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Messages - sockless

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271
DF Suggestions / Difficulty Settings
« on: April 18, 2011, 01:06:04 am »
This is more food for thought than a suggestion, but it's still a suggestion.

One of the main problems with a lot of the suggestions that are suggested here is that they add complexity to the game. Now to some people, especially newbs, the game is complex enough as it is without adding more stuff into the game. But on the other hand there are a lot of people, like me, who want that extra depth.

I think that I'd better define what sort of complexity mean. A lot of new features don't really add depth to play, like the beekeeping industry. These add complexity, but they are optional, what I mean is that you don't need bees in your fortress, because there's something else far easier that you can do instead. The complexity that we need, and that this thread is dedicated to, is the sort that adds layers onto game play, the Improved Farming is one such idea.

The Improved Farming would be quite daunting for a noob, especially with all the other stuff going on at the very start of a fort.

My idea is that all these layers of depth are can be toggled as difficulty options, so when you gen a new world, you can select your difficulty options, not just number of animals, but game play features as well. You would be able to set it in the init file or something as well.

This would mean that noobs can master one game concept at a time, while advanced players can get their depth that they want.

I use the word depth as complexity implies that it isn't a good thing and that there needs to be an easier way to do it.

This suggestion doesn't really apply to DF as it is currently, since there's nothing that amazingly deep, maybe it could be applied to the military. This is more geared towards the future when more in depth things get added.

272
DF Suggestions / Re: Books
« on: April 17, 2011, 11:51:14 pm »
Tying into the whole idea of classes here:

Upper class dwarves could be able to read, which means that they would want a library to read books at. They would also write books, which means that the fortress could produce its own books. Books could also be imported as well, maybe some of them have special things in them, like the location of a FB lair or something, this would be good when the army arc is released. They might even have details on a FB's weaknesses, if they get implemented. Books would also cause a happiness benefit.

Books would be made in a workshop, but they would also be made in dwarves spare time. Books written in spare time would be of far better quality than those churned out of a workshop (like in real life!).

Bookkeepers would also require books to keep records, to get a certain level of accuracy. Maybe the manager would require them as well somehow, maybe to increase the number of jobs they can handle.

273
DF Suggestions / Re: temples?
« on: April 17, 2011, 10:51:57 pm »
Yes, that's a good idea, have it in dreams.

274
DF Suggestions / Re: temples?
« on: April 17, 2011, 08:38:25 pm »
I still think that angels are too tangible. I'd imagine that the effects of stealing would be subtle, so the enemy might strike more lucky blows or you might be set upon by animals more, that sort of thing.

275
DF Suggestions / Re: Dwarf Fortress GUI concept
« on: April 17, 2011, 07:51:46 pm »
I thinks that's it's rather good, but we still need to keep the keyboard shortcuts.\

Isometric graphics wouldn't actually be that hard to implement, it wouldn't be easy, but it would be a lot easier than many other suggestions. For 2d DF, I would imagine that it'd only take a month or two, for 3d DF it can't be too much harder. As Jeoshua said, if a 3rd party program can hack into DF and do it, then Toady could quite easily do it.

276
DF Suggestions / Re: Books
« on: April 17, 2011, 07:45:29 pm »
We already sort of have books modded in to the game. But not really.

I think that books would be a great addition to the game, we could then have a historian noble who writes out the history of the fortress. We could also have an accountant, which would be good when the economy gets added back in.

For inks we can use dyes as they currently exist, plus we could use charcoal pencils.

277
DF Suggestions / Re: Watter barrels.
« on: April 16, 2011, 06:06:30 pm »
7 units of water would mean that they would have to have the same volume as a square in game. They should hold the same amount as booze barrels do.

278
DF Suggestions / Re: temples?
« on: April 16, 2011, 03:43:53 am »
There shouldn't be divine consequences for stealing from a temple. I like it how in DF right now, gods aren't tangible, like in real life (not trying to offend, but when did you last see an angel?).

279
DF Suggestions / Re: Toady-safe manager plugin
« on: April 16, 2011, 12:54:24 am »
The reason is about risk, but not for the reason you say.

Toady doesn't want to implement an API for this reason:
Since the game is in early alpha, he is bound to make changes to almost everything that's in the game right now. If he makes an API, the chances are that he's going to have to change it quite a bit in the future, this would break all current APIs, which would annoy a lot of people and many would just stick with the old version. It's already a problem and we don't even have an API, this problem is in the form of DFhack and co., these all broke at 31.13 when Toady changed compiler, Runesmith hasn't even been fixed yet.

