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Messages - GreatWyrmGold

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51841
DF Suggestions / Re: Volumetric soil (digging/extraction)
« on: May 21, 2012, 06:02:13 am »
Of course, if you jus made the chunks of soil passable without mining, that would ALSO make mining faster.

I understand that some people like not mining, and that most people (myself included) like not mining sometimes. But that's no excuse for making digging through the soil layers so much harder.
And why is it ineresting and "just as fast" to make them haul out the soil before going any further? Unless the miners can mine soil walls instantly and dwarves get a speed boost while hauling out soil, it's going to be at best the same when they start and much, much slower once you get farther underground in the soil layers.

51842
DF Suggestions / Re: Prison Fortress
« on: May 21, 2012, 05:56:44 am »
Any criminal who you can't keep locked up in town is someone you want to lock up for more than three months.

Aside from that, good idea.

51843
How's the vote calculation coming along?

51844
DF Suggestions / Re: Cave-in system
« on: May 20, 2012, 07:29:32 pm »
So...because the display is inadequate in some ways, it has to stick to exactly like it currently is? Riiight.

An expanded color thingy sounds useful for many things.

51845
DF Suggestions / Re: Volumetric soil (digging/extraction)
« on: May 20, 2012, 07:10:24 pm »
I understamd the idea, but you claimed a couple posts ago that this would somehow make mining faster.

I again call upon you to ask what vital tasks you can do at the fort's start that don't require mining. Woodcutting, maybe, but there's everything else, too. Like farms, bedrooms, masonry...

51846
DF Suggestions / Re: Cave-in system
« on: May 20, 2012, 06:51:42 pm »
No need for a graph. Just have some screen (maybe 'd'esignations, or a submenu thereof?) that overlays the walls with a color or replaces the wall's normal color or blinks it or something. Blue means that it's not taking any stress at all; green that the stress is under, say, half of whatever stress it can take; yellow means less than, say, 3/4 but more than half of the max stress, orange means it's near the max, red is at or over max stress (i.e. about to cave in). Or something like that.

51847
DF Suggestions / Re: Wheelbarrows for Construction & More
« on: May 20, 2012, 06:47:24 pm »
As long as options for individual workshops/burrows/stockpiles, etc, is still at the workshop/burrow/stockpile screen, that sounds sensible.

51848
DF Suggestions / Re: Revamped Climate System
« on: May 20, 2012, 06:43:49 pm »
The biggest problem I see (as a know-little as far as climate goes) is that anything modeling a "planetwide" climate needs to account for the fact that the DF world is flat.

51849
DF Suggestions / Re: Engravers act in a more coherent fashion.
« on: May 20, 2012, 06:41:55 pm »
Carving stuff about Dwarf X should be easy (they already carve based on their own preferences, and sometimes stuff with important people in the fortress), as long as they know where to carve it.

51850
DF Suggestions / Re: Cave-in system
« on: May 20, 2012, 06:38:24 pm »
Like I said, it wasn't a good answer.

51851
DF Suggestions / Re: Volumetric soil (digging/extraction)
« on: May 20, 2012, 06:37:09 pm »
Wait wait wait. How does requiring the removal of chunks of soil before mining can continue make mining FASTER? I'd appreciate a bit of clarification here.
...Are you saying that being able to use these soil items as walls would make it faster to make aboveground fortifications? I see that, but why would the soil need to restrict movement?

51852
DF Suggestions / Re: Dwarven Interrogation, prisoners
« on: May 20, 2012, 06:32:24 pm »
Well, torture for information is unthinkable, but...that's torture. Assault is punished seriously. Dwarves WILL_ACCEPT_TRIBUTE.

There's not a lot about prisoners in the raws.

51853
DF Suggestions / Re: Cave-in system
« on: May 20, 2012, 06:14:06 pm »
Trial and error.

Not a good answer, mind you, just an obvious one.

51854
DF Suggestions / Re: Engravers act in a more coherent fashion.
« on: May 20, 2012, 06:12:37 pm »
Stuff like this would be neat. I'm not sure if it would be easy, though.

It makes sense to have nobles' rooms engraved with images relating to them (same with other dwarves, if they've done engraving-natable things). Another good thing to have crop up more often is civ/local-government symbols.

51855
DF Gameplay Questions / Re: Help on fixing civilization populations
« on: May 20, 2012, 06:10:39 pm »
Goblin creature raws--what you'd need to open to change things like how fast they grow up--are in creature_standard. Same with elves, to decrease growth rate.

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