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Messages - GreatWyrmGold

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50686
DF Suggestions / Re: Valkyries
« on: July 22, 2012, 09:40:12 am »
Also, as I've mentioned on some other threads, such valiant warriors might return to the fort to fight off a great evil, along with historical heroes, if the gods feel like it. I'm a bit irritated that I forgot that earlier.

50687
Are you referring to an older version of DF, I'm not entirely clear on what you mean to suggest.
I think that in older versions of DF, historical figures appeared in towns. I agree, this should go back in.

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I'm reading your escaped lunatic description, might want to make a few posts before starting a thread. People don't take lunatics seiriously.
I agree with this, except I must point out that we are all lunatics to some extent or another.

50688
Let's wait until dwarves have a society before discussing overmuch what real-life societies it should resemble most.

50689
DF Suggestions / Re: Nudity Ethics
« on: July 21, 2012, 03:43:15 pm »
I'm just going to arrange a crap/ton of common sense to start, concentrated from my brain and the thread.

Two things should affect how dwarves feel about their clothing situation:
1.) Their cultural values
2.) Their environment
1. has a wide variety of parts. There should probably be an ethic value for each bodypart type, maybe something like ETHIC:NUDE_X:Y], where X is UPPER/LOWER/HEAD/GRASP/STRIKE, and Y is an ethics value. There might also be something for gender, although that's a bit more complex and I'll get to that once I leave the CS stuff behind. On the other hand, that's five new tags per entity, which would of course screw up mods. What's the default ethics value?
2. has several parts, as well. If one mostly lives in an environment with smooth or constructed floors, it's fine to go shoeless, but if your current living quarters are hewn stone or normal ground, there'll be issues (unless the creature has NOPAIN). Ideally, there would be some way of determining if an area would probably have sticks or pebbles or manure on the ground, all of which would make shoes about mandatory, but "hewn stone or ground with stuff growing on it" works pretty well. Gloves would be preferred by those who are working with picks or axes or something, to help prevent raw hands and blisters and stuff. Hats are usually based on culture and personal preference, but something would be good for those who live in cold or windy areas (the former for warmth, the latter for keeping grit out of eyes). Finally, torso clothing would be based on temperature, mostly; as little as socially acceptable for hot areas, several layers for cold ones, somewhere in between for everything else.

Now, onto my ideas.
Spoiler: Entity Tags (click to show/hide)

50690
peregarette has been pm'ed
Fair enough, no clue when the laptop's going to get fixed thanks to RL.

Oh. So, all GreatWyrm's progress was left out? And I have to reclaim again? Shit.  >:(
Ok, I'll try.
Yeah, sadly. Maybe my dwarf'll survive, if I get dorfed. Anyone with mining skill? Also, whose ghosts have been seen? Either of mine?

50691
The 1400s cut off isn't for technological cut off, but also for social concepts as well. The game is aiming for more medieval fantasy centric, and not industrial revolution.

I would say the game is very little medieval when it comes to social concepts.
Starting off, it's not much like any point in history. Once dwarves start having hopes and dreams and an actual social hierarchy and such, maybe we'll be able to judge where it fits. For now, let's dissect what you've said.

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-Organized and centralized economy and trade.
In an individual fort, yes. Once you get outside of the group of individuals trying to survive against a hostile wilderness and invaders and insanity and other nice things, trade currently seems to be based on little caravans buying and selling random things, with the only "organization" being that the royal government lets them know what's "hot" in a given fortress.

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-Centralized aristocracy, not decentralized.
Centralized in the player, with duties given to the manager, bookkeeper, broker, hammerer, sheriff, and so forth (some of which are often combined), and also demands from a few other dwarves. Once the player stops giving orders directly to the dwarves, so to speak, this'll happen properly. Besides, how decentralized is any town or other small community? Forts top out at a couple hundred.

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-No teocracy.
Assuming you mean theocracy, there's no religion to speak of right now aside from the occasional person being cursed. If you mean rule by Spanish or Latin American tea, I have no comment.

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-Monarchy is not absolute.
Monarchy isn't particularly implemented.

