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Messages - sockless

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256
DF Suggestions / Re: A new perk to floodgates
« on: April 22, 2011, 01:12:25 am »
Edosurist, if you do that, all the water will just flow out until the water levels are equal. It wouldn't work.

Just because there is unrealistic stuff in the game right now doesn't mean we should just keep adding unrealistic stuff in to the game willy nilly.

Caravans will eventually actually have wagons, which will be a lot more realistic and cage traps will be fixed one day.

257
DF Suggestions / Re: Less efficent fields
« on: April 21, 2011, 11:34:43 pm »
Yes, doing things right will take a whole arc. I wholeheartedly think that Improved Farming should be implemented, but the problem is that it will take a long time, and I want better farming right now. The other problem with improved farming is that is sort of relies on Mass and Volume being implemented, which would take a lot of work as well.

258
DF Suggestions / Re: Less efficent fields
« on: April 21, 2011, 07:03:11 pm »
I think that the best way to do this is to have is so that farms need water, weeding and larger areas.

Farms would have a water level that goes down over time and needs replenishing by a dwarf with a bucket, or maybe 1/7 water on it. They would also have a weed level, which goes up over time, so the plants need weeding, or they'll die or have decreased yields. Larger areas would be required as well, so the farms use 1 seed per 4 squares, and yield maybe 3-4 from those squares.

I know there's improved farming, but that's like a whole arc implementing it.

259
DF Suggestions / Re: Slavery
« on: April 21, 2011, 06:25:01 pm »
I imagine that we may get slavery one day when Toady starts developing Human Town mode, before then, I don't expect to see it in fortress mode, maybe in adventure mode though.

260
DF Suggestions / Re: A new perk to floodgates
« on: April 20, 2011, 11:28:18 pm »
Ask your self this:

How would this be done in real life?

Then ask yourself:

Could they do this in/before the Middle Ages?

I can't think of how they would've achieved this in the Middle Ages without having a person there at all times making sure that it doesn't go too high.

On the other hand, we could have a floodgate that lets water out until a certain height, which is essentially a low wall.

261
DF Suggestions / Re: Elves buying prisoners
« on: April 20, 2011, 12:07:35 am »
For the nth time!
Armok is not actually a god.
It's a reference to the first Slaves to Armok, where there was a variable "ARM_OK", and if we didn't have arms, then we couldn't do anything, so we were slaves to ARM_OK. Armok is not in game, never has been in game and never will be in game.

262
I'm probably going to come across as really crass and crude, but I don't mean offense to anyone.

I really do like the idea of culture and taboos, but it's implementing it that is the problem.

Are we going to go for the statistic model, where everyone has a n% chance of being homosexual? Or would we go for the genetics route (which would work, as you can have repressed sexuality)?

Also, if sexual intercourse is brought into the game, are we going to differentiate between people who just like to have gay sex and those who don't care about gender, where it's more a romance thing, pan-sexuality I think it's called.

There's also a point where you can cross the line, for example, some random civilisation may lock their women into a cellar and leave them there as baby machines for the rest of their lives. Some cultures may not mind incest, some may not mind if it's your cousin, but they do if it's your sibling, you'd have to have that in your model.

On the other hand, it would be interesting to see maternalistic societies, where females dominate and have most of the high up roles, while men are just haulers and grunts.

I can imagine, if all this was implemented, that the press might get hold of this game. There would probably be a huge uproar about this "gay incest simulator", it would be quite amusing really, since the media is so biased, as I have found out whenever they report on anything that I know something about.

Also, I think that it should be tied to religion as well as to civilisation.



Also, please improve your grammar, capitals at the start of sentences, capital I, full stops, etc.

263
DF Suggestions / Re: Elves buying prisoners
« on: April 19, 2011, 08:25:11 pm »
Once again, a discussion of dwarven ethics.

Does selling prisoners to elves really count as slavery?

I think that you should be able to sell prisoners to anyone, think of it less as slavery and more as a privatised penal system, like in the USA.

