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Messages - sockless

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286
I seem to remember reading somewhere that carnivores don't make very good meat though, but I can't remember where.

Also, instead of using just the tags, new ones could be made, or maybe it could also be based on global counts of animals, since we already have those, so some critically endangered animal would be really tasty as compared to a common one.

In fact, animal value and tastiness should be based on these factors, and then prefs should be some common food. Because how is a dwarf meant to like something they have never tasted?

287
DF Suggestions / Re: Designation for cleaning.
« on: April 10, 2011, 01:57:01 am »
Maybe if blood etc on outside tiles eventually goes away.
So every 3 months it could drop down a point, so a pool goes to a puddle or however the levels of blood work.

288
DF Suggestions / Re: DF Suggested Grazing and Fuel Linkage
« on: April 08, 2011, 12:59:39 am »
We could make it so that the manure that the animals make doesn't actually show up on the map and instead is saved as a value in the zone itself. There would be a limit to the amount of manure on a field, but there'd be no disadvantages to going over that limit, it just wouldn't accumulate more feces. Every once in a while, a dwarf would come and collect the manure by walking to a few random spots on the zone. This would then go through industry to become fuel, or it might be usable straight as fuel.

289
DF Suggestions / Re: More Varied Quests [Adventure Mode]
« on: April 07, 2011, 03:12:11 am »
With the caravan arc right now it can be safely assumed that you will be able to escort caravans.

290
The principal of evaporation is the same for ethanol as it is for water. Anyway, beer is mostly water.

291
DF Suggestions / Re: Extract trace metals from rock
« on: April 05, 2011, 04:03:17 am »
I think that all stone should be like this, so that when smelting hematite, you won't necessarily get iron, there's just a chance that you will get iron. This would solve some of the problem of having far too much or far too little metal on your map.

Gems should have a random chance of appearing when you mine a rock as well, instead of there being gem clusters. There could also be gem rich clusters though.

292
DF Suggestions / Re: Show how much wind embark has
« on: April 05, 2011, 03:59:17 am »
Why would Toady remove something that currently half works when he has no immediate plans to fix it?

Why has this degenerated into an argument as to whether using an exploit is cheating or not?
Exploits are cheating, RAW hacking is cheating, savescumming is cheating.

293
DF Suggestions / Re: Healthcare, illness and injury overhaul
« on: April 05, 2011, 03:42:31 am »
It's been brought up before, I've been thinking about it for a while too.

I think the idea about duty doctors needs to applied to more professions. I think that jobs should be more full time, so that your profession is really your profession.

I also like the idea of there being more mundane injuries and workplace accidents. Illness is a good one too, especially if miasma helped cause it, contagiousness could also be added in.

294
DF Suggestions / Re: Multiplayer
« on: April 04, 2011, 12:09:02 am »
I read the first two points on your suggestion before giving up because of your sadly lacking grammar skills.

MP has been discussed to the point of death by so many people. There are 3 pages of stuff about it if I search "multiplayer".

Point 1:
Multiplayer/networking coding is horrible and difficult to do. It is definitely one of the harder things to do in programming. This is especially true when someone has no formal training in programming, let alone in multiplayer programming.

Point 2:
If the game was to be multiplayer, the players would have to synchronize with each other. This means that your frame rate would be as bad as the hosts. You wouldn't be able to pause either, since the games would have to stay synced with each other. You might then say that they could be at different fortresses, then you don't have to synchronize, that is true, but when it's winter in your fort, it might then be summer in the other fort.

I can however think of one way that fortress mode multiplayer could work, but it's rather gamey.
You would have your fort, running in your own time, other peoples forts would run in their own time too. Everyone would use their own map. You would then send out an envoy to a central trade exchange off map with a list of things you want to buy and sell. You would have prices too. Everyone would do that and you'd then start a trade with someone and then they'd send a trade caravan.

I know it's a suck idea, but it's the only way you could possibly do MP in DF.

Also, if we were to have a more conventional MP, to stop RAW "hacking", only the hosts RAWs would be used.


295
DF Suggestions / Re: New trap. Heatable metal floors.
« on: April 03, 2011, 11:48:27 pm »
It could just be set as a building option. Then dwarves would feed it coke to make it warm stuff up. You could also designate things to be burnt in it, like in another suggestion close to this one.

The building would be multi level, so that it works as the floor of whatever is on z level 1 and it would be a building on z level 0.

296
DF Suggestions / Re: Show how much wind embark has
« on: April 03, 2011, 11:42:12 pm »
I think that it should be changed so that the power varies in game. You would then get on the embark screen a thing saying how windy it usually is (windy, very windy, calm etc.), this would be based on how close you are to mountains, the coast and trees among other things. Maybe we could have the amount of power generated by windmills vary around the map as well.

297
DF Suggestions / Re: Ideas for improving loot
« on: April 03, 2011, 03:31:16 am »
Erm, in my opinion and many other peoples, realism is more important than balance by gameyness. That's not to say that we can't have balance, we just have to do it in a non-gamey way.

298
DF Suggestions / Re: Multhreading Dwarf fortress
« on: March 29, 2011, 06:15:48 am »
I think the best option is to desyncronise. By that, I mean doing path finding on the fly, or at least to an extent, instead of slaving it to the framerate.

Temperature could also be done once every 2 ticks, which would theoretically half the amount of time spend on temperature checking. In fact, the entire temperature thing needs a rewrite into something more efficient, where it uses sets and subsets of heat as compared to each tile having it's own temperature.

299
DF Suggestions / Re: Multhreading Dwarf fortress
« on: March 29, 2011, 05:31:03 am »
How exactly would 64-bit make DF run faster?

300
DF Suggestions / Re: New Release Schedule Suggestion
« on: March 29, 2011, 01:04:23 am »
Isn't that what the save game conversion tool is for?

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