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Messages - Tamren

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796
DF Suggestions / Re: Separate brewing from distilling
« on: July 19, 2007, 04:50:00 pm »
I made that post on upgraded workshops awile back. I stopped updating it because the next release is going to change things a LOT. So anything i suggest now might be invalidated.

Anyhow, the brewery and distillery should defenitly be seperate buildings. In a distillery you boil liquids until they evaporate, then either condense the steam and collect it, or collect whatever is left in the pot after the liquid boils away. I confess i dont know jack about the fine details of brewing booze, but im pretty sure distilling the brew makes it more potent and changes the type of booze you end up with.

If the upgradeable workshops were put into the game you could designate a section of floor space as the "booze making area". All you really need to begin with is a pot, a fire and some barrels.

Later on you would upgrade it with more varied tools. So you could make a large fully equipped brewery that also has a still in it. On top of that you could deticate a corner of the brewery to the manufacture and storage of barrels.

[ July 19, 2007: Message edited by: Tamren ]


797
DF Suggestions / Re: Fountains?
« on: August 31, 2007, 09:51:00 pm »
Since flow mechanics are in, you could make a beer bong! Fountain though. hmm.

That would probably be a bad idea though, it would aerate the beer and all you end up with is a dining room covered in foam! Wine would work however.

What about beer taps? Kegs work that way because you pressurize them with a pump but i have no idea how the taps at the bar work.


798
DF Suggestions / Re: Fountains?
« on: August 31, 2007, 05:53:00 pm »
Easy enough, you need:
1. either a water source with constant pressure, or a water source and some sort of pump/bucket and chain system.
2. Somewhere for the water to go.

799
DF Suggestions / Re: War and Slavery
« on: August 25, 2007, 07:41:00 pm »
quote:
Originally posted by mickel:
<STRONG>I dunno, I'm not an extremist but I'd be pretty cold toward an entity that used slavery. Because, frankly, it's kobolds and goblins today, but what will it be tomorrow?</STRONG>

Well thats the thing, if you add it to the game it affects everyone. We could enslave kobolds and goblins, but the reverse could happen just as easily.


800
DF Suggestions / Re: War and Slavery
« on: August 25, 2007, 12:15:00 am »
Great idea! Slavery already exists to some extent in your fortress. You can capture creatures in cages and use them for pit fights but it does not get much better than that.

There are a lot of things we need to work out beforehand but once the foundations are in place, this idea could fit and fit well.


801
DF Suggestions / Re: Hospitals
« on: August 12, 2007, 01:42:00 am »
quote:
Originally posted by mickel:
<STRONG>To continue in my early modern age vein (which might be too modern for DF) you could just have stretcher teams that, after  the battle is well and truly over, drag the survivors to the surgeon for emergency amputations and the like.

Medics are so modern it'd break the fantasy mood, I think. They were brought about in the wake of World War one and Florence Nightingale's work.</STRONG>


Medics are not modern, just the concept. The romans for example had competent healers, battlefield medicine had not caught up at the time because people had no inkling about bacteria, shock and the like. They did however know a lot about bleeding and broken bones.

Which begs the question... how advanced are the dwarves in DF? I mean they can create a forge that harnesses a magma flow for heat without melting or creating a mini-volcano. Thats pretty advanced, granted in a different branch of science. Personally id say the best level of technology for them would be "enough to be fun".

[ August 12, 2007: Message edited by: Tamren ]


802
DF Suggestions / Re: Hospitals
« on: August 10, 2007, 09:59:00 pm »
The way the medics worked was that they were pretty much normal soldiers with a bit of extra knowledge that carried packs of supplies instead of extra armour. What they would do is stem bleeding, bind cuts, set bones and such. This allows mildly wounded soldiers to get back into the fight without the wounds troubling them.

If the wound was too severe, the medic would stabilize the soldier so that he would not get any worse, and a stretcher team would take him to the hospital after someone drags the wounded dwarf out of the combat area.

After that the doctor takes over.


803
DF Suggestions / Re: Hospitals
« on: August 10, 2007, 08:05:00 pm »
quote:
Originally posted by The Khan:
[QB]Herein comes our disagreement. A fantastical setting exists, thus it needs some supernatural force to fuel it. How will you explain daemons then? Lava evolved avian-reptile life forms?[QB]

Sorry but magic is in no way tied to fantasy. Magic is simply a label that can be affixed to anything and everything to justify its existence. The whole point of fantasy is to let you talk about things that would otherwise not be believable or do not currently exist. Magic is just one name for it, not a fundamental law.

Dwarf fortress can do just fine without magic missiles. As it is now, magic would ruin the setting. We are talking about dwarves using (mostly) real technology in order to carve a hole in the mountain and live in it.  Making 1 bar of steel has 8 seperate steps, and that does not factor in the gathering of raw material. I appreciate the realism because it feels like i have accomplished something.

