Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Bricktop

Pages: 1 ... 24 25 [26] 27 28 ... 33
376
DF Suggestions / Re: Hauling Increase?
« on: September 14, 2007, 06:20:00 am »
I'd like it if all those Horses that you end up with hanging around your fortress could be used to help hauling.

377
DF Suggestions / Re: Coal more effective?
« on: September 10, 2007, 07:23:00 pm »
Then again in the next version you could technically have an entire level that is pure treefarm...   ;)

378
DF Suggestions / Re: Mmmm... Chocolate....
« on: September 10, 2007, 07:18:00 pm »
quote:
Oh god....so what will be next? We will see Willy Wonka as an immigrant?
Seriously some of the suggestions in this subforum are just FUBAR.  

I don't see whats wrong with Chocoloate... I mean, it isn't exactly a modern invention is it?


If there was something like Chocolate in it though then I think that it should only be available through trade with Elves. That way, there is at least something useful to get from them.

[ September 10, 2007: Message edited by: Bricktop ]


379
DF Suggestions / Re: Steam + machinery
« on: September 10, 2007, 07:16:00 pm »
One option would be that if there was both Steam and Magic in... but in you're fortress you could only choose one. So you could have Dwarves with Wizards and Alchemists or Dwarves with Inventors and Scientists...

380
DF Suggestions / Re: Worker "squads" and schedules
« on: September 09, 2007, 05:40:00 am »
quote:
What I'd like is to be able to select a few dwarves, assign them all to a specific workshop and make sure that the workshop is working 100% all the time. When one of them sleep/work/go on break/whatever, there would be at least one other of them who is able to come to work in the downtime.

I'm not sure how hard this would be for Toady to do but maybe there could be a toggleable option for whther or not they all eat/drink/break at the same time etc etc Now you mention it I would like to have workers working together to keep a workshop going 100% of the time but with things like Miners I would rather have them keeping in one group.


381
DF Suggestions / Re: Worker "squads" and schedules
« on: September 08, 2007, 01:28:00 pm »
I think this would be good if you could organise workers into squads the same way you organise the Military into squads. This squad could all work together, eat together, sleep together and go on break together. Also, it'd mean more random names   :D

382
DF Suggestions / Re: Changes to how breaks work.
« on: September 08, 2007, 01:25:00 pm »
I think it would be good if the dwarves all worked to the same schedule. like you say, it would mean that these large dining rooms that get created would be used properly. Also, possible Dwarves good get happy thoughts if they eat in a room with so many other eating dwarves eg "Urist Bunnyhop has been happy lately. He ate in a room with 50 dwarves lately."

383
DF Suggestions / Re: Personalized Coffins
« on: September 07, 2007, 11:12:00 am »
I think this would be a great idea. Also, adding any artifacts that the Dwarf made is a must for this as well

Example:

"...creator of the artifact numzidumz, An Iron Thong..."


384
DF Suggestions / Re: Balancing up the other races, how?
« on: September 09, 2007, 08:41:00 am »
So they would be Noble's AND Workshops? Sounds good.

385
DF Suggestions / Re: Balancing up the other races, how?
« on: September 09, 2007, 05:43:00 am »
Yeah, Elves could level up in fighting and things... but just as long as they never get quite as valuable as the tree's...

386
DF Suggestions / Re: Balancing up the other races, how?
« on: September 08, 2007, 01:21:00 pm »
I like the diea of the tree's leveling up while the Elves don't. I think organising the elves into military squads and stuff should be left the way it is in Dwarf Mode because otherwise it would be almost impossible to put up a decent defence.

Like you say, this would also make the elven mentality make much more sence as well as providing an interestingly new way of dealing with problems.

The only possible problem with this would be that there wouldn't be anywhere near as much depth as there is in Dwarf mode. After all, in dwarf mode a lot of the fun is in getting large and complex fortresses. A possible idea for making this a bit deeper would be if you could also have other plants to perform some roles. While your tree's will still be the main things of importance, things like Nettle and Bramble patches would be the equivalent of traps.

Oh, and I've just realised... this would make a lot of sence in the DF world so far because if I remember rightly tree's in Elf Settlements have names...


387
DF Suggestions / Re: Balancing up the other races, how?
« on: September 08, 2007, 10:46:00 am »
Just an idea, maybe the Elves could be like Aztecs but without the sacrifice? (Admittedly, removing the sacrifice elements from the Aztecs doesn't leave very much...)

388
DF Suggestions / Re: Sparring Weapons?
« on: May 24, 2008, 07:03:00 am »
I think that being able to make sparring weapons would be a great addition.


Also, about the balancing issue, how about this for a solution:

Sparring can only train dwarves as far as proficient. After that, sparring gives no experience and so to progress past that they would have to train in actual combat against enemies. That will make champions rare, as they would only be possible to get if one dwarf happened to survive loads of battles (makes sence, really) and it would mean you can get an effective military without killing any dwarfs.


389
DF Suggestions / Re: Magic: some rough concepts/musings
« on: December 05, 2007, 02:27:00 pm »
Just a quick idea (I'm tired so I can't think on it much):

A good way of limiting the amount of magic in the game would be to make your magician or whatever a Noble. By this I mean a proper noble, like the Dungeon Keeper etc, not an appointed person. You would still be able to give direct work orders to the magician, but they would also have requirements/mandates/demands etc (possibly the requirements could go up as they gain more "magic" skill?)


EDIT: Also, Migic should be unreliable (in other words, you can't quite be sure if your dwarf will enchant that sword, or catapult his brain out of his left ear.)

[ December 05, 2007: Message edited by: Bricktop ]


390
DF Suggestions / Re: Sieges. Need. Siege. Engines.
« on: May 31, 2008, 12:34:00 pm »
I'm not so sure about the goblins brining miners to tunnel into your base... just sounds like path-fanding nightmare to me (as well as making it impossible to construct a decent defense. I know we don't want it to be too easy like it is now, but you should still be able to do something that helps).


I do like the idea of goblins bringing mobile ballista's. What I think would be cool (and would help with the over-poweredness of traps just now) is if, when ballista bolt went through a square with a trap in it, it destroyed the trap (as in deconstructed it).


Pages: 1 ... 24 25 [26] 27 28 ... 33