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Messages - Jeoshua

Pages: 1 ... 126 127 [128] 129 130 ... 139
1906
DF Suggestions / Re: Engravable Stone Blocks
« on: March 14, 2011, 05:39:19 pm »
I would be happy if ANY object could be engraved.  Engravings could be made into a type of improvement that could be applied to anything with a decent hardness.  Softer things could not be engraved (no engraved sheep wool socks).

And then, when choosing a material for constructions to be made from, the list would show basic types.  On that list you would have your stones and minerals and... what's this? *engraved gneiss block*.  Hit 'v' and you can see the engraving.  It might be "x2" if there are two gneiss blocks with the self-same engraving, too.

1907
DF Suggestions / Re: What about a good smoke ?
« on: March 14, 2011, 05:36:23 pm »
Urist McMarlboro: Needs a good pipe to get through the working day?

I like that idea.  Some dwarves might even replace their need for alcohol with a need for tobacco.  They would still be able to drink alcohol, of course, but wouldn't slow down their working speed if they had to drink water, since their "need" is not for booze, but for smokage.

Also, I agree with the necessity of personal posessions before this is implemented.  Obviuosly they should not have to run to the smoke stockpile to get a pipe and smoke on their break, rather it would be on their person, in their pocket, at all times.  This could dovetail nicely into material preferences and noble requirements, as some nobles may request a fine ivory smoking pipe and giant cave spider bag (to hold their tobacco in).

1908
DF Suggestions / Re: Simplified Labor Selections
« on: March 14, 2011, 05:31:47 pm »
I third this idea, with the addition that "Animal Processing" should be called "Animal Husbandry", and subsume "Animal Caretaker" as well.

Animal Training is good where it is.

1909
DF Suggestions / Re: Making doctors useful.
« on: March 14, 2011, 05:25:25 pm »
Sure it might be easy to prevent.  In the same way that preventing your starting 7 from starvation is possible by bringing a hunter, a farmer, and a fisherdwarf.  Just because there is an easy way to make it NOT happen (in this case, restricted walkways), doesn't mean we're going to forsee every possible occurance of a dwarf slipping and getting hurt (like a smoothed tile near the water cistern... dwarves shouldn't be near it but did you forsee it? No)

Having minor injuries occur as a natural course would be very awesome.  I also support the mild sicknesses (Urist McMason cancels build construction: Has the sniffles)

1910
DF Suggestions / Re: If we had magic then I want these spells
« on: March 14, 2011, 05:02:01 pm »
If magic is implemented there should be (at least) 2 types:

Artificting - This is what dwarves do.  They create objects of unspeakable power.  Hammers that shoot lightning.  Barrels that are always full of booze.  Doors that kill when you try to pick them (f'n kobolds).

Druidry - This is what elves do.  Through magic, animals, plants, and entities can be made into monsters.  Sort of like creating abominations in other games.  They fight alongside their creators, until their magic runs out and they go rogue.


Humans could do crosses between these two types, and gobbos don't do squat except get obliterated by Urist McCrafter's Artifact Axe that gets +2 for ripping your skin off.

1911
DF Suggestions / Re: Yours is a pick that will pierce the heavens!
« on: March 14, 2011, 04:52:12 pm »
Does that mean that I've been throwing gobbos into heaven? For the love of Armok, we must cleanse these vile sinners!

1912
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: March 14, 2011, 04:36:19 pm »
Yeah I've already used the display case to put the useless artifacts that moody dwarves create on display... in their rooms... since they're the only ones that seem to like them.

1913
Please do.  Also, does one need to gen a world for the new "slut vines" and "sun shrooms" to be created? OR can you put this in a .cmd file and run it every time DF starts?  :o

1914
DF Modding / Re: DFHack 0.5.5
« on: March 14, 2011, 02:25:14 am »
Yeah cleanmap deffinitely is acting strange.  I used it today to get rid of a blood stain from a caravan that came in the middle of a goblin seige, and... well..

This happened
Spoiler (click to show/hide)

On the plus side, the blood stains and arrows ARE gone...

1915
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: March 14, 2011, 02:23:33 am »
Same thing with the "Human Fortress"  game table.

1916
DF Suggestions / Re: What about a good smoke ?
« on: March 13, 2011, 10:24:14 pm »
Drugs: Not necessary

Smoking: Almost deffinitely necessary.  With pipes.  And smoke clouds (before you say it hurts FPS, ask yourself this: Does mist hurt FPS? OR is it just Misma...)

1917
DF Suggestions / Re: What about a good smoke ?
« on: March 13, 2011, 09:43:48 pm »
Pipes... absolutely.  You could even make a crafts industry around them. Imagine, if you will:

THINGLORION, THE BANE OF LUNGS!

All craftsdwarfship is of the highest quality.  The object menaces with spikes of adamantium.  On it is an image of Thikut McSmoker surrounded by dwarves.  The dwarves are smoking.  Thikut is coughing.

1918
DF Suggestions / Re: Dwarven Happiness, visibility thereof
« on: March 13, 2011, 09:40:52 pm »
I wonder if a more thorough revamp of the graphics engine isn't required.  It would be nice to use FULL COLOR definitions, instead of the 16+16 fore/background color stuff we have now.  ASCII wouldn't have to go out the window, just have more color possibilities.

1919
DF Modding / Re: Runesmith - A DC like tool
« on: March 13, 2011, 09:33:54 pm »
I also genocided Carp... nothing more annoying than a carnivorous fish that shouldn't eat anything larger than... well... a fish.  Good feature, and I'm almost positive I'm using it 100% as intended.

1920
Oh, I'm looking forward to the next release.  I don't know anything about Touhou, but I need me some more eastern fantasy to go with the Osmen I've appropriated from Deon's Genesis Mod.

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