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Messages - Tamren

Pages: 1 ... 8 9 [10] 11 12 ... 94
136
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 26, 2008, 04:19:46 pm »
This is one reason we need some sort of prospecting skill. For tiles above and below mined out spaces you could have the prospector come along and drill core samples or something. This would tell you what is above and below that tile. For tiles that you can't actually reach you can have the prospector make a best guess estimate to give you some idea of what is out there.

For ore veins, one BIG factor that is not taken into account is yield. We currently get one bar of gold per unit of stone, same with diamonds and other stuff. In real life it can take 20 tons of stone to yield one flawed diamond. The yield of gold within stones should vary, same with gems and all the other metals. This would also allow for alternate methods of gathering resources. You could for example pan for gold in surface and presumably underground rivers as well.

Plus the size of the ore veins should be increased. A whole fricken ORE VEIN of gold is reason enough to build an entire city and dig a massive strip mine just to mine it out in the real world. Such deposits are far larger than the ones we have in DF, which seem to be "far too small".

Gigantic veins of precious metals would rather unbalance the game. It would make sense to have absolutely massive deposits of iron, copper and the like which should be cheaper because of how common they are. But we should probably limit the size of precious metal deposits. Or as mentioned before, limit the yield and modify the size.

137
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 26, 2008, 01:49:57 am »
If anything ore deposits should be bigger and made 3d. Much like how the HFS is now with branching tendrils that span multiple Z levels.

138
DF Suggestions / Re: Floors and logs
« on: August 26, 2008, 01:08:53 am »
no no no! They are the same thing. My version is the ideal that we would like to have. Your idea is the intermediate step that helps bridge the two.

Basically, if you did it the way I described then you would go out and cut down a tree. Then you would cut this tree into a number of planks or other shapes. These planks then go towards building new floors. A bigger tree means more planks and more floor space that you can cover with them.

139
DF Suggestions / Re: Floors and logs
« on: August 26, 2008, 12:15:42 am »
I had a huge-ass post about this called wood 2.0 Right now one unit of wood equates to 1-4 units of anything. How much of the wood gets used is irrelevant. This will eventually change when the amount of wood that each tree yields is tracked as more than a number. Or at least as a number higher than 1.

140
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 25, 2008, 10:57:22 pm »
The kimberlite we have now is more like an ore vein. Actual kimberlite pipes would be more like the magma vents, only solid kimberlite with a few diamonds scattered within. They are formed by the remnants of volcanoes or magma vents right?

141
DF Suggestions / Re: Bath House
« on: August 25, 2008, 06:46:21 pm »
Trading for pure water in barrels should be easy enough. If there is profit in something the merchants will bring it to you.

142
DF Suggestions / Re: new sub-forum: technical discussion
« on: August 25, 2008, 02:36:08 am »
Well then I guess utilities are unique enough to warrant a sub-forum.

143
Its possible that the vanilla game would eventually incorporate Toady's version of steampunk. But this is far far in the future. We know that we will get magic implemented someday. Imagine using steampunk to fight magic in a DF setting. That would rock.

But things like magic and steampunk tend to overwhelm the world, so it always needs to be possible to turn them off and not affect the rest of the game. This is where mods come in.

144
DF Suggestions / Re: new sub-forum: technical discussion
« on: August 24, 2008, 08:55:42 pm »
The development of utilities would fit in the mod forum, why not use that? If we made it regulation then people would not get confused.

145
Steampunk doesn't really fit in with the DF universe. At least as it stands now. Steampunk requires a lot of industrial development that simply doesn't exist in DF.

Gunpower would fit within the timeline. But with that tech level gunpowder would still be very dangerous and poorly understood. Which is good because otherwise it would take over the world, much like steampunk.

146
DF Suggestions / Re: Bucklers and 2 handed weapons
« on: August 24, 2008, 04:36:31 am »
Bucklers are not like tower shields. With a tower shield you stand behind this big protective object.

With a buckler you must use it to intercept hits for it to have any useful effect. Think of it as a reinforced wrist guard that can parry stuff.

147
DF Suggestions / Re: Bath House
« on: August 24, 2008, 02:23:43 am »
How dangerous would it be to dig around an active steam geyser? Natural gas pockets are terrifying as it is but at least those don't blow up unless you light them.

148
DF Suggestions / Re: 4 Sided Walls
« on: August 23, 2008, 10:53:41 am »
I asked this a long time ago and so far, no. Every tile in DF can only display one thing at a time. Layering of images would allow us to do a lot of things like diagonal walls and decorated floors. You could for example make a wall smooth and superimpose the gem or symbol on top of the smoothed wall symbol instead of having a raw wall or a smoothed wall with no symbol.

149
DF Suggestions / Re: Bath House
« on: August 23, 2008, 10:51:08 am »
Sounds like a good Underground Diversity suggestion, if it hasn't been made already, Although honestly, I'd like to see them as emergent (water near magma=hotspring)

Yeah, and while were at it why not add hot steam geysers?

150
DF Suggestions / Re: Make anvil a smelter item
« on: August 23, 2008, 10:49:35 am »
Yes exactly. The methods of manufacture and the quality of the tools used should have a huge effect on the quality of the finished product. But nothing should stop you from building up from the bottom.

Skill at crafting can make up for dull tools, but only to a point. :D

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