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Messages - TolyK

Pages: 1 ... 645 646 [647] 648 649
9691
DF Suggestions / Re: Planting Trees
« on: November 07, 2010, 03:00:00 pm »
it's planned in the arc. at least for the elves  ;)

9692
DF Suggestions / Re: compost pile
« on: November 07, 2010, 02:59:30 pm »
+1 to idea, +1 to barrels, +1 to no bones (finally a place to put refuse!)

however it should be less effective than potash and should require some fertilizer to start making more.

9693
nice!

my idea for the thread (this has been partially mentioned):
 [there is a dining room, a kitchen zone, a food-pickup zone*, an ingredient pile**, and a raw pile^]
COOKING ON
  • Dwarf gets hungry.
  • Dwarf looks for food in pickup zone and proceeds to eat it and get a very good thought about the great service (and another one about food quality)
  • If nothing found, a "Prepare Meal (Ordered)" task gets set in a kitchen, preferably unused.
  • Cook gets ingredients from the ingredient stockpile and goes to make a meal. Cook then brings it to the Pickup zone.
  • Dwarf goes to zone and takes the food to the dining room.
  • Dwarf not hungry. Dwarf gets a good thought about good service (and another one about food quality)
-OR-
COOKING OFF
  • Dwarf gets hungry.
  • Dwarf looks for food in pickup zone, then spoilable items in a stockpile, then non-spoilable.
  • Dwarf goes to dining room and starts eating.
  • Dwarf not hungry. Depending on status, fort wealth, economy, etc. might get a bad thought of varying severity.
*This is where hungry dwarves will pick up their food and where cooks will chuck food when done.
**This is where you tell the "pile" how many of which ingredients you want in it.
^If dwarves can't get an available cook and there's no food in the pickup zone, or you have disabled cooking, they will pick up food here. You can decide what you want here, which would typically be preserved stuff.


You could also make prepared meals specifically at the kitchen, and you could also set TIME BETWEEN COOKING SESSIONS (i.e. fast, normal, slow) to set food creation rates. These would not conflict with orders.

BTW, orders from nobles could be specific but should be from ingredients found in the fortress. Except for the king/queen, of course.

9694
DF Suggestions / Re: Down with ramp channeling
« on: November 07, 2010, 06:13:54 am »
I like the system as-is, but it's kind-of annoying. Well, in freezing biomes, why not make stairs? or not under open air? But to the point...

I think that these designations need to be implemented in a "channeling" sub-menu:
  • Channel with ramps
  • Channel without ramps
  • Dig up-ramp
  • Remove down (and up) ramp (from top)
  • Remove up (and down) ramp (from bottom)
  • Cautiously dig a channel (not digging where you're standing, wait a few frames for liquids to fill, etc.)
and add ladders (wood and rope), at least to dorfs.

this should make everyone happy.

9695
DF Suggestions / Re: Change mad dwarf's "No Job" to "Be Insane"
« on: November 07, 2010, 03:54:32 am »
Would be more fun to make Insane dorfs get a randomly generated job that sounds crazy like 'searching for the moon people!'

lol this would be funny... yes, procedural generation.

9696
DF Suggestions / Re: goblin trade
« on: November 07, 2010, 03:52:59 am »
great idea! I can already see me trading back my 20 (naked) goblins for loads of iron/steel stuff... but they should be wary of trading in the beginning but actually bring better things (like weapons/armor) if you keep a good relationship with them... but expect to still see goblin snatchers and occasional ambushes ("hey, I didn't send them here...")

plus add kobold caravans that try to "trade" for your artifacts (i.e. they offer you loads of good stuff/crap and proceed to try and take your things)

so... +1

9697
DF Suggestions / Re: Improved Farming
« on: November 06, 2010, 05:41:13 pm »
so flooding the farms on a continuous basis?  ???
...
 :o
...
 :D
Let me have it!

9698
+1 to whole idea

I tend to just get cubic shittons of wood cut, defenses set up, wall/channel in most of the map, get a way to let good guys in and gobbos out, and then figure out what the hell is in the rock in the first years. Then with loads of food/booze I, who almost never use a military, just go exploring. ambushes die real fast in my automatic traps, guard animals get thieves, and ballistae scared away my first only siege  ;)

then I do something wrong (could be on purpose) and suddenly my fort is on fire/flooded/filled with magma/crawling with fire imps/getting murdered by that one troll group/etc. and all this time I just buy reserve stuff (i.e. the whole caravan's load) for masterpiece crap and get them to leave. Fun, but trading right now is boring as I can get most stuff in the rock (in the caverns if need be)

9699
DF Suggestions / Re: Easy and intuitive SAND physics suggestions
« on: November 06, 2010, 04:20:48 pm »
+1 to this thread!
i would rather sand-water interaction be like this though:
  • Water+Sand=Water+1/7 wet sand+Sand
  • Water gets displaced by sand
For example:
Code: [Select]
_
_
WW
WWWW__SS
WWW$$SSS
WWW$SSSS
WWW$SSSS
(W=water, S=sand, $=wet sand)

NOTE: one symbol here vertically means 1/7, while horizontally means 1 tile

(I wanted to make a table but got struck by wtfisthat syndrome)

9700
DF Suggestions / Re: Volume and Mass
« on: November 06, 2010, 02:56:05 pm »
+100 the whole thread

oh and we should have the ability to actually build x-level-tall walls to stop certain creatures from moving through the tile... but only with legendary masons or something.

also I think that for the sake of simplicity (even though I'm for the most realism) there need to be fractions of stuff instead of "logs" and "dust"

edit: damn, wrong thread. anyways I think this is still kind-of relevant

9701
DF Suggestions / Re: Suggestions Forum Organization
« on: November 06, 2010, 02:21:48 pm »
well? anyone?

(p.s. I'm a LOOONG lurker. I KNOW you. somehow.)

9702
DF Suggestions / Re: Drink industry
« on: November 06, 2010, 11:31:12 am »
I think that some things in this don't quite work, I'm afraid:
  • Brewing takes time, so there would be NO booze at times unless you prepared well (i.e. embarking with tons of it, getting a well) ... NOT very newb-friendly.
  • Brewing would take much more stuff (reagents) if it were realistic, again turning away newbies.
So sadly I think the current system should stay, or be changed radically in a different way.

9703
+1 to all the above. epic.

note: this will get a bit off-topic.
the question now is whether we should have the outer world also getting stuff done/made (only much more simplified) or keep it auto-genned like it is now. if the former, then this stuff should apply to them too.

9704
 :o :o :o :o :o :o :o :o :o :o
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amazing. if this forum had karma I'd give you some damn carma.
i currently have nothing to add as I have lost 4 hours of sleep reading this net of strings. threads. I am really tired...

9705
DF Dwarf Mode Discussion / Re: I, Dwarfbot - Dwarven Autonomy discussion
« on: November 05, 2010, 06:27:16 pm »
you, my good people, are geniuses.

i salute you.

...

yes, I think that this will make DF a timeless game... blood for the blood god Armok!

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