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Messages - MindSnap

Pages: 1 ... 6 7 [8] 9 10 ... 14
106
DF Suggestions / Re: Option to exclude materials in construction
« on: November 02, 2007, 05:55:00 pm »
I would also like to be able specify the materials used by workshops. I want to save my microline for crafts, not blocks. (teal walls?)

107
DF Suggestions / Re: Request shipments
« on: November 05, 2007, 09:12:00 pm »
I like it. It would allow forts that lack one resource to make up for it easily.

108
DF Suggestions / Re: Confirmation of "e"mbark command
« on: November 01, 2007, 07:16:00 pm »
ctrl-e would be even more foolproof - you can't even spEll something wrong that way.

109
DF Suggestions / Re: Pipe dream.
« on: November 01, 2007, 08:08:00 pm »
It would be nice not have to build channels. Just run a pipeline on the ground outside.

It would also be nice to have up/down pipes - up would require a screw in every part, and enough power for each part.


110
DF Suggestions / Re: How about this?
« on: October 29, 2007, 02:51:00 pm »
I agree that the fantasy setting justifies such random events becoming more likely. Maybe have meteor showers be tied in to thew weather system, with a small chance to spawn a meteor?

"Omritz Urthun saw a beautiful meteor shower lately"

"Logmir doomsayer has found evidence that the end is coming"


111
DF Suggestions / Re: A question about building things...
« on: October 28, 2007, 07:34:00 pm »
A castle made entirely out of vomit...

112
DF Suggestions / Re: How would other races successfully fight dwarves?
« on: October 28, 2007, 07:38:00 pm »
Goblin infiltrators should be able to poison the booze, making all the dwarves either die, or have the fort grind to a halt.

113
DF Suggestions / Re: Suggestion for new version/future versions
« on: October 25, 2007, 09:35:00 am »
I suspect that having more than one tile of height would be just like having one more tile of width, with the same problems. However, that would be awesome.

114
DF Suggestions / Re: War and Slavery
« on: October 25, 2007, 09:26:00 am »
I was recently thinking about this and figured I would resurrect this old thread rather than starting a new one.

Chains: once multi-tile restraints are implemented (they will be, right?) slaves could be kept on chains by slave-drivers to further control them/make it harder to escape.

Also, with multi-tile chains and Z-levels, what happens if an entity chained to the edge of a cliff it kicked off of it? will they hang? any limbs that were attached to chains should be unusable and take some light damage, as well as choking if a chain was attached to the neck. This could be used for mass hangings with the new trapdoors, or for some live target practice. Maybe chain damage would be related to the effective falling damage for a given height.

Slavery also needs the skill "slave driver" - the skill would use a whip and armour (up to chain). Slave driver skill affects how many, and how efficiently the slaves work, as well as keeping them from revolting. Slave drivers could also constantly try to inflict light wounds upon the slaves to further control them. this might work like sparring, with inexperienced slave drivers accidentally killing slaves. Slave drivers would be payed some for fraction of the work that the slaves do. Not all dwarves would be suitable to be slave drivers - morals

Slave caravans/traders could be in too, with healthy slaves fetching quite high prices


115
DF Suggestions / Re: Alchemist's workshop transmutating materials.
« on: November 26, 2007, 03:10:00 am »
quote:
Originally posted by WyldKarde:
<STRONG>The trouble with having a huge chance of either total failure or an undesired result is that it undermines the stated purpose here, which is to supply hard to find items for fey moods.  It should be non-trivial though, so perhaps huge raw materials requirements based on the relative values of the materials?  So for example, gold into platinum might require ten bars of gold, but claystone into platinum would require a hundred or more blocks (not rocks, blocks).  Naturally, that would lead to an extremely cluttered workshop and so would take even a legendary Alchemist some time to process.

Alternatively, let the value of the desired output only be achievable at a given level of Alchemy skill.  Even a dabbling alchemist could produce a common stone such as shale from another kind of common stone (at a 5-1 ratio, perhaps), but it would take a Master alchemist to produce gold from lead or crystal glass from green glass (still at a ratio of 5-1 or worse).</STRONG>


I understand that it would undermine the purpose, but somehow just "processing" huge amounts of materials A) would be assumed to not have any waste, and therfore be a rock-sink or something and B) just no feel right. Alchemists should be mysterious,clever and elegant, not just run industrial transmutation factories.

The skill-based method would be preferable, but would limit the usefulness if you had to train an alchemist up to legendary to satisfy a mood. I also imagine that training an alchemist would be rather more difficult than training a mason.

Idea: once recipes are in, the alchemist shop has 2 functions: use recipe, which  follows a recipe (the shop might start off with a few simple ones), or experiment, which could be dangerous for lower-skill alchemists and possible result in new recipes based upon the materials experimented with. Experimenting would also train alchemists relatively quickly(3-4 years to get to legendary?).


116
DF Suggestions / Re: Alchemist's workshop transmutating materials.
« on: November 25, 2007, 10:59:00 pm »
Rather than have it use a set amount of materials, have the probability that it produces ANYTHING start at low levels, and be tied to alchemy skill. Say, at no adjective alchemist, a 10% chance of the expected outcome, 20% chance of something random, and 80% chance of nothing coming out. Only metals to metals, rock to rock,  gems to gems etc. And no adamantium fabrication.

117
DF Suggestions / Re: Mattresses
« on: November 27, 2007, 08:47:00 pm »
quote:
Originally posted by Psitticine:
<STRONG>how would an engraver feel about having his masterpiece concealed beneath the rug?</STRONG>

Another meaning to "swept under the rug"

Rugs, if added, you have to take a long time to make, perhaps with a % complete at the workshop.


118
DF Suggestions / Re: Architect's rough draft.
« on: November 24, 2007, 02:04:00 pm »
I think that it would be useful, but not a priority.

119
DF Suggestions / Re: Bin the Omniscience of the Unit List
« on: November 22, 2007, 06:46:00 pm »
Just have an option to turn off deceased units and wild animals, no bother with LOS.

120
I like this. Usually, when I trade, I only send the finished goods bins and nothing else. The giant list is neccessary to trade anything, but annoying.

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