50692
DF Suggestions / Re: Obituaries
« on: July 21, 2012, 02:51:33 pm »
No, in the forum. I think.

50693
DF Suggestions / Re: Automatically generated burrows
« on: July 21, 2012, 02:51:07 pm »
The terrain situation is generally way too fluid for something like that to work.  I wouldn't mind a flood fill burrow option, though.  Close a couple doors, point. "Everything you can reach from here is one, figure it out."
I'd like this. It shouldn't be hard, right? Maybe a few seconds of delay whilst the computer figures out which tiles can be accesed, for large areas?

Perhaps all Dining Rooms become burrows, as well as an uber-burrow consisting of all Bedrooms? That way it generates the burrows at the same time as the most important rooms of a fortress.
Meh. I'm not sure how useful those burrows would be.

50694
DF Suggestions / Re: Politics. !!FUN!!
« on: July 21, 2012, 02:48:58 pm »
Planned, presumably once the personality rewrite is done and getting dwarven society to function is underway.

50695
Proper punctuation, capitalization, and names that don't take up half of a line on a good-sized computer screen would help me understand what this topic is about. All I can gather is that you seem to think that disliked dwarves would be good detectives. Oh, and what it says in the title.

50696
DF Suggestions / Re: Vermin NEEDED!
« on: July 21, 2012, 02:45:57 pm »
Shouldn't there be some additional vermin remains showing up around the Mills and Querns?  I'm finding it a little hard to understand why the cats in this Fortress are not finding vermin around these two locations.  Mills and Querns.  Especially since DF doesn't have a floor cleaning broom tool, or sweeping job task.  Knutor

...Why would there be vermin there to BEGIN with? And are your cats roaming the fortress, or pastured in the two or three places where the need for getting rid of vermin exceeds the dislike of vermin remains?

Because of the spilled grain. Mice eat grain preferably.

Come on, give dwarves some credit! As of yet, while they leave crap strewn all around, they are careful to grind every grain of cave wheat and get every speck of flour into the bag. Unless they lick the millstone clean, which wouldn't surprise me.

50697
DF Suggestions / Re: Rectifying Timescales Across Modes: Revisited
« on: July 21, 2012, 02:44:05 pm »
Could someone summarize the issues brought up with having a variable speed toggle?
Aside from the major issues required to remake the Fortress Mode engine, and to make dwarves function at equal resource consumption and job completion levels in either speed, this would also screw up everything with combat. If combat is "supposed" to happen at Adventure-Mode speeds, what happens if you're in Fort-Mode speed? Does the game say "Ok, you're at A-M speed?" Or do you let combat occur at F-M speed, invalidating one of the biggest benifets to this suggestion (and also requiring a bunch of unneeded abstraction of blows, if we don't want fights to be decided by who can avoid dehydration the fastest). Those are the biggest downsides I see, and I think the upsides (a synchronization between modes, alleged realism) aren't worth it.

A brief note on the severity of the realism issue: Some (Silverionmox, notably) have claimed that it takes a dwarf a week to cross the fort, or two months to move a table, or some other ludicrous figure. Here's the facts: According to the wiki, a dwarf has nine "off" ticks between turns, so one "turn" per 10 frames (modified by agility, of course). A dwarf can move one tile a turn, so 0.1 tiles/tick. The wiki also calculates that a tick is 1.2 minutes in F-M speed. So, it takes 12 minutes to move a tile. An embark tile is 48 tiles square, and the default size of a fortress is 4*4 embark tiles. So, that means a dwarf would take 4*48*10, or 1,920, ticks to move across an average fortress area (not the fortress itself, which would be maybe an embark tile and a half across, although as forts are often multi-layered I'll only reduce it to an even 1,000 ticks, to throw Silver's ilk a bone). That means that by my liberal estimate, it takes 1,200 minutes or 20 hours to move across a large fortress. Maybe that's a bit long, but given the size of, say, Moria, huge forts aren't exactly unknown in dwarven lore. If an average drop from fortress-level to magma-sea level is about 100 z-levels, it would take a couple hours to get there, which doesn't seem unreasonable since you're descending to the mantle.