264
DF Suggestions / Re: Cavern based spores and such...
« on: April 19, 2011, 08:22:24 pm »
I am suddenly reminded of this: http://www.youtube.com/watch?v=XuKjBIBBAL8
But also of this: http://www.youtube.com/watch?v=EWB_COSUXMw

It would be interesting to have behavior modifying fungus and pathogens in DF, like in the below link.

http://en.wikipedia.org/wiki/Toxoplasmosis#Behavioral_changes

265
DF Suggestions / Re: Difficulty Settings
« on: April 18, 2011, 11:39:36 pm »
Hmm, I guess you are right, a lot of the new features and suggestions interlock with each other as well.

Since a lot of suggestions and new features scale up in difficulty, I guess the best way to keep the difficulty at a good level is to have a proper population cap that actually works, maybe it could be modified in game as well.

266
DF Suggestions / Re: Books
« on: April 18, 2011, 07:38:15 pm »
Weapons books are generally about sword fighting. Swords were rich peoples weapons, the peasant used a spear. Therefore the people who used swords could often read books.

267
DF Suggestions / Re: Books
« on: April 18, 2011, 06:22:56 pm »
One problem, a legendary stonemason isn't likely to be literate. Most tradespeople that I know (no offense intended to them) are rather dumb. Back in Medieval days, they wouldn't have been able to read or write. Reading and writing in the lower classes is a rather new thing really.

268
DF Suggestions / Re: Difficulty Settings
« on: April 18, 2011, 06:16:15 pm »
I read the entire IF thread and I understand how you tried to make it easy for a newb to use, but even then, it's more complex than the current farming system. I did skim read some of it though, but it did sort of seem to imply that you can't survive on plump helmets forever. But that is more attacking the examples than attacking the idea. This thread isn't about how IF would be so hard for a newbie.

If people want to play with only half the features turned on, I don't see why they shouldn't, since it doesn't effect anyone else. I think that there would be a lot of player that would play with them all on, but I do imagine that some players would play with half the features turned off and never move up, since they are comfortable with what they have, so only the elite few would play with all features turned on.

I imagine that a tutorial mode could be done, but it would be rather hard implement properly. How would it work, would it be like all other tutorials? Where you play with super limited features, then you get annoying messages popping up?

269
DF Suggestions / Re: Digging vs. Mining
« on: April 18, 2011, 06:03:54 pm »
I do like the idea about shovels, but I don't think that we should have and more digging tools than that, otherwise it's just getting silly.

That way, we can separate shoveling and mining. Humans could use shovels when building cities, making them somewhat flatter.

I actually think that gems should be mined through normal mining, as well as through mining gem clusters, since that's more like real life. This is where mass and volume would come in handy once again, as you'd mine a small amount from rocks, but lots from clusters.

270
DF Suggestions / Re: Books
« on: April 18, 2011, 05:56:45 pm »
There's an argument that I've never brought up before, but I've often thought about it. No-one else has ever brought it up either.

The reason we should have books is because they are "cool". By that, I mean that they may not serve much purpose in game, but they add dynamism to a fortress I guess you could say. It's like clay and honey, they are functionally useless, but people still use them. Right now, Dwarf Fortress is more a game where the player sets the goals, which in many cases is to build a megaproject. Building a giant pyramid out of green glass us completely useless, it serves not purpose in game for the dwarves, but we do it because we can.

I think that this can be applied to books, we can have books that are made however, then read by whoever. It may be a fairly long, multi-stepped process, but we would do it, just so we can say "I have a giant 50 z-level tower filled with bookcases filled with books". Functionally they'd be useless, as your dwarves would never read all of them, but you do it because you can.

This very argument is the one that I should've applied to tools earlier, but I didn't. Sure, it would be useless to have woodworking tools and then stoneworking tools. It would be useless to have both hammer and anvil, but it adds dynamism to the fortress. This is why I like that Toady plans to add silverware into the game, as in have it used, because it means that I can make knives, forks and plates for all my dwarves.

The fact that DF has these sort of things is something that sets it apart from other games. The Settlers has lots of resources and industries, so does Anno 1404, but neither of these games have the little details of life, like mugs and knives and forks.

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