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Messages - Railick Stonemane

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256
DF Suggestions / Dwarf Civil Services
« on: January 04, 2008, 07:53:00 pm »
I, in a humble manner, submit the following suggestions.

1) Dwarf Post Office - This would go well with the army arc by allowing you to send and recieve mail from other sites on the map. You could recieve warnings from abstracted scouts of your fortress warning of incoming armies/traders. You could send mail requesting aid from other dwarf fortresses/human towns ect or to tell them to STOP sending caravans if that is what you wish. You could send letters back home requesting certain nobles NOT be sent to your fortress in the event of death of existing nobles. Like wise you could use this to request nobles be sent to your fortress once certain requirments are met, instead of having them just show up (This way players could decide if they want a certain noble or not instead of trying to devise insane ways of keeping them from ruining the game) Still, these requests could all be refused and nobles could show up any how.

2)Dwarf Immigration Office - This Office would be the first stopping point of all dwarfs that come to your fortress once it has been built. Here you can keep track of how many dwarves are coming to your fort, what their skills and abiltiies are and what they are set to do. With this office you could set up standards by which dwarfs could be rejected or allowed to enter. You could set it to set incoming dwarfs to do certain jobs. (Say the next 3 immigrants are farmers, the 2 after that are axe dwarfs, the next one is a black smith) You could use it to keep track of your fortress' draw on immigrants so if you're killing a lot of nobles or a lot of people have been dieing you can see here that people are afraid to come to your fortress. Of course nobles might well totally ignore this office and walk straight on in past it. This is more for the serfs  ;)

3)Dwarf's With Disabilities Office - Those dwarves that are injured so badly that they will never heal can come here to special assistance. They can be given specially trained dogs that can help them with their lives and medical treatment which could restore them to their former glory if they have lesser injuries. Maybe once magic is in dwarfs could come here to get fully healed of their injuries. Also dwarve in foul moods could come here to get counciling O.o hehe

4)Dwarven Recruitment Office - This could be used to enlist dwarfs into the army on a volentary(SP) basis. In this way you could recruit dwarves that have other skills without giving them bad thoughts. Also you could use this office to build a guard force that is only active in certain situations so when you're under siege you go here and activate the guard. Then all the dwarves you've recuited into the guard are drafted into the military with preset weapons and armor and go to their preset guard stations. This way you can lower the standing amount of soliders but still be prepared in case of an attack.

Anyone else have any serious ideas for dwarven civil service buildings ?   :p


257
DF Suggestions / Re: Geologists and prospecting
« on: January 04, 2008, 11:50:00 am »
You could have one of your miners go into a fey mood when he smells a certain ore and just go crazy trying to dig out the entire vein until finally he causes a cave in on himself. Might go hand in hand with a noble like that, because if he's going to include the ability to sense and locate certian ores might as well give miners a more job related fey mood action eh? :P

258
DF Suggestions / Re: a few things, probably already suggested
« on: January 04, 2008, 02:25:00 pm »
I think it would make the entire channel diggin thing a lot less problematic if dwarfs could climb one Z level up or down. So if they fall down into the channel they could just climb out again without having to build stairs or anything. Maybe even make it so that one dwarf could pull another dwarf out (Though that would be getting overly complicated) Later you could add in Goblins climbing to make seiges more interesting. Could have spear dwarfs at top of walls defending against goblin climbers scaling the walls :P I would make climbing a skill like swimming so that not every dwarf could do it and they'd have to train at it some how. Might take an untrained dwarf a lot of trys to scale straight up a wall, but a skilled dwarf could scoot striaght up a sheer cliff in moments. Would also make it easier for dwarfs to dig pits straight down if they could climb out again on their own?

