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Messages - Tamren

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256
DF Suggestions / Re: Much more bloodier battles
« on: August 03, 2008, 04:07:57 pm »
Well... keep in mind that realistic battles would have to take into account a ton of factors. Stuff like the arms and armour of either army and fortifications.

257
DF Suggestions / Re: "Same as Last Year" option for Trade Agreements
« on: August 03, 2008, 03:54:38 pm »
well the problem with that is that value is a very simple formula right now. 1 turtle is worth 5. Thats it. If you cook it it gets a modifier of X2. So 10 cooked turtle is worth 100. Thats about as detailed as it gets. 1 bit of stone is worth 1. A mug is X10, so a stone mug is worth 10 and so on.

Supply and demand doesn't have much effect other than you pay double for imports and you get double for exports if you give them what you want.

258
DF Suggestions / Re: "Same as Last Year" option for Trade Agreements
« on: August 03, 2008, 12:54:48 pm »
well thats just it, if the merchant sees a profit in something then he will do it. Currently we have no overall trade system between the cultures. What things are worth should depend on its value, how perishable it is, how rare it is in other places and so forth.

So if a merchant brought some turtles and you traded gold rings for them which he then sold for a big profit a few towns over. He would be more likely to bring some turtles with him in the future.

Also, if the fortress broker made a contract with the merchant to deliver X number of turtles at a certain price then that merchant would be bound to bring those. But to transport them he would add extra wagons so they would not take up space needed for other things.

259
DF Suggestions / Re: A big ol' list of suggestions
« on: August 02, 2008, 07:12:56 pm »
Balistas did fire stones as well, they weren't very big though.
http://www.legionxxiv.org/ballista.htm

They also had miniature versions called Scorpions which fired little spears. Some were wagon mounted.

260
DF Suggestions / Re: A big ol' list of suggestions
« on: August 02, 2008, 05:20:56 pm »
Technically a ballista is a torsion powered crossbow used by the romans to throw spears and small rocks.

What we have in DF is more akin to a giant siege crossbow.

261
DF Suggestions / Re: Exploding Ballista bolts? Do want!
« on: August 02, 2008, 02:05:45 pm »
Why not both!

With Toady at the reigns it probably won't end up as generic as other steampunk/magic settings. Plus we have more of an eye for realism around here.

262
DF Suggestions / Re: Adjustable number of Z-levels above/below surface
« on: August 02, 2008, 01:54:44 pm »
Adding new layers to the sky should be easy. There is nothing but open sky up there.

New underground layers might be tricky. If it has the seed info I don't see why it could randomize up some more stone layers.

263
DF Suggestions / Re: Exploding Ballista bolts? Do want!
« on: August 02, 2008, 01:53:27 pm »
Natural gas deposits could crack the mountain in half... How would you harvest it safely?

And come to think of it guys we have everything we need to make thermite! :D

264
DF Suggestions / Re: "Same as Last Year" option for Trade Agreements
« on: August 02, 2008, 10:58:16 am »
We should get a weight allotment then. I should be able to order an entire caravan worth of turtles if I wanted to. And I have on occasion since turtles are a good way to keep bone carvers working. The amount of wagons a merchant has access too depends on how successful he is with you and other places. If you have good past relations its likely that merchants would add wagons to their caravan just to fill out a big order for you.

Also, for finer custom control over trade shipments, we should be able to change the order of things on the list. Instead of having to dig through the list to find "magnetite" in the middle. It would be great if I could move it to the top of the list.

265
DF Suggestions / Re: Exploding Ballista bolts? Do want!
« on: August 02, 2008, 10:52:07 am »
Explosive would require gunpowder and thats something a long way off for this game. But flame stuff using flammable materials and liqueur is perfectly workable. Whether or not your booze is high proof enough is just a matter of who is drinking it and how good your distiller is.

If you could get your glassmakers or possibly even pottery dwarves to make disposable liquid containers with attachments for a fuse of some sort. You could then use them to deliver all sorts of things. Acids when alchemy shows up. Maybe nitroglycerin someday.

I mean seriously guys its not that hard to do. Ive seen people make exploding sling bullets using a pottery wheel and pine sap (pitch).

266
DF General Discussion / Re: So who is going to PAX?
« on: August 01, 2008, 11:06:15 pm »
Thats nothing. I visited Malaysia once and when I left the plane took off the scariest runway ever.

I swear the plane didn't tip skywards AT ALL, the runway just ended as a sheer cliff!

267
DF Suggestions / Re: Exploding Ballista bolts? Do want!
« on: August 01, 2008, 09:34:00 pm »
We need spiked flails. That are on fire. Just like Kael's avatar, but with less safe and more boom.

You know those ball n chain things that ships used to fire at each other with cannons? Do you think those would work if launched by catapult?

Imagine two balls bouncing along the ground dragging a chain between them....

268
DF Suggestions / Re: Exploding Ballista bolts? Do want!
« on: August 01, 2008, 09:16:12 pm »
that works too. All you need is a a big enough net sling for the catapult and you can throw anything.

269
DF Suggestions / Re: Exploding Ballista bolts? Do want!
« on: August 01, 2008, 08:43:42 pm »
Well it could happen, but what shape is the balista head? If its a typical arrowhead then it will just zip through the water and get stuck in the lakebed.

270
DF Suggestions / Re: Adjustable number of Z-levels above/below surface
« on: August 01, 2008, 08:26:30 pm »
What exactly do you mean by dynamic in this case?

Add extra world space to an existing fortress if you find that its too small?

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