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Messages - GreatWyrmGold

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41326
DF Suggestions / Re: New Noble - Chief Mechanic : Advanced Linking menu
« on: December 04, 2012, 04:45:50 pm »
@GreatWyrmGold:
I think I answered why I would use a noble, but do you happen to have an alternative idea how to implement this menu using some form of requirement ? I just couldn't think of anything else besides adding a noble as req.
You don't need a head miner to use the designations menu, nor an architectural noble to build stuff. Why would you even need a noble?

41327
DF Suggestions / Re: The ancient art of Golem making.
« on: December 04, 2012, 04:44:30 pm »
Just mean to say that if the only requirements are material, then they're going to be very easy to mass-produce no matter how you try to balance them.  Example:  Once you get a steel industry going, it's pretty easy to produce a lot of steel weapons and armor, even Masterworks with a skilled smith.  The most time-consuming part of setting up your military is still training your soldiers, though.  It's a lot harder to train an axe lord than it is to equip him, unless you're trying to get artifact gear.  So, provided all the materials needed for a Golem are available on your map and you don't need to import them, then it stands to reason that as soon as the infrastructure was set up you'd be able to churn them out very rapidly, much more rapidly than training a militia, if it was purely a construction process.  If it was much easier to build a War Golem than train an Axe Lord, then it'd pretty much have to be weaker than that Axe Lord or there would be literally no point in training a military, which would render that whole aspect of the game more or less obsolete.  The general attitude here seems to be that a good Golem should be able to smash that Axe Lord into meat paste, which I agree with, but in that case you'd need to make it harder to get a Battle Golem than an Axe Lord for the same reason. 
First off, resources will be scarcer in DF 1.0. I'm pretty sure of that.
Second off, if resources are so cheap, why do you need so much of them in your suggestion?
Third off, I agree that there should be non-material costs/limitations, I just think your scheme overdid it.

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As for the berserk thing and skill levels, maybe it is a stupid idea.  It's a suggestion, not a list of demands here. Just throwing it out there because I think it would be fun.  My solution would be to just have your dwarf churn out cheap worker golems to get his skill up with a couple axedwarves on standby to put them down if they flip.  As for them going crazy at all, as I said, have it be like tamed animals going feral.  Have a visual indication in the name, and when it starts to go screwy bring it in for a tuneup.
..."Tuneup" sounds wrong here, I'm not sure why.
Golems malfunctioning is virtually required on a system-wide level, but it shouldn't be expected for an average golem one would make. If you made a golem or three per month, you'd probably be cruising for a bruising courtesy of the golems, but the chance shouldn't be high with decent skill and no adverse conditions, unless you were making an unusually powerful golem.

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I'm not trying to strawman anybody.  Can we at least agree that a fair cost versus benefit is completely a matter of opinion in this case?
No.
Replace "opinion" with "situation," though, and I agree.

One simple way to limit them would be to have the golemancer only be able to safely animate a set amount of golems at a time (or at least control them ;D), maybe say 2-3 tops. If you had him animate more the risk of him losing control over them would multiply and probably only be a good idea as a last resort defense against a siege (ie, animate a room full of golems, get the hell out of there and pull the lever to let them loose on the gobbos) ^^
It should very by skill level and golem power, but the idea is sound.

41328
DF Suggestions / Re: Human and Elf Statues
« on: December 04, 2012, 04:27:03 pm »
Statues in Dwarf Fortress seem to be the classic greco-roman design. They're big, heavy and cumbersome. It doesn't make sense for a trader to drag these things from their homelands when they can just trade in regular trade goods like figurines.

Statues should have to be a custom order from an artist of that region. Custom made statues from other lands should be expensive to both make and import but they should be quite favourable among your population.
This is Dwarf Fortress. We don't need logic here.
I hate when people say that.
The game's still in alpha, guys. Anything you cite is probably a bug or underimplemented feature.
I hate it when people say that. We can't use 'the game is in alpha' as an excuse for much of the game's nonsense. Like Urist being a popular name: no self-respecting dwarf would name their kid 'dagger'. Or the ability to walk through tiles diagonally, or being able to fit 300 dwarves, 250 animals, a dragon and a partridge in a pear tree on two 3x3x3 metre tiles. The pear tree would need its own tile.
My initial statement was... irrelevant. So was this, I suppose.
Alpha means it's incomplete. Don't expect perfection in alpha. Most games are working on making it impossible to walk through walls and the like at this stage of development.

no self-respecting dwarf would name their kid 'dagger'.
No self-respecting Spanish person would name their little girl 'pillar'. Except they do. Because that's called culture.
The Spanish would have some reason for doing so, that would be in their culture. My point is that dwarf-culture (although nigh-on indistinguishable from much of the Bay12 culture) is more accommodating to names like 'Axe', 'Hammer', or 'Magmacarp the Elf-Slaughter of Death'...
Not 'dagger'.
Daggers are weapons, and "Urist" is actually a fairly uncommon name in-game. Like Bob; everyone knows it's common from fiction, but I can't think of anyone I actually know named Bob.
And, again, alpha. Once Toady has the physics quirks worked out, he'll give each culture a procedurally generated list of common names, some selected from the list of words and some not; until then, don't accept it as the final word.

