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March 6, 2024: Dwarf Fortress 50.12 has been released.
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News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
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DF Suggestions / Re: stone beds
« on: December 01, 2007, 08:07:00 pm »DF Suggestions / Re: Steam powered objects! With a twist!
« on: November 28, 2007, 05:02:00 pm »quote:
Originally posted by Quintin Stone:
<STRONG>The twist is that Steam won't validate your copy of Half-Life 2!</STRONG>
I don't get it. I don't even have HL2.
[ November 28, 2007: Message edited by: Bien ]
DF Suggestions / Re: Steam powered objects! With a twist!
« on: November 28, 2007, 03:40:00 am »DF Suggestions / Steam powered objects! With a twist!
« on: November 27, 2007, 09:12:00 am »DF Suggestions / Direct-X mode
« on: May 16, 2007, 01:49:00 am »DF Suggestions / Targetting
« on: May 14, 2007, 02:43:00 am »And an option that allows you to control a cretain dwarf in fortress mode
[ May 16, 2007: Message edited by: Bien ]
DF Suggestions / Re: Electricity
« on: November 03, 2007, 06:08:00 am »The goblin crosses the bridge over electrified water and the dwarf on the other side pulls a lever, making the bridge retract, dumping him into the water, unfortunately the water is electrified, electrocuting him!
[ November 03, 2007: Message edited by: Bien ]
DF Suggestions / Direct control.
« on: November 02, 2007, 08:38:00 am »DF Suggestions / Re: Should excavated soil be hauled to a spoil heap ?
« on: November 03, 2007, 09:58:00 am »DF Suggestions / Re: Graphics and Tilesets.
« on: November 14, 2007, 05:51:00 am »DF Suggestions / Re: Alchemist's workshop
« on: August 04, 2007, 04:24:00 am »DF Suggestions / Re: Alternate Sources of Ash
« on: July 31, 2007, 06:02:00 am »quote:
Originally posted by Ioric Kittencuddler:
<STRONG>Hey, that gives me another idea! Why not make an indoor refuse stockpile with a lava flooding system? Woot! Burn it!</STRONG>
Woud'nt the ash get mixed with the magma?
DF Suggestions / Re: Wood, stone, and bone as substitutes for metal.
« on: July 31, 2007, 06:12:00 am »quote:
Originally posted by Mechanoid:
<STRONG>
Diamond may be the hardest material, but that's the problem. It's so hard it absolutely doesn't deform, and because it doesn't deform, any sufficiently heavy hit will cause the gem to shatter. [Same problem happens with glass; if it doesn't bend, it breaks, where as a metal object would simply bend and deform.][ July 30, 2007: Message edited by: Mechanoid ]</STRONG>
So put the diamond on the cutting edges while the rest is metal.
DF Suggestions / Re: Sliding walls/floors
« on: July 30, 2007, 07:50:00 am »quote:
Originally posted by Zemat:
<STRONG>This is related to what's already mentioned in the dev notes about secret doors but it would be awesome if you could open a big enough space and designate and entire section of wall or floor to slide into the open space from any direction (left, right, up, down, above or below) via a mechanism. This could be used for a great deal of purposes like acting like secret doors, trap-floors, elevators, etc. And anything that is over the moving floor or wall should move along with the section. this include statues, bridges, even workshops. The amount of mechanisms needed could be proportional to the amount of space that is needed to be moved. So that the amount of time and work needed for it's completion would be also proportional to it's size.Example:
Closed chamber:
code:X : WallXXXXXXXXXXXX
XXX XXXX
XXX XXXX
XXXX XXXXX
XXXXXXXX===X
XXXXnnnX===X
XXóX XXXXXXXXXXXXXXXXX
ó : switch
n : statues or something
= : railway linked to mechanismOpen chamber:
code:XXXXXXXXXXXX
XXX XXXX
XXX XXXX
XXXX XXXXX
XXXX===XXXXX
XXXX===nnnXX
XXòX XXXXXXXXXXXXXXXXX
All this would make fortresses more enticing for adventurer mode exploration.
I realize this would disrupt heavily the connectivity map but maybe the connectivity map could be expanded to hold information of the moving section on both states and only use the information of the current state. Of course I don't know anything about the connectivity map so maybe I should refrain commenting on it.
[ July 29, 2007: Message edited by: Zemat ]</STRONG>
Your post reminds me of the tunnels in Fury 3, the tunnel walls try to squash you.