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Messages - Tahin

Pages: 1 ... 70 71 [72] 73 74 ... 85
1066
simple, useful, and realistic. I like it.

1067
DF Suggestions / Re: Option to let dwarves go outdoors too easily changed
« on: January 20, 2008, 01:05:00 am »
code:
"Okay, let the dwarves go outside."

"Are you sure about that?"

"Yes."

"Really?"

"Yes, I am."

"Pinky swear?"

"AAAAAAAAAAAAAAAAAAAAARRGH!"

John Doe, Fortress Overseer cancels Play Dwarf Fortress: Too Insane


This would get annoying very fast. I hate having programs ask me if I'm sure I want to save things. Maybe as an option in the init, but then again, there are a lot of places in the game that you could potentially screw up at and I don't think anyone would like to have a "Are you sure you want to do this?" dialog popping up every seven seconds.


1068
DF Suggestions / Re: Catapults
« on: January 18, 2008, 10:26:00 pm »
I can somehow imagine catapulting being considered a viable means of transportation... this would not end well.

1069
DF Suggestions / Re: Climbing
« on: January 20, 2008, 01:13:00 am »
I don't get the whole fear around giant cave spiders. I mean, with full masterpiece steel plate and short sword, I can kill them most of the time.    :roll:

EDIT: /sarcasm, just in case.

[ January 20, 2008: Message edited by: Tahin ]


1070
DF Suggestions / Re: Token Tweaks
« on: January 14, 2008, 06:59:00 pm »
Agreed, and agreed.

1071
DF Suggestions / Re: +Detailed Quartzite Floor+
« on: January 15, 2008, 12:53:00 am »
Hmm... I skilled enough miner should have a chance to remove an engraving without harming it, allowing it to be transported some place else for installation as a wall. These should also be buildable at masons (and carpenter's) shops, and be the product of removing an engraved constructed wall or floor.

1072
DF Suggestions / Re: +Detailed Quartzite Floor+
« on: January 14, 2008, 07:03:00 pm »
Tahin approves of this idea.

1073
DF Suggestions / Re: Apprenticeship
« on: January 14, 2008, 05:54:00 pm »
Dwarves can die of old age, they just live to be 150, or so, if I remember correctly. and few forts last that long.

1074
DF Suggestions / Re: Tech Levels
« on: January 13, 2008, 01:48:00 pm »
This could actually be made even more complex, by having entries in the raws for each individual tech advance, how they relate to eachother, who can start out with them, etc. and then allow you to learn them yourself either through trial and error with a sufficiently skilled dwarf, or through trading with other civilizations.

You would automatically start with whatever advances your home civilization has when you start out, and you would get "updates" every time you trade with the dwarven caravan. They would give you any tech advances they have made, and you would give them yours.

Foreign traders could trade tech advances with you, as well. These would have to be worth quite a bit, and could possibly alter your standing with your home civilization, as you did just give the secrets to adamantium-forging to the elves.


1075
DF Suggestions / Re: Do what you want, 'cause a Pirate is free!
« on: January 14, 2008, 06:39:00 pm »
I can kind of imagine huge ships that actually turn and react somewhat realistically in ascii. They'd be blocky, but they could easily get 16 or so degrees of movement which would be more than enough.

1076
DF Suggestions / Re: Proposed Task Management Improvement
« on: January 12, 2008, 09:56:00 pm »
I think this could be simplified to a list of common job orders (such as keep drinks above x number). Something like this would be good.

Oh, and it's Toady One. Blasphemer.  :D


1077
DF Suggestions / Re: "homemade walls" should act the same way as ca
« on: January 12, 2008, 09:48:00 pm »
We really need to be able to engrave constructed walls and floors. And constructed walls are quite a bit different from mined-out walls. A wall of brick and mortar probably is going to be a lot weaker than one carved out of solid rock.

1078
DF Suggestions / Re: Silmarillion Inspired Suggestions
« on: January 12, 2008, 06:57:00 pm »
A champion going beserk and killing half my dwarves because I don't have any megabeasts for him to slay? Sounds dangerous.

[ January 12, 2008: Message edited by: Tahin ]


1079
I'd like to see apprentices work like work dogs. You could assign them to sufficiently-skilled dwarves, and they would follow them around everywhere and gain small bits of experience along with them, at the expense of all their actions taking slightly longer.

Say, for instance, that you had a proficient armoursmith, and you wanted to train a youngster in armoursmithing. You'd go into the armoursmith's apprentice menu and select the specific child you want. This child would then follow the armoursmith everywhere, and gain small amounts of experience in armoursmithing every time the child is nearby when he performs an armorsmithing task. These tasks would take slightly longer, as it would be expected that he'd be explaining a bit of what he's doing.

Assigning children to military dwarves should work differently. They should effectively be in his squad, but always off duty. They would spar between themselves and with him, but would never actually get into combat.

[ January 15, 2008: Message edited by: Tahin ]


1080
This, along with the ability to train children in various crafts, would be really nice. Also, children should be able to change their personality slightly based on their experiences. Maybe all dwarves could, to a lesser degree.

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