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Messages - EvilMoogle

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I've always thought that fluids should have some sort of "energy" on the tile representing the flow (energy of 0 being stagnant water, brooks might be 4, major rivers 10, whatever).

The water wheel would extract this energy from the water so a perpetual motion machine would eventually have water without any energy in it and stop flowing.

Could add a quality in there as well to determine efficiency (a standard quality wheel drains 4 energy from water, produces 90/100 power.  A masterwork quality wheel might drain only 2 energy from the water).

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DF Suggestions / Re: Squid Ink!
« on: June 14, 2011, 07:32:19 am »
Yeah, I came in expecting to see ink as an extract/trade good (later writing component).

3
DF Suggestions / Re: Happiness / Spiral of fun
« on: June 06, 2011, 08:03:59 am »
And here I thought this was going to be an actual spiral of happiness.  Two idle dwarves start talking, throw a party, and eventually the entire fort is partying without doing any work!  Thus adding potential punishments for dwarves being too happy.

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DF Adventure Mode Discussion / Re: Your Most Hilarious Deaths
« on: March 07, 2011, 09:15:31 am »
Dying to blood loss a turn after kicking bronze colossus' head off.

That's not hilarious, that's an epic tale for the bards.

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DF Suggestions / Re: [For or Against] Tunnelers units
« on: February 28, 2011, 09:42:55 pm »
Hmm..  That brings up a good question.  Given that this depends on goblin civilians, will we see:

"Goblin cancels task: dig; interrupted by Dwarf?"

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DF Suggestions / Re: [For or Against] Tunnelers units
« on: February 28, 2011, 07:03:35 pm »
I would much rather sieges focus on attacking targets on the surface before any talk of tunneling.

Seriously, dam up the rivers, destroy water and windmills, attack constructions on the surface.  Long-distance sapping is logistically insane compared to any of these.  And it would deprive a walled-in fortress of power, trade, and the easiest sources of wood and grazing.  Frequently would uncover a back door in the form of a well source.  All we really need is for creatures to be able to attack constructions, doors, and bridges.  Being able to attack sprung traps would be pretty good too.

If the siege lasts long enough for the goblins to essentially construct a city on top of the fortress maybe then they'll consider digging.  But any sort of realism says this would have to take years to set up the support for.

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DF Dwarf Mode Discussion / Re: Fun with Statues
« on: February 07, 2011, 08:25:58 am »
I made 4 statues for the entryway of my newest fort.

The first was of the leader of group founding the fortress.

The other three were various elves being struck down by legendary creatures of the world.

I'm going to like this fort I think :)

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DF Suggestions / Re: SPORTS! Away with the danger room!
« on: December 22, 2010, 08:00:01 am »
I like the general idea but would suggest a couple changes:

- All dwarf crafted balls should be stone, leather/cloth/wood/etc would need to be imported from other races
- Playing Dwarfball should result in a reasonable chance of mostly minor injuries, help train up doctors too.

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DF Suggestions / Re: New physician tools: leaches and amputation
« on: December 20, 2010, 12:32:26 pm »
Pretty sure they use stitching to stop bleeding now, whereas with irons it's faster (but leaves an ugly scar behind).  Though if the bleeding is bad enough the speed can be important (I might also argue for a "battlefield care" where this could be done by anyone with medical training without going to a hospital zone first).

I personally wouldn't require tools, just assume that they have the materials once a hospital is formed.  Probably needs a fire source once those are in.

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DF Suggestions / Re: New physician tools: leaches and amputation
« on: December 20, 2010, 08:19:21 am »
Add "cauterizing irons" to the list of tools as well.

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DF Suggestions / Re: breeders (a job)
« on: December 16, 2010, 10:30:59 am »
If Toady was to make reproduction dependant on the existence of reproductive organs, then sterilization would be an almost straightforward matter. In fact, Syndrome tokens already provide a method to target specific body parts.

...  And we could mod a custom syndrome to auto-neuter cats then?

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DF Suggestions / Re: Scribes/books
« on: December 16, 2010, 10:27:26 am »
+1 like the idea

Noble: Court scribe
Noble: Court historian
Non-Noble craftsdwarf: Writer

All work from "office" rooms using paper, ink, and light sources as components.  The Noble's producing works of Dwarven history the non-nobles producing trade goods (or just general room value boosters).

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DF Suggestions / Re: Medicine?
« on: December 09, 2010, 09:41:28 am »
Add "cauterizing irons" next to "amputation" on the additional medical tricks for Doctors.

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DF Suggestions / Re: Dwarven medical training
« on: October 27, 2010, 01:07:21 pm »
Or experimenting on live prisoners or nobles that keep requesting slade socks?

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DF Suggestions / Re: [For or Against] Tunnelers units
« on: October 07, 2010, 09:27:47 am »
Hmm, could we have it so that they make a sort of "temporary tunnel" that reverts back to rock after a period of time?

Representing that the invader tunnel probably isn't as polished as actual mine tunnels would be.  This would avert the "swiss cheese" map issues that would otherwise come about.

I still maintain that they need to establish an actual siege encampment on the surface before even attempting tunneling.  I'd envision:
- Initial siege forces arrive, engage any dwarves outside of the fortress
- Siege attempts to push in to the fortress, if repelled they fall back to "starve out" Dwarves
- Siege support crew arrives, starts establishing a "base camp" for the siege
- Siege weapons are constructed and attack walls
- "Light" tunnelers appear that can create tunnels through sand/dirt/etc trying to get into best guess locations in the fortress
- "Heavy" tunnelers appear that can create tunnels through rock trying to get into best guess locations

Along with the above, I would say "tunnelers" should create "tunneled <rock>" a pathable rock that will eventually decay back to just normal rock.

A siege can be broken by killing enough of the forces and/or destroying their base camp forcing them to retreat.  Sieges should get reinforcements as the siege goes on, so leaving them unchecked will likely result in Fun.

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