280
DF Suggestions / Re: A numerical model suggestion for religion
« on: April 16, 2011, 12:44:30 am »
I don't mean any offense in what I say below, so please don't feel offended.

In your thread you seem to be saying that gods in the game should have a tangible effect.

I don't think that religion should be tangible. Right now, there are religions, but whether there are actually gods is moot. What I mean is that it is like real life, we believe in gods, but they may well not be there.

I think that it should stay like that, i.e. gods aren't tangible.

I'm not sure about the idea of laws as well, or at least to an extent. It could be really annoying to have a dwarf that won't work with wood, especially if you skilled him up as a carpenter on embark.

Dietary laws should be split up by strength as well, maybe numerical, so if a religion had a dietary restriction of 100 on above ground plants, then a devout dwarf would rather die than eat them, but if the restriction was a value of 80, or there devoutness was 80, then they wouldn't eat it unless there was nothing else to eat. If the restriction was only 10, then it would be essentially optional, like how Christians shouldn't eat meat on Friday. If dwarves eat something they shouldn't they should receive a bad thought.

I don't think that dwarves should get bad thoughts from a high lying skill either. Skills should be treated as in the above paragraph. So later in the game, when more dynamism is added, some dwarves would lie to get out of a situation, but some wouldn't, this would be interesting in adventure mode.

281
DF Suggestions / Re: Create an empire
« on: April 12, 2011, 11:57:39 pm »
If it's been suggested before, don't suggest it again.

Anyway, it's planned in the distant future. IIRC if you have a king, you don't abandon, your fortress keeps going.

282
DF Suggestions / Re: Blankets, duvets and sheets
« on: April 12, 2011, 11:30:50 pm »
In my constant battle to have rooms reinvented as zones, I am once again going to apply it to this thread.

One of the problems with getting rid of the current system is that it would be really hard to make a bedroom as you need to define it from a bed, so here's my model:

Bedrooms are defined similar to how hospital zones are.
After defining a bedroom zone, we would then go into a screen where we can set where we want the sleeping area and other objects. We would then be able to set in the screen what we want in the sleeping area, or set it to the best possible. A similar thing would happen for cabinets etc., so we would be able to set the cabinet as "rock cabinet" and any sort of rock cabinet would be used.
It would then be possible to save the settings, so that when defining bedrooms we would be able to just define a single bedroom and copy+paste it for all the rest, similar to how the military screen does orders, except it would be done in the rooms screen.

Kotaku, you haven't brought up the point here about how there's no incentive not to have the best, as you so fastidiously argued on the thread about incorperating workshop zones, tools and machines.

283
DF Suggestions / Re: Suggestion: Implement eternal suggestions.
« on: April 12, 2011, 04:00:59 am »
The game is in early alpha, in all honesty I'd prefer that he keeps adding new features and then goes and fixes the old stuff. The one bug that really bugged me has just been fixed (plaster in hospitals), so I'm pretty happy with the current arrangement.

Since the game is in early alpha, we shouldn't really be complaining about bugs, I get rather annoyed when people do it here and when people do it with MC. With Garry's Mod however, I think that it's acceptable to complain, since it's in release and not an alpha or beta.

284
DF Suggestions / Re: Elevators
« on: April 11, 2011, 12:20:39 am »
I think that it would be more realistic for time period to have a rope and then a big bag/sling that dwarves and items would sit in.

The main problem with this is that currently, dwarves fly really fast up stairs anyway. It should then require a dwarf or a power source at the top and 1 rope, 1 cloth, 1 mechanism and 1 block to make the elevator mechanism and then it goes down as far as you want based on how far you dig down.

285
DF Suggestions / Re: Streamlining Interface and Hotkeys
« on: April 11, 2011, 12:16:52 am »
I personally support a more utility based, rather than readability based UI. To this end, staircases should stay as they are in designations and building them should be remapped.

The F1-12 keys are already used as well for shortcuts, which I find really useful.

Q,V,T,K should be changed as well to something closer to each other as well, e.g. q,w,e,r,t. That's just because I prefer things to be orderly and in logical places, not arbitrarily assigned to some key that it starts with.

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