Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Aquillion

Pages: 1 ... 18 19 [20] 21 22 ... 126
286
Toady is reluctant, I think, to make the DF interface too spreadsheet-y...  the health screen is a bit like a spreadsheet, but it's not something you need to use very often.

287
The thing is, before this goes in, we need a way to reduce buildings to ruins through play, "onscreen".  Currently, Megabeasts can reduce buildings to ruins in world gen, but that's all.

If you want to see a world where every structure is in ruins, incidentally, put this 'Monster Island' in your world_gen.txt:

Spoiler (click to show/hide)

...this will create a pocket universe overrun with megabeasts, who will quickly kill all the races and reduce their cities to ruins.

288
DF Suggestions / Re: Natural Mushrooms
« on: May 02, 2010, 07:36:12 pm »
Yes.  This already exists -- anywhere where plants can grow, things you can collect with plant gathering also grow.  And it doesn't really break the food system -- it's much more difficult than farming, ranching, trading for food or anything like that.

289
DF Suggestions / Re: Not all skills can be trained to legendary
« on: April 26, 2010, 12:51:26 pm »
The main issue I have with this is that, right now, legendary dwarves are a big part of the 'reward' that the game has for players -- they're what players shoot for.

So, yes, they have to be obtainable in a reasonable timeframe.  And as for odd skills having legendaries -- I would rather see it changed so skill has a more dramatic impact with them.

Any dwarf that completes an artifact, though, is certainly legendary by definition.  The fact that so much legendary amazing stuff like artifacts and stuff happens in the player's fort when it hasn't happened so quickly in the rest of the world is, I think, just one of those things you have to suspend your disbelief for.  Most players don't want to play the quiet village where absolutely nothing happens for a hundred years -- they want constant monster attacks and strange moods and, yeah, legendary dwarves.

290
DF Suggestions / Re: Spear Balance issues
« on: April 11, 2010, 09:00:42 pm »
The problem is that internal bleeding, organ damage, and small spear-wounds are not doing as much damage as they should at the moment, and it's basically impossible to kill things with them.

Once that is fixed, non-axe weapons will be better.

291
DF Dwarf Mode Discussion / Re: Losing is fun?
« on: April 08, 2010, 11:31:49 pm »
The truth is that there's also a lot more planned in the game for the future that will make losing more fun -- more adv. mode stuff, more large-scale politics so your dead fort still means something, etc.

292
DF Suggestions / Re: Clothing Simplification
« on: April 06, 2010, 02:24:53 pm »
Also, individual socks mean that when the magic arc is in, there can be a spell or ritual that requires one sock as a component.

293
DF Suggestions / Re: Migrants are now ridiculous
« on: April 06, 2010, 02:21:01 pm »
I like the wide variety of skills (and the wide variance in skills, with occasional super-skilled dwarves.)  It makes the game more interesting to decide how you're going to use an immigrant with many different unrelated skills.  It's also fun to occasionally get a super-dwarf and have to decide what you're going to have them focus on, or if you're going to build the necessary industry to put their skills to work.

That kind of randomness adds to the game by adding variety -- in different games, you'll get a different assortment of immigrants, and you have to adapt your strategy to them rather than just mechanically doing the same thing every time.  Much better than it was before.

294
Amusing.

I never got around to testing if caravans will arrive through the underground if you build your depot down there, but I believe they will -- it at least counts depot access from the cavern edge.

295
DF Bug Reports / Re: Dwarf attributes?
« on: April 05, 2010, 02:06:16 am »
Yes, it does.  Increasing skills increases your attributes like before, but now different skills increase different attributes, and your gain is based on what your original values were.

296
Not a bug.  Engraver is an artifact-producing skill, meaning that if it's your highest skill (even by just a little bit), you will use it to produce an artifact when you go moody.  This will result in you claiming a craftdwarfs workshop, grabbing a piece of stone (which bituminous coal counts as), and 'engraving' it into a piece of stonework.

Since non-possession moods give a huge bonus to the skill you use, this will then make them a legendary engraver.

Obviously, engraving can't normally be used to make objects, but moods break a lot of rules by design -- they're sort of half-magical.

297
DF Bug Reports / Re: Dwarf attributes?
« on: April 04, 2010, 10:06:59 pm »
It's now only visible on their detailed description screen (and there are many more stats.)

298
DF Bug Reports / Re: The lead is what gives it flavor!
« on: April 04, 2010, 10:01:42 pm »
Lead is also incredibly toxic, especially when it comes into contact with water, -especially- when someone actually drinks the water.
Yes, but in the time period DF is based on, they didn't know that and, as others have said, used lead to produce pipes and tankards and such.  Why do you think lead in the drinking water is such a major concern?  It used to be very widespread due to people not knowing the danger.

One theory even says that it contributed to the downfall of the Roman Empire, although I think most scholars dismiss that nowadays (after all, everyone else was using it too, so it's not like the Romans were at a special disadvantage.  It only looks horrifying and strange to our modern eyes -- to them, they just had a high number of birth defects, developmental problems, etc, and didn't know why.  Lead was hardly the only contributing factor to this in a world that didn't even understand the basics of infection and disease.)

299
DF Bug Reports / Re: [0.31.01] Barrels of Blood
« on: April 04, 2010, 09:55:04 pm »
Not yet.  Blood isn't cookable yet, either.  Both of those are logical suggestions, though.

The real reason blood is sold by merchants at the moment is because poisonous blood is meant to be a commodity...  but they're not yet aware of what sort of blood is a useful poison and what isn't.  So they just sell everything.

300
DF Bug Reports / Re: [0.31.01] Floating Guts?
« on: April 03, 2010, 12:56:12 pm »
Nope.  Floating guts are strange monsters that can be found deep underground.

Pages: 1 ... 18 19 [20] 21 22 ... 126