If you tagged magic onto everything you would instead have to collect 5 gold runes and 3 blue runes and 50 mana stones so you can engrave the arcane rune RHJO into the ground so that you can make steel by hitting yourself in the head with a piece of iron ore while standing on the H in RHJO!.... yeah no thanks.

The same goes for healing.

One idea we came up with and refined earlier was that the doctor would be a noble. He arrives at your fortress, sets up shop and gets an assistant. The doctor would handle all the injuries in your fortress. Eventually the assistant becomes experienced enough in his own right and he can be promoted to a doctor noble. Both get a new assistant.

This ensured that your fortress would have at least 2 competent healers per 40 or so dwarves. And that doesnt even include stretcher bearers, medics and all the other stuff we came up with.

Thats not to say magic has no place at all in DF. I myself had a few suggestions in that vein awile back. The common consensus in the threads ive read so far indicate that magic would be better off as a barely understood technology instead of a do-all and end-all mystical force that encompasses the entire world.

[ August 10, 2007: Message edited by: Tamren ]


804
DF Suggestions / Re: Hospitals
« on: July 14, 2007, 01:06:00 pm »
you might be interested in this old thread. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=001008

We batted ideas back and forth for quite a while.


805
DF Suggestions / Re: Reducing load by stacking stone.
« on: March 04, 2008, 01:11:00 am »
The key here is not just reducing the amount of waste stone lying around, that is simply a welcome side effect. The main point is that the game can take all of that waste stone and condense it. It might be junk now, but its possible that somewhere in the future we will actually have a need for all the stone. Some people do already in the building of massive castles.

Even if nothing else changes, its still a convenient way to get by with 1/4th of the stone stockpiles we have now.


806
DF Suggestions / Reducing load by stacking stone.
« on: March 02, 2008, 12:52:00 am »
Apart from bugs the biggest issue by far in most games of DF is stone management. After a not-so-small period of time the number of loose boulders in my fort can soar to 10000+. And that does not include stone blocks and ore which is too valuable to dump. So I figured, if we can cut that load on the computer by at least half that should make the game perform a lot better.

One thing I though of was stacking stones and blocks together. The way it works is simple and automated. When you make a stone or block stockpile, stone of the same type can "stack" on the same tile. Boulders can stack up to 4 by placing 3 in a triangle and putting another on top to make a pyramid. Blocks are smaller and can be stacked up to 5 (3 on level 1, 2 on level 2 etc). When you open up the stocks menu, full and partial stacks of boulders count as a single item for tracking purposes.

Now I realize that you can store blocks in bins but I don't like that setup because its hard to get them out again and 10 dwarves carrying ten blocks is 10 times faster than one dwarf lugging a superheavy box.

If this would not affect performance, then it would certainly help us store excess stone. New tiles would be required but they are rather simply to make. 2 stones on the same tile is two lumps beside each other, 3 is a triangle of lumps (like the predators laser sight) and four is 3 lumps in a triangle with a fourth superimposed over the other 3, as if you looked at the stack from above. For blocks the icon is easy, just a pyramid with varying amounts of stones depending on how big the pile is.

Make sense?


807
true, in that case every immigrant should have a wealth rating and his posessions should not exceed this.

So a moderatly skilled carpenter might have a very nice pair of boots, but all the rest of his stuff is mundane. If The King arrived he would be wearing masterwork everything and his possesions would take up multiple carts etc.


808
what would make more sense is to link the quality of an immigrants posessions to his skill at crafts.

A highly skilled worker will earn more and own more expensive goods. The kind of low skilled "rabble" we usually get as immigrants would probably make due with less fancy stuff.


809
DF Suggestions / Re: Improve balista firing arc.
« on: February 29, 2008, 05:29:00 pm »
Designated firing zones would be great. You get an operator to stand by and whenever enemies enter a specific zone he fires upon em.

810
DF Suggestions / Improve balista firing arc.
« on: February 28, 2008, 01:51:00 pm »
Balistas and catapults are extremely frustrating to use because the firing arc is so narrow. To cover a stretch of wall you essentialy have to plate the wall with siege weapons in order to cover all of the ground in front.

Instead, can we simply give them a firing arc of 90 degrees so that they can attack targets in any direction as long as you orient them to the right quarter? If the dwarves can turn balistas around to reposition them, then turning a balista a few degrees as part of gunning should be easy. I know it doesn't make much sense graphically, but the closest we will come to free rotating balistas is adding diagonal siege engine graphics.

Also, can we get siege weapon targetting over multi-Z levels? Catapults should be able to fire over obstacles within reason. (and with spotters)

This would make it 800% easier to use these weapons for siege defences.


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