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Messages - GreatWyrmGold

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34066
Use magic on the big one whilst hefting my staff and preparing to smack it on the head.

34067
Ah, right.

34068
DF Suggestions / Re: UI to show skills and jobs as a scrollable grid
« on: March 05, 2013, 01:59:36 pm »
Incremental tinkering is a bit of a vague term...

If you're tweaking each little bit a little whenever you need to to keep the shiny bit of UI functioning (as opposed to redesigning it each time), you end up with something...well, something roughly analogous to the human body, with its recurrent larengial nerve and its poorly-placed prostate and the eye and all of those issues which make Creationists squirm. In my humble opinion, it would be better to keep a minimalistic UI shell over the innards of DF until said innards have finished their development, rather than have an overcomplicated bunch of UI or a lot of time spent on UI which we don't really need to play DF.

Obviously, once the game is built, whatever interface is there can be carefully deconstructed and a new one which fits quite well constructed, but this takes time and forces tinkering with new features, and so should probably be delayed until the innards are finished.

34069
DF Suggestions / Re: In-game HTTP server
« on: March 05, 2013, 01:52:35 pm »
...I still have no idea why someone would do that. To play DF on someone else's computer?

34070
DF Suggestions / Re: improved mining realism
« on: March 05, 2013, 01:52:01 pm »
Well, perhaps that was phrased poorly...

Mining shouldn't be too easy, but likewise it shouldn't be too hard. That's what I was saying. Above all, it should be easy on the CPU and not require too much micromanagement to dig a tunnel.

34071
DF Suggestions / Re: Designate for [T]rade
« on: March 05, 2013, 01:50:41 pm »
Trade depots are no worse than the half-dozen or so other ways to achieve quantum stockpiling. It is, in fact, less bad than some because it requires an investment of resources and space greater than most others. Don't worry about it.

34072
DF Suggestions / Re: Alchemy and magic
« on: March 05, 2013, 01:48:14 pm »
My biggest problem isn't the magic systems suggested, or how they're copied off of real-world religious practices, or how some of those practices are being taken from Hollywood's interpretation, but rather the implication that magic type is determined by race.

Don't get me wrong; elves probably wouldn't be pyromancers, and dwarves wouldn't get a lot of use from magic which involved shaping living trees. Certainly, the type of magical techniques, traditions, and spells--schools of magic, if you will--should be based on culture, and culture on race, but if an Elfton 1 is more like Dwarfhall than Elfton 2, Elfton 1's magic should be more like Dwarfhall's than Elfton 2's. The most important aspects, like how communal or individualistic the people are, and how much risk is acceptable, are also those which are unsimulated. Still, once they are, and once culture varies by entity rather than race, culture will need to be the deciding factor.

More importantly, though, is the role of individuals in magic. Elfton 2's elves might come up with a kind of magic which channels power from benevolent spirits to shift the world slightly, but if there's an unusually ambitious or impatient or whatever elf, said elf should be able and willing to go to Dwarfhall to learn how to store energy in gems and use it later to perform mighty feats, and then (ideally) combine the two and create a new school of magic which blends the practices of the two. All of this was started by one unusual individual, whose individual personality was the most important aspect in the new paradigm in magic.

In short, if you're looking at this from the point of view of the race, you're not looking closely enough.

34073
DF Suggestions / Re: Reattaching limbs
« on: March 05, 2013, 01:28:08 pm »
I'd just like to point out that saying that nerves can regrow is something like saying you can swim to Africa--technically true, but not practically so.
While limb atrophy and nerves slowly regrowing to fill out the network sounds neat, I don't think more than one or two dwarves, period, would be likely to benefit from it.
It is important for the sake of a few aspects such as healing minor brain injuries.
Well, yes, healing brain damage is important, but it doesn't involve limbs.

Quote
As well as for non-dwarves who may have regeneration or Dwarves who have somehow been given the ability to regenerate.
That goes without saying I suppose it needs saying.
That goes.

Quote
So if a dwarf has regeneration, should the game allow Dwarves to develop limb reattachment?
If the whole civ has enough of them over enough time, why not?

