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Messages - Aquillion

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256
DF Suggestions / Re: Usage for wax
« on: January 24, 2011, 11:17:46 pm »
I was just coming here to make this thread!

Let's see, going by Wikipedia, uses for beeswax include the following:

Candles.  Not currently implementable, because we lack lighting.

Covering cheese, for preservation.  Food doesn't rot yet, so there's no need to preserve it...

Waterproofing leather and fabric.  Does water do anything to leather and fabric at the moment?  Perhaps you could use it to make a waterproof cloak, waterproof boots, and waterproof bags, which would in turn protect the things you're carrying and reduce unhappiness outside...

Polishing shoes and wood.  Possibly this could improve their value or reduce wear and tear.

It can be used for casting, but currently the manipulation of metal isn't handled at such a detailed level.

In antiquity, wax tablets were used for writing (the manager or bookkeeper could use this, though I think having it be required would be bad -- perhaps other methods of writing could be added.)

It was used for bowmaking, too, and to strengthen sewing thread.

There's more on the Wikipedia page for beeswax, of course.

257
I know that Toady has at least considered the idea of Shadow of the Colossus-style monsters that you can actually walk on, so this has probably been considered, too.

258
DF General Discussion / Re: Cave Spider !!SCIENCE!!
« on: November 08, 2010, 03:51:04 am »
Oh woe is thee, who wishes to tame the mighty cave spider, for in its majestic free spirt brings forth honer to dwarf kind.
It is said that should you break the will of a cave spider, and make it bow befor its stout overlords, it will bask in naught but sorrow, and never find the will to spin its fine threads again.
You're thinking of giant cave spiders.  Gaxkang is talking about the small ones, caught in traps (the idea being to trap and relocate them to someplace more safe and useful, close to your dwarves...  and to keep them from biting, which delivers nasty venom.)

The big cave spiders only create new webs as attacks (aside from the ones they start with), so taming them means that you can only get webs by sending them up against captured enemies.  Small ones create webs constantly, though, and will continue to do so when tame.

259
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: November 08, 2010, 03:48:05 am »
I'm pretty sure Footkerchief is right. Legends mode doesn't even show (perhaps not even record) what a world-gen historical figure makes its kills with. Attachment and naming only seems to happen in Dwarf mode currently. Depending on how the code works, your adventuring companions might be able to do it, but I believe Toady has said that he doesn't want to dictate how your adventurer feels in most situations, and thus the adventurer shouldn't become attached to weapons or name them. Historical figures naming their weapons seems to be an easy way to introduce world-gen artifacts, though.
It would be nice to have the option to name our weapon in adventure mode after x number of kills. Not force us to, but just give us that opportunity. It would be pretty easy to do I think, just give us the naming screen and we can either press the random button till we find one we like or pick the parts from all the possibilities.
Another option would be to just refluff adventurer-mode item-naming as something that society does and not you -- "Bards now sing legends of your sword, calling it 'glosseramdung!'"  Maybe only a message that you get when completing a quest or something like that.  It could even be a reward.

260
DF Suggestions / Re: Down with ramp channeling
« on: October 30, 2010, 03:14:53 pm »
Actually, there are several differences, even now.

First, channels will always be dug from above if possible; ramps will be dug from below if possible.

Second, you can't use a ramp to remove a ceiling over an area that has already been dug out.  You need the channel command for that.


As for the change, it was altered because, IIRC, Threetoe found it was too easy to block enemies off by digging quick moats.  You can still make moats, yes, but now it takes more time -- that's deliberate and is the real intent of this change.

261
DF Gameplay Questions / Re: Adamantine Pillar?
« on: October 30, 2010, 02:52:10 pm »
*sigh* I warned you...
I was asking for it. And it about matched what I suspected.
Spoiler (click to show/hide)
But why Clowns? Just because they lead to "Fun" in the DF sense?
No, there's another reason.  Did you play the older versions?  It has to do with that.
Spoiler (click to show/hide)

262
DF Gameplay Questions / Re: Adamantine Pillar?
« on: October 27, 2010, 10:40:07 pm »
What about 1x4?

And seriously, wtf are clowns? HFS?
Gotta be 4x4, I think.  You're guaranteed to have at least one opening in every 4x4 area of the map.  Other shapes won't ensure it (though obviously anything that includes a 4x4 area will.)  A 3x3 area gives you, I think, about a 1/3 chance.

