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Messages - sockless

Pages: 1 ... 14 15 [16] 17 18 ... 35
226
DF Suggestions / Re: Debug options
« on: May 06, 2011, 04:14:03 am »
Bloat doesn't mean that.

In the dev pages, bloat is a positive thing, something that would be nice to have, but not necessary for a fully functioning game.

Also, can people please stop referencing the old dev page?

Toady has discontinued use of it, he doesn't upgrade it and he doesn't reference it. I think he didn't like having a giant checklist of required features in game. The new dev list got rid of the different categories, and instead is a lot more short termed, featuring what he wants to add into the game next.

227
DF Suggestions / Re: Garbage handling (memory concerns)
« on: May 06, 2011, 04:08:44 am »
How much memory does DF take up on your computer?

In many apps, especially DF, the faster you make something the more memory it takes up, the less memory it uses, the slower it goes. Most DF users have plenty of RAM and can quite easily get more. A faster processor on the other hand is a lot harder to acquire.

I think that Toady should be more concerned with making the game faster.

228
We'd need a better distinction between hard liquor and brewed beverages first. But it is a good idea, I have a feeling that it may well be added when Toady gets round to doing up the healthcare, which is hopefully the time when disease gets added in.

229
DF Suggestions / Re: Rodent infestations! IE, making cats useful
« on: May 05, 2011, 03:36:10 am »
I think that first we should work on vermin that make syndromes, like mosquitoes, but that would require a good model for illness, where there are injuries, syndromes and illnesses (split into viral and bacterial maybe).

As has been said already, pathfinding is a huge issue with this idea.

I do like the idea of making rodents do more stuff though, but in a way that doesn't require pathfinding. We could maybe start with ants, since we have 'colony of ants''s, but we don't have ants.

230
DF Suggestions / Re: Speed up feature
« on: May 05, 2011, 02:16:52 am »
Well you could have a new method of simulation, where it skips pathfinding etc. This would be able to be used in certain circumstances.

I personally think that it's a bad idea though.

231
It probably wouldn't happen in adventure mode because this will happen in evil zones and humans don't inhabit evil zones.

Anyway, the dead re-rising would be fine, but as has been said, there needs to be a way to kill them permanently, like lopping their head off. We need to be able to order dwarves to do this though.

232
DF Suggestions / Re: Materials [including a spoilery one]
« on: May 03, 2011, 11:51:28 pm »
I do like the idea of leather armour. What could be done is that you can get leather armour that has already been made, and then treat it to harden, since I'm pretty sure leather was used untreated as well.

I think until the potential advantages of using wrought iron instead of cast iron, or vice versa, needs to be fleshed out before it could be implemented, otherwise it would just be a couple of different metals, of which one is good for weapons and the other one isn't. Right now, all decorative metals are the same, except for value, making a barrel out of lead is the same as making a barrel out of gold, except gold is worth more, but it doesn't matter anyway, because they're barrels.

233
DF Suggestions / Re: Miscellaneous stockpile
« on: May 03, 2011, 12:04:28 am »
I do this already, but it's a rather manual process, I would rather like it if it was automated.

What could happen is that you select what you want, so you can set it to accept everything including stone if you want, then when stockpiles are built it automatically deselects the item type from the settings.

234
DF Suggestions / Re: make babies!
« on: May 01, 2011, 08:57:20 pm »
TBH, I thought that Antymatter was taking the piss, he's usually more intelligent than this.

You can already do this with various hacky methods.

Marriage etc. is planned anyway.

235
DF Suggestions / Re: Entity level ethnic groups
« on: April 30, 2011, 11:17:08 pm »
I think that on a global level, important figures could have some basic information stored on them, like ethnicity and maybe 1 or 2 random major traits, so you could get in the legends something like "He was known for his big nose and freckly skin", for fortress dwarves we could store a larger amount of information, including the different alleles etc, so we keep track of if they are a bb, BB or Bb. For general populations, general traits would be stored, so the Clasping Mirrors might have dark skin and curly hair, whilst the Shining Moon might have light skin and slanted eyes. These traits might change over time as they get invaded and stuff, or maybe just over time due to climate etc.

236
DF Suggestions / Re: Entity level ethnic groups
« on: April 30, 2011, 07:47:53 pm »
I think that this all just comes down to a better genetic model, which wouldn't be too hard to implement, the problem then comes with storing all the genetic information, because the human genome is like 1 Gb in size or something large like that, but in DF I guess there'd be a lot less traits for each entity.

237
DF Suggestions / Re: Alchemists
« on: April 30, 2011, 07:42:50 pm »
I suggest alchemist to do these sort of things:
- turning one type of material into another. For example, turning 20 lead bars into 1 gold bar (the amount of bars needed may depend on how skilled alchemist is)
- brewing some potions, that would buff dwarfs, like making warriors more strong and tough or speeding up healing, but long usage of them may result in dwarfs getting addicted to them.
- creating poisons to make dwarven weapons poisonous

The last two would be good, but the first one is horrible. Poisons are already made though, but they are just simple extracts, I assume that alchemists could make far more potent and far ranging poisons, maybe through some system like The Elder Scrolls has, where you mix the ingredients and the effects are the intersection of the individual effects of the plants. The problem is that poisons need to be implemented properly first, i.e. you can apply them to weapons.

The idea of buff potions is pretty much the same as above, so no more elaboration is needed.

The idea of turning lead into gold is a really bad one, as it is completely non-realistic and gamey. Yes, it is possible, but it hasn't been done yet, the only true alchemy we have done is atomic fusion and fission, which aren't even remotely feasible in DF. We have managed to convert platinum into gold in real life though, but all that required was jamming another proton onto a Pt atom, which is very hard to do in itself, let alone pulling off half a dozen protons. Also, Pt is worth more than Au.

One use of alchemy that is often suggested is that it could be used to create gunpowder, except then there's the whole discussion on whether we should have gunpowder or not.

238
DF Suggestions / Re: Detailed view of selected item
« on: April 30, 2011, 04:53:43 am »
You could probably pull the info from the memory and then make some program to render a 3d model of it.

But as you said, Toady probably won't do it. I do think that it would be nice to have more exportability though.

239
DF Suggestions / Re: Multiplayer
« on: April 30, 2011, 02:57:37 am »
On first impressions, it looks like adventure mode, but it really isn't. Adventure mode is simultaneous turn-based, some of the things that we do in adventure mode could never be done in that game, like targeting.

240
DF Suggestions / Re: Manual Adventurer Natural Attacks
« on: April 29, 2011, 08:12:36 pm »
The problem is that in the base game, you can't do natural attacks, therefore Toady probably doesn't have any plans to add this into the game.

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