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Messages - thijser

Pages: 1 ... 55 56 [57] 58 59
841
DF Suggestions / Re: Medecine
« on: June 17, 2010, 03:56:58 am »

842
DF Gameplay Questions / Re: Slaughtering Alligators
« on: June 17, 2010, 03:20:44 am »
you could also dig a really deep shaft and make a special pit for creatures you want to drop death (because of the drop it seems like slaughtering becomes easier somehow...)

843
Or perhaps we could include both (just spamming ideas)
A baby inherits 50% parental traits and the rest is gained from contect with others.
Or perhaps traits like strong could be almost entirly inheritit traits like conecentration would be only partly inheritit and specific traits like fear of rats would be completly from nurturing.

844
DF Suggestions / Re: Better friend system
« on: June 16, 2010, 04:06:51 pm »
This would be good except in levels like good friend and best friend and so on.  Also, you should have dwarves go crazy and talk to inanimate objects.  Then those inanimate objects could be named and have friend levels and such.  Animals could work in a similiar way too.

that could be the more complex system. I don't know how much time toady is willing to invest in it but this would at least make shure it's no longer advantatages to have frendless dwarfs.

845
Well I think it might be better if whenever a child talks (just beeing near they don't actually talk) they have a change of taking over these traits this could be a pretty low change but they would end up with a more learning based personality that still resembles the parents.

846
DF Suggestions / Re: Medicinal Herbs
« on: June 16, 2010, 03:29:46 pm »
Perhaps also a herb that would reverse infections and I think diseaces should be added.

847
DF Suggestions / Better friend system
« on: June 16, 2010, 03:05:37 pm »
It might be a good idea if dwarfs making frends would actually be an advantage.
My idea is this if a dwarf doesn't have any frends he get's a strong unhappy though. If he got 1 or 2 frends he will get a slightly unhappy thought if he got 3 to 5 frends he remains neutral. If he has 6 to 9 frends he gets a happy though and if he got more then 9 he gets a really strong happy though.

This could be combined by the effect of a death frend. The strengt of a negative though gaint from a death frend is lowered by each other frend this dwarf has. This way if a dwarf has 50 frends and 3 of them die he won't go beserk and make all other 47 frends unhappy. This would also make parties a good thing.

848
DF Dwarf Mode Discussion / Re: Graveyard design?
« on: June 15, 2010, 03:11:28 pm »
I have a great waterfull from which they are trown down they then slowly drift to the river out of my fort. All I need to do is designate a dump command and they will be dumped somewhere far out of my fort.

849
DF Suggestions / Re: Industrial Reduction
« on: June 15, 2010, 03:03:00 pm »
While I do agree on the idea of less workshops I do not think the amout of skills should be lowered. I would suggest making the skills like this:
Each specific activity has it's own thing "make iron sword" these are goverend by catagories"make sword"and "iron work" both of these would be goverent by a "metalsmithing" catagory which fits into the "metalwork" catagory. Every related catagory would make experience gain go faster. This would mean that if one of my dwarf is a legendary metalsmith but a dabling iron sword maker 2 swords later he would be quite skilled in making iron swords.
Perhaps It could be like this:
First layer conection: each skill level+40% experience gain
second layer: each skill level+20%experience gain
third layer: each skill level+10%experience gain
fourth layer: each skill level +5% experience gain
ext.

850
DF Suggestions / Re: Medicinal Herbs
« on: June 15, 2010, 02:52:05 pm »
Perhaps a herb could also be used against vermine as an alternative to cats. In reall live herbs are often used (sometimes burned sometimes just their pressence is enough) in order to keep insects and small animals away. This could prove really usefull for any fort without cats (we need some more alternatives so you don't always need a specific item in order to counter something).

851
open space is a tile with not floor. You can make these by going up one level and chanelling one tile. I can see that your dwarf is standing in the water are you shure you got enough water so it won't be a dry well?

852
DF Gameplay Questions / Re: Deadly hand wounds in the new version?
« on: June 15, 2010, 12:43:36 am »
perhaps they are only wearing 1 gautlet that way the hand is exposed while the rest isn't thus meaning that wounds to the hands are going to be much more dangerous.

853
DF Gameplay Questions / Re: shallower magma?
« on: June 14, 2010, 03:28:15 pm »
Not supplying the answer you're looking for, but I do have a question whose answer may also be useful to you...

In my current fortress, I had nearly everything in the first 6 z-levels, and was quite happily playing until I decided to start glass production, and quickly used up all of the wood available to me. I dug down 150 z-levels through 3 caverns to get to the magma sea, but am now faced with the dilemma that the magma is SO FAR below my fort. The solution is simple, either bring the magma to me, or take my fortress to the magma. My fort isn't large enough to spare many pump operators, and I have no running water so the only source of power would be wind.

What would YOU do, and how would you do it?

You can use waterwheels in order to bring up the magma. In order the provide the power to pump up the magma you actually "only' need about 15 waterwheels which is quite doable. Your main consern will probably be getting all the magma save parts but if you got enough magma save materials (hint you can use metals in the forge in order to boost your production.) But if you got enough time you can certainly make a pump stack this size it's all about time. Remember you will probably spent a lot of time in order to give the tasks to build this but really maintaining it is easy don't forget to add a off switch somewhere or else you might find yourself drowing in magma somewhere in the future.

854
DF Suggestions / Re: Medicinal Herbs
« on: June 14, 2010, 02:51:18 pm »
An interestting medical herb could be one that fights off infections so that if you don't have enough soap. You could use this as an alternative. This could also be combined with soap making the effect more powerfull.

Another medical herb would be able to sooth pain. We could also add something that would make them stop vometing and perhaps bleeding (This way you could stop a dwarf from bleeding to death in a hospital bed)

Perhaps another herb would effectifly render a dwarf unconsious so that it can more easily take the pain from surgery. This could perhaps even dubble surgery effectivesness. (the dwarf does not strangle in pain but simply lays down).

a 4rd herb would help the digestive system restoring minor damage to the digestive system.
5th: restore damaged skin and mussles.
6 gives a general happy feeling to everyone in the hospital.

855
DF Suggestions / Re: Magic ammo and weapons.
« on: June 14, 2010, 02:22:36 pm »
Well perhaps this is where traders could come in handy. Dwarfs aren't known for their special magic abilities. Elfs on the other hand are know to enchant everything from pieces of wood to drops of water and comlete forests. Of course you would need a lot to trade for such a magical item. These items cannot be produced in a dwarven fort and need elfes to make them.

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