50698
DF Suggestions / Re: Pushable Embark Wagon
« on: July 21, 2012, 02:23:08 pm »
Anser for the quatum storage wagon- W8 limet
W8 limet? Do you mean some kind of limit? What is a W8 limet/limit?

Ultimately it would be nice to be able to select where on the map the wagon is initially placed
I suppose, but actually being able to push wagons would also be good.

50699
DF Suggestions / Re: DF Weather, as a extension of the FUN.
« on: July 19, 2012, 05:25:06 pm »
I live in NYC, and I can tell you, It was shit storm out there today, absolutely bizare weather. Big hail,massive amounts of water, some flooding, Lightning to make ou shit your pants.
Well, we all know that there is some weather in the game, not much. But What I'm going for here is a more effects of weather on your game. Right now, wind is preset, and rain has virtually no effect on my fort whatso ever. But IRL, weather has huge effects. Tornados, flooding, hail, drought, heatwave, and much of this can be modeled in DF easily! We could make the likelyhood of any particular thing dependant on enviroment.
So far, so good, aside from the Footkerchief-bait thing.

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Flooding is obviously the easiest, with rain already a thing. It would just be a matter of making water periodically form on the ground with rain, and alot more often during heavy rain.
More alots during heavy rain?
Grammar mistake aside, this seems kinda...off, somehow. Floods shouldn't randomly drop 1/7 water, they should cause water to pool in low areas (I'm looking at YOU, most forts!) and rivers to rise.

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Hail is harder, but dropping small pieces of ice from a height would work, it it could be like rain, with larger pieces being dangerous.
Hail can be kinda like snow, except for causing worse thoughts to un(der?)protected dwarves and perhaps the really big stuff actually hurting. Being a Hoosier, I've occasionally encountered hail, and it's not really much more than an annoyance 99% of the time. Savage areas could easily fill the 1%...
Also, hail on constructed floors should cause some noise.

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Drought, Easyy enough. Make brooks and rivers lower, Hell thats practically already in the game, just a question of degree.
And have murky pools dry. The current stuff is more from heat than drought, which makes sense but is underthinking it.

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Heatwave could be like reverse freezing to death, but with more degree related effects, i.e. burning of skin, thirsty more often.
Just have the temperature rise for heat waves, and fall for cold snaps. Then have those other things occur by the temperature.

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Tornadoes would be more difficult, but I could imagine a center of gravity where things neabry rotate around, with building destroyer status.
Obligatory TCV Tropes link, showing what's wrong and what's mostly right about your train of thought. Bear in mind that most areas rarely see tornadoes and that those that do won't affect most dwarves much. After all, the best place to be in a tornado is in the basement, no?

50700
DF Suggestions / Re: Semi-military and civilian squads.
« on: July 19, 2012, 05:14:36 pm »
I like the idea of non-military squads, but their potential goes far beyond healthcare. Tell the experienced-miner-squad to mine out this tunnel and the newb-mining-squad to take pointers from the legendary miner who got his arms ripped off by a dragon in '52. Have the wall-building squad make walls while the masons and carpenters who are actually masoning and carpenting work in their workshops. Tell the planting squad to alternate between normal duties and learning from the best in the squad. Have the hauling squads bring everything from the surface into stockpiles. Basically, tell a civilian squad to either do only specific types of jobs, do jobs in these areas, both of these, or possibly say "Someone needs to do these specific jobs, STAT!!" Also allow them to train certain skills (by having the experienced ones teach the newer recruits) and carry certain gear (say, have your legendary miner get the crap-for-military-but-fine-for-mining bone pickaxe or somesuch, or telling your woodcutters in dangerous areas to carry bronze axes, or armoring your HTR teams, or making sure the best stuff is used for the military and not random woodcutters or hunters or whatever).

Being able to assign gear to civilian squads makes sense, both for allowing better control over what gear various people have (I have a ton of crap copper stuff from when I was training my armorer, why don't I improve my hunters' protection?), and for arming/armoring those at high risk (say, making leather armor for everyone in a terrifying biome).

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