burning artifact then a tile of nothingness with a hatch above it with wood/achohol on it and then grass or wood or booze.

68
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 17, 2011, 11:48:03 am »
(name one place where it's going to matter if there is a lot of metal in the whole world or whatever the player just flooded the markt)

Literally anything having to do with trade. Enjoy your worthless gold and less complex world trade economy?


The problem here, as I've probably stated, is that we're in a kind of strange limbo state between two stable phases. Earlier, trade didn't matter a hell of a lot, so we had all kinds of things available to us locally. In the near future, the goal is that you have more specialized things locally and sites trade in a robust manner so that people still have what they need. Right now, we're in between, in a state where we don't have a lot of interesting trade yet, but also don't have a lot of local resources either.

Yes but that's still not in any way diffrend from having the player flood the market with a much to large fortress. This is not a case where the option is going to have a lot of influence on game options. Value calculations can remain the same, yes metals will be worth a lot less if you do this but it still allows the player some level of control (aswell as the option to embark on a very small region and still have some sort of economy). Now I understand that for example saying that combat is optional might end up screwing a lot of systems alright it already is. This is simmulair to say putting the tempreture really high or low it will simply have effect the world but the same systems as always will still apply (so name one feature that will (or would) stop working if we make this optional).

69
DF Adventure Mode Discussion / Re: Death by Imaginary Creature
« on: February 17, 2011, 11:30:49 am »
First death: thirst I didn't know how to eat drink or travel. Currently my main type of death is beeing heavily outnumbered and killing off (I tend to have a lot of allies so that makes a lot of attackers aswell).

70
837: Your cat kills a spider and you're afraid of it giving off a disgusting purple cloud.

839 you then realise that a spider is a type of vermine that does not produce purple clouds but just to be shure you walk down to the centre of the earth to dispose of it into the magma.

71
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 17, 2011, 11:19:35 am »
I think that the amout of metal and variation could be simmulair to say how warm a given embark is. This means put it in the worldgen. This is not something that's going to effect a lot of gameplay systems (name one place where it's going to matter if there is a lot of metal in the whole world or whatever the player just flooded the markt). For using an INIT option well the system has already been made and we could keep it until it seizes to work (an alternative might be to give us a option to embark on one square dig down to get a sample abandon and if we like what we saw reembark on a larger area).

72
DF General Discussion / Re: Parameters for the (SPOILER) spire?
« on: February 17, 2011, 08:40:26 am »
I ran some experiments a few days ago and running world gen while also using the dwarf thereapist and df hack (constantly ordering things to happen on both programs)seems to result in al kinds of weirdness opon embark.

73
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 17, 2011, 08:36:19 am »
Are there any plans to put metal abundance in the worldgen?
and are there any plans to improve the trader interface and improve the amout of traders that will visit you?

74
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 17, 2011, 01:46:34 am »
Great to see so many updates now if only the trader interface was somehow improved (with the ability to select all of a certain kind of object and the ability to sort the trader's items) and more trade would allow us to have much bigger traders then this could actually work really well!

75
DF Dwarf Mode Discussion / Re: Would You Sleep here?
« on: February 14, 2011, 03:03:54 pm »
You could give all of your dwarfs a bedroom and use this for a dormentory that way you won't have to manually kill of imigrants...

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