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Messages - Gakidou

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241
DF Suggestions / Re: Assignable work groups
« on: November 07, 2006, 09:49:00 pm »
This would be very helpful; I like it.

242
DF Suggestions / Re: Allow non-letters in nicknames
« on: November 05, 2006, 02:57:00 am »
The floodgates connected to your room exist for your safety and convenience.

-Friend Computer


243
DF Suggestions / Re: red light district
« on: November 01, 2006, 08:12:00 pm »
Number one reason that there should be no explicit sex in Dwarf Fortress:

They are Dwarves. Seriously, eww.

---

That said, prostitution raises interesting moral questions regarding social and economic standings. Issues of "sin" aside, the main problem seems to be one of self determination. It seems clear to me that forcing someone to have sex would be rape. Are a person's rights still violated when they choose to enter the profession because it is the only way to earn enough money to survive? More difficult to say. I suppose that similar issues exist in the Noble/Peasant split. I don't consider sex necessarily distasteful, but I feel like I would prefer my Dwarves to spend their work hours doing something beneficial to the state of the fortress; they should be able to come to mutually acceptable agreements in their relationships without a bloody economy.

[ November 01, 2006: Message edited by: Gakidou ]


244
DF Suggestions / Re: I want to drown things in aquariums!
« on: October 26, 2006, 09:56:00 pm »
quote:
Originally posted by Silveron:
<STRONG>Actually, once the aquarium is full... cant you assign fish to it as well? Btw, theres a bug that makes the cages watertight, drowning doesnt work yet in that case either last I saw.</STRONG>

Cages are watertight? Damn, now if only cage traps didn't crash adventure mode, I'd make a lever that, when pulled, drops a cage on the lever puller and then floods the world. (I don't know how I would get out of the cage, though; has anyone figured that one out yet?)


245
DF Suggestions / Re: cave boats
« on: August 25, 2006, 05:39:00 pm »
Boats, huh? Great, another thing that has to be made out of wood. Woodless maps just keep getting harder...

(I guess you could use metal for boats, but even getting to the point where you can use magma forges requires lots of wood... Hey, Pumice floats, right? Maybe stone boats would work. Although, I do suppose that having a pourous boat wouldn't be a great idea...)


246
DF Suggestions / Re: Apprenticeships
« on: August 25, 2006, 05:52:00 pm »
quote:
Originally posted by Zonk:
<STRONG>Dwarves gain traits like Strong, Agile and so on by training. Advantages gained by training aren't usually hereditary :-)</STRONG>

Unless we have some Lamarckian evolution going on.


247
DF Suggestions / Switch between full screen and windowed modes in game
« on: August 23, 2006, 07:35:00 pm »
Minor request: Could we have some way to switch between full screen and windowed modes without restarting? (F11 button, maybe?) I prefer the look of full screen mode, but don't like being locked out from other programs.

Thanks!


248
DF Suggestions / Re: Exotic Foods
« on: March 01, 2007, 07:34:00 pm »
Seal clubing would be fairly standard hunting, I think; just mod them in to cold/freezing climates.

Beehives could provide food, AND a new and wonderful way for your dwarves to die. Toady probably wouldn't need to make too many modifications to the cave spider webbing code.

Butcherable ratmen/goblins/elves. Individual dwarves might have a "civilness/wildness" score, with civil dwarves being appaled at having to eat sentient creatures, and wild dwarves taking joy in it. (Wildness might be tied in with dwarves going mad, maybe?)

More milkable animals. Goats, Horses, Elephants.


249
DF Suggestions / Re: Wooden spear
« on: February 26, 2007, 07:48:00 pm »
I take it that there isn't an option in the raw to specify the material types that can be used in workshops? I know that if you play as goblins you can make bows at the bowyer's, but for the most part it doesn't seem possible to add new options...

250
DF Suggestions / Re: Wooden spear
« on: February 24, 2007, 07:26:00 pm »
bone picks and stone axes would be nice; allow people to start out without any supplies and still get into the mountain. They should of course break very, very quickly.

251
DF Suggestions / Re: Please implement name selection for fortresses
« on: February 23, 2007, 01:09:00 am »
Yes, please. In fact, I would like the option to regenerate ANY random name, at any time...

252
DF Suggestions / Re: Palisades?
« on: February 18, 2007, 06:26:00 pm »
The only problem I see with this plan is that you can already do the same thing with rocks, which is much cheaper and doesn't burn. Just build a whole bunch of rock statues; statues are one of the few types of furniture that can be build outside.

253
DF Suggestions / Re: Archaeology
« on: February 18, 2007, 06:33:00 pm »
Similar thought: Once the new mountain setup goes in, I wonder if it will be possible to build close enough to ruins that you could fight off the zombies and claim their precious jade crafts for yourselves? (Or better yet, instead of digging your fortress into the side of a mountain, dig into one of those ziggurauts and set up shop!)

254
DF Suggestions / Re: rss feed for devnow.html
« on: February 13, 2007, 12:14:00 am »
Why not just put a "http://www.bay12games.com/dwarves/dev_now.html" text link on your page? Toady seems to update the page about once every day, so it might be better for you to just check rather than getting your feed constantly flooded with new features and bug fixes...

255
DF Suggestions / Re: Traveling Nobles
« on: February 11, 2007, 11:43:00 am »
Hmm. Lets turn this the other way around, then: Your early nobles come on foot, and will occasionally mandate that a wagon be built, and that either horses or mules be provided for it's transport. This then gets sent off to fetch high ranking nobility. (If you never dismantled your original wagons, they can be used instead; that way the question of whether to dismantle your starting wagons becomes more than an issue of asthetics.)

Additionally, maybe you could send wagons along with a few soldiers to go trade with other civilizations? (And by trade, I of course include demands of tribute in with more standard commerce.)


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