So maybe a legendary suturer requires some sort of magic salve to reconnect muscle strings.
Seriously, why does it have to be legendary this and legendary that?

I'm surprised no one mentioned using lava to melt the loose ends together. What happened to the applying lava to everything is the solution mentality of Bay12? ???
Necro got banned. Without him, the meme faded.

it should be extremely hard and probably require magic.
quite the contrary, it should be extremely EASY with magic, but magic should be rarer.
It depends on the magic, and on how you define "easy."

My feeling is that the state of the medical art being what it is in the 12th-16th centuryish level that DF is situated in, removing limbs should be a much more common curative technique than reattaching them. :P DF docs are insufficiently quacky as it is.
...implying that amputation is an ineffective medical technique?

What about necromancers reattaching limbs?
Well, such a construct would involve A.) stitching the arm back on and B.) reanimating it. It would have several counterproductive qualities, such as infecting the part of the remputee where the arm was attached, not working on other limbs, and of course having a violent antipathy for life in general.

34074
DF Suggestions / Re: Digging algorithm
« on: March 05, 2013, 01:24:59 pm »
1 sounds like a simple way to limit dwarven stupidity. 2 is a bit more involved, but makes sense.

34075
DF Suggestions / Re: End the annoyingness of quests
« on: March 05, 2013, 01:23:09 pm »
Well...answering the OP's question, we can't decline quests because they don't do anything except let you know where the bad guys are. Quests need to be expanded to include rewards and risks (past being killed by whatever you're sent to kill, of course) before we add anything else to it. Otherwise, it would be like adding a gas pedal and windshield to a car without an engine.

34076
DF Suggestions / Re: In-game HTTP server
« on: March 05, 2013, 01:17:51 pm »
Why would we do this? Multiplayer is the only concievable reason I can think of for internet use in DF, and there's plenty of reasons against that...

34077
DF Suggestions / Re: Passanger trains
« on: March 05, 2013, 01:16:27 pm »
There weren't any trains in the 1400's. Make passenger minecart systems and call it a day; anything else is beyond the cutoff date for DF tech.

34078
DF Suggestions / Re: Replace [BLOODSUCKER]
« on: March 05, 2013, 01:13:35 pm »
While creatures that feed off of emotions have a strong place in fantasy lore and literature, I'm not sure how one would properly implement them in a game like DF, aside from giving them NO_EAT and emotion-eating flavor. Certainly not at this point in the game.

34079
DF Suggestions / Re: Vermin civilizations!
« on: March 05, 2013, 01:09:46 pm »
...I think the OP is suggesting some, undefined mechanisms which would allow vermin civilizations to function properly, and an entity be included in vanilla to use those mechanisms.

I'm not sure what they could add to Fortress Mode, but Adventurer Mode could be fun. Heck, size-changing magic would make Lilliputians extra-fun.

All of this needs to wait until size is better-accounted-for, though.

34080
DF Suggestions / Re: improved mining realism
« on: March 05, 2013, 01:06:59 pm »
On one hand, mining needs work. Lots of it. It's a central part of DF, what with the D's making F's, but as it is it's too simple/easy. On the other hand, it it's too hard/complex, proper fortresses will be stifled.

Something like this could be done, but at least one and ideally both of the following would happen as well:
1. Tag-team Mining. A miner, an engraver, and possibly a loader take a pick and a minecart (plus whatever tools engravers need at this point) and head to the mining site. The dwarves and minecart all share a somewhat squashed tile next to the mined tile. When the tile is dug, it has a track carved into it and any stone within it is moved to the minecart. Then, the dwarves move the minecart and start all over. Once the minecart is full, the team will break up and a hauler (or the loader) empties the minecart in the appropriate stockpile(s). Of course, this would need to be a special designation, likely one designated like carving tracks currently is. It's something that should probably be done eventually, anyways.
2. Excavation. One can designate to dig without getting stone. A bit hacky, and suggested a lot before, but in this case it would be a simple, acceptable way to deal with the problems.

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