263
DF Suggestions / Re: Magmaquifers
« on: October 27, 2010, 09:56:50 pm »
MAGMA DOES NOT WOR--

Wait, what's this?

http://news.nationalgeographic.com/news/2010/09/100923-science-early-earth-core-magma-liquid-molten-layer/

...it does happen, occasionally.  But, uh, look at the depth.  Truthfully the ease with which you reach magma in DF right now is a bit of a handwave to keep things interesting -- although the, ah, clown-related metaphysical differences in DF might also explain the relatively high-up magma.

264
DF Suggestions / Re: Books and libraries
« on: October 27, 2010, 09:44:50 pm »
That wasn't that dickish.  I mean, it said it was a good idea and everything.  Besides, it was amusing.  We need Oompa-Loompas on these forums, I think.

Now I'm picturing Toady as Willy Wonka, careless to the brutal crushings and rendings and disembowlings that happen to all the players touring his game with him.

265
DF Gameplay Questions / Re: Adamantine Pillar?
« on: October 27, 2010, 03:27:18 pm »
I have done so. Smallest possible embark (without any modifications) and digged to the bottom and cleared some z-layers above. Only SMR. Nothing more. :(
Smallest possible is 2x2.  You need 3x3 to guarantee it.

266
DF Gameplay Questions / Re: Adamantine Pillar?
« on: October 25, 2010, 06:54:17 am »
I would be happy if I ever would find an embark location with at least any adamantine or any clowns. :(
You mean, period...?

It's easy in modern versions.  Here, I'll tell you the secret.
Spoiler (click to show/hide)

267
DF Gameplay Questions / Re: What's the difference? (2d, 40d, 2010)
« on: August 11, 2010, 08:50:27 pm »
2D:  Like the name says, it is two-dimensional in Dwarf Mode.  And only in dwarf mode, which might seem weird at first.

More than that, though:  Your embark location had much much less effect on the Dwarf Mode terrain.  In the 2d version, all embarks had the same basic layout:  From the left was an open area.  Then a river, then a cliff on the right, then you dig into the cliff and find (in order) an underground river, a chasm, a magma-river, and HFS.  Always, without exception, though there were some quirks that could vary it a bit (like offshoots from the chasm.)  There were some other odd 2d specific stuff, like neat-looking waterfalls falling from some undefined and nonexistent 'above' location.  The 2d version is also oooold, and many other features you're used to having would be gone in it.

40d had much less interesting stuff underground, no doctors, a much simpler military, and many other differences.  There were fewer z-levels, sure, but who cares?  There was nothing to see down there.

268
DF Suggestions / Re: Collapse walls by lever
« on: July 22, 2010, 10:16:42 pm »
Honestly, I would prefer it if we just get black powder.

Black powder is:

1.  Realistic (it was and is actually used for the things described here)
2.  Setting-appropriate (it was known and available in the time period DF is based on.)
3.  Something with a huge potential for Fun(tm).

I'm not talking guns or even cannons, just a realistic way to blow up walls (and goblins and, inevitably, dwarves) safely from a distance.

And yes, I know it's been suggested a million times, but it's the logical way to handle this, and it is, in fact, both much much more realistic and much much more setting-appropriate than magic mechanisms that can somehow make walls collapse.

269
It's been suggested before.

270
One thing that has to be remembered in any modification to the cooking system:

Currently, one of the best parts about the cooking system is that it allows you to combine huge amounts of food together into prepared, preservable stacks, which saves system resources and makes them easier for the game to manage.  Unless actual stacking is added, I would strongly oppose any solution that didn't allow raw food to be processed and combined in some fashion into a large preservable combination stack.

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