Human and Elf female sculptures could spruce up the joint.  Remember:  Its not porn if it has an urn in it.*  I just want to setup some statues for dwarfs to vandalize.  A vandalized Human and Elf statue could generate happy thoughts, once vandalized.  Vomit upon, throw kitten corpses atop, get bent out of shape and develop bad thoughts off of and then engrave over top it, etc..  The normal FUN stuff in DF, with a twist of lemon and lime.

*not my quote, Pratchett I think said this.
One of his characters, actually. More or less. It was from Thud!, sadly the only Discworld book I've read to date. It was explained that way to Nobby Nobbs for reasons which would derail the thread further.

41329
DF Suggestions / Re: closing the gates of hell (spoilers)
« on: December 04, 2012, 04:19:59 pm »
Hm. That should come from new functionality, of course. Some demons would be given special interactions which make the creature possessed or whatever. These interactions would be applied to some special troops joining the demons. Could lead to a revamp or demonic code.

41330
DF Suggestions / Re: DIRT NEEDED
« on: December 04, 2012, 04:17:51 pm »
Until such time as better mechanics for gathering clay and sand are implemented, the soil could probably be gathered in much the same way, from any soil you have available. The question is, of course, where this order would be given.

A new menu where you can also order gathering of clay or sand? I hope so! Yet another reason to support this suggestion.

41331
DF Suggestions / Re: Toggle statue displaying art
« on: December 04, 2012, 04:08:20 pm »
Try "t".
but the letter the statue represents should differ from others, something like being on a white trim or other thing.
Sounds neat. I must say that something like this sounds simple (probably isn't, though) and would add nicely to the interface without detracting from the aesthetics.

Only potential issue: What happens when the statue is deconstructed, or if it's not constructed to begin with?

41332
Why are dwarves in special, "good at everything or bad at everything" categories?
People don't work like that.

41333
DF Suggestions / Re: Music to play by
« on: December 04, 2012, 04:04:36 pm »
Probably?

41334
DF Suggestions / Re: Dwarves from failed forts need to die or recover
« on: December 04, 2012, 04:03:54 pm »
The problem isn't the tantrum spiral, it's that the tantrum spiral inevitably returns when still-miserable migrants arrive. They should have calmed down or gone insane by then.

41335
DF Suggestions / Re: Should Dwarves Have Sexual Orientations?
« on: December 04, 2012, 03:56:59 pm »
It would probably be easier to just implement homosexuality. Maybe include an init option to disable it.
Should there also be init options to disable dark-colored skin, women being in the military, or polytheism?
Have there been threads discussing if such things should even be in the game?
Anyways, there's a few other considerations.
1. Homosexuality has notable effects in-game, specifically on birth rate and such. Skin color and number of deities haven or minimal effect on the game, and militiawomen are hardly required--many people already leave women out of the military (to keep them from going berserk over the death of their infants, but still).
2. There's plenty of controversy over homosexuality. Racism and sexism are pretty much universally frowned on these days, and religious differences mostly matter to the more religious of people--most Jews can get along with most Hindus, for instance, barring other interpersonal issues.
3. Are you familiar with what "maybe" means?

41336
DF Suggestions / Re: The one thing that annoys me the most....
« on: December 04, 2012, 07:44:45 am »
The problem is that walls can be made out of lots of different materials.
Designations work on things of many materials too. Everything is just a big list of tiles with properties. It's not likely a problem from a technical perspective.
That's not the problem; the problem is choosing which material to build it out of. Designations aren't a good tool for that.

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There are solutions, which have been discussed on those threads you did not search for.
Don't troll my post, I know people have made posts on the subject, and that in no way diminishes my desire to make another.
Sorry I like it when people follow the rules...

Quote from: Those rules at the top of the subforum
Search for an existing thread. If you find a thread similar to your idea, you can bump it to expand on the suggestion, even if the thread is old.
It's kinda accepted as what you should be doing around these parts.

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Yes there are a number of solutions, all of them pretty obvious.

Minimum solution: Leave everything the way it is, but change the means of selection to one more like designations.
Grand solution: Reorganize and redo the entire interface into something that actually makes sense, use consistent shortcuts for various things across all menus, unify all means of selection into one system that's actually good. (that goes for the embark site selection controls too).
Both of those share the issue that they're a lot different than anything we have now. It would require blending the building and designation codes. Not that it's not possible, but Toady tends to prefer complicated; new features over complicated interface improvements.

A more informative title couldn't hurt either.
Agreed.

41337
Roll To Dodge / Re: YOU ARE LAWYER. ONE WORLD DOWN, ONE TO GO!
« on: December 04, 2012, 07:37:15 am »
Rewrite laws of physics so only PCs can exist.

41338
Attack Tim!

41339
Roll To Dodge / Re: Roll To Bard: The Contestants
« on: December 04, 2012, 07:34:23 am »
Assuming all but one of the reservers post a sheet, we're at capacity.

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