259
DF Suggestions / Re: Random gripes. Err, that is, random number gripes.
« on: January 03, 2008, 06:13:00 pm »
I think my brain was just injured, could someone pull up my status screen and see if I've got a grey injury? O.o
But still I thank you for bringing this up, just because I don't understand it doesn't mean it isn't understandable. I'm sure if you're worried about it then there is something to be worried about! Probably   :eek:

261
DF General Discussion / Re: Future of the Fortress
« on: April 28, 2007, 10:09:00 pm »
You know it isn't so far fetched that you could flood the entire screen with water. If you were to dig into the ground and reroute an under ground river so that it flows out the mouth of your Fortress it could very well flood the entire area around the entrance and make a lake :P Like a previous poster said just because your entire screen is flooded doesn't mean the entire world was flooded. If this were true then you wouldn't even be able to make another fortress in that world again. I think the ability to flood your fort should be left in the game, if refined a bit ;P  With multi levels you could even flood the bottom levels of your fort on purpose and breed crazy aquatic monsters or hide important treasure in a vault that is flooded so that no one can reach it unless you flip a swtich to drain the area :P

In reference to the multi level thing, will this allow us to make traps that cause the level above to come down permantly? Wouldn't it be nice if you could set a trap on the entrance area that caused the entire thing to cave in until you choose to remine ?


262
DF General Discussion / Re: GeekNights Podcast
« on: January 16, 2008, 12:32:00 pm »
that site is also blocked, only this time it popped up a picture of five men with black suits, cool sun glasses, and guns. It simply said ."We're coming for you Charles Bradley, seat 5W/07, fifth floor east tower, water front building! Your family will suffer greatly at your loss!" WTF did you link me to?

263
DF General Discussion / Re: GeekNights Podcast
« on: January 16, 2008, 11:39:00 am »
Bah, my work computer has that sight blocked   :( I guess I'll just have to wait until the weekend and try to slip away from my parents to watch it on their computer >P

264
DF General Discussion / Re: Things you can't do in reality but can in df.
« on: January 15, 2008, 04:07:00 pm »
trade a hand full of shitty rock mugs for food. I wouldn't have so much trouble feeding my family if I could trade crappy stone mugs I made in my back yard for barrels of meat and booze.

265
DF General Discussion / Re: More love from RPS
« on: January 15, 2008, 01:49:00 pm »
Indeed. Toady is about as humble as it gets. He isn't like Derek Smart or something (THANK GOD)

266
DF General Discussion / Re: More love from RPS
« on: January 15, 2008, 12:17:00 pm »
Someone on that thing acting like Toady is arrogant because he doesn't want to release his source code O.o When did it become arrogant to want to do something yourself for a change? When did open source become the norm and closed source indie projects became hard core and arrogant? This just doesn't make any earthly sense to me. It's his baby why shouldn't he want to keep it to himself. That'd be like calling me arrogant because I don't want to let the apparment complex where I live all have a hand in raising my daughter! WTF! WTF INDEED!

267
DF General Discussion / Re: bloodline adventuring?
« on: January 15, 2008, 07:54:00 pm »
Very good idea! If I ever get the fing internet back at my house I'd certainly be in for this! Infact you should make a whole wiki page or something detailing the adventures of this world so we can keep a long running track of it. Whoever is running the blood line game should get the updated save back and send it on to the next person. (This way if one of the players disappears the game can keep going on) Also he can check to see if there were any strange cheats or anything used so that we could revert to the save before. Cheating is bad m'kay?!

268
DF General Discussion / Re: Which is more overpowered?
« on: January 14, 2008, 03:54:00 pm »
Would certainly give an entire new use for the kennels eh? :P

269
DF General Discussion / Re: Which is more overpowered?
« on: January 14, 2008, 03:38:00 pm »
What would dwarves used for mounts? Would they be riding around on giant pigs or ponies or bears or what?  :P Goblins obviously would ride wargs or dark wolves, what have you. Kobolds could ride around on nasty ass rats of war and humans would use horses, elves unicorns or mystical horses with insane stamina ? The battles are already hella fast could you imagine horsemen blazing across the screen so fast you have no idea what happened.

270
DF General Discussion / Re: DF in Games for Windows Magazine
« on: January 13, 2008, 02:47:00 pm »
Sweet, didn't know that Toady played Go. Is the only "board" game I ever play. Now if I could just convince my wife to play it with me !  :)

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