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Messages - Vlad

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31
Wow I'm gonna have to try this out. I never played the original game but I heard good things about it before that one update.

32
Lightning should also illuminate everything increasing your view distance during adventure mode.

But I would like to see that in a whole weather overhaul with storms, tornadoes, monsoons, hurricanes, and all that stuff. Which I'm guessing is planned to be done eventually.

33
DF Modding / Re: Star Wars: Dwarf Fortress [V0.5] Work in Progress
« on: June 28, 2013, 12:44:43 am »
This mod would be awesome. How would Jedi and Sith be handled? Would they be special castes in the Rebel Alliance and the Empire?

I could see a fort being made up of regular humans with people with force powers being more rare/special and getting them would be a big deal. Most people would only fight with blasters, with Jedi and Sith being very skilled fighters able to block shots with ease.

34
DF Suggestions / Re: More Realistic Wounding System
« on: June 28, 2013, 12:14:11 am »
Quote
Pain is way too high for broken bones right now. Breaking your fingers should not cause you to pass out unless you're a pansy

Your fingers actually have a lot of nerves in them, more than a knee. I've never broken a finger before so I don't know if you would pass out of not but I think that breaking your fingers would hurt more than dislocating your knee.

Anyway I think that it sounds good however before the happens the medical system may need to be enhanced. Right now the hospital doesn't seem to operate fast enough and if the chief medical doctor is on break he doesn't care if there is a critical patient.

I didn't mean to compare my injury to breaking a bone (which I'm sure is way worse, but losing the ability to walk on your leg makes getting to help a lot harder and painful). I just meant breaking a finger shouldn't cause you to pass out and neither should dislocating something unless it's REALLY serious. I think most people can stay conscious during a lot of pain.

And yeah medical emergencies should cause dwarves to drop whatever task the currently have to go help. In real life if you see someone hurt you're not gonna keep hauling rocks around or wait until you finish your meal before you go help them.

35
DF Dwarf Mode Discussion / Re: What's your favourite animal?
« on: June 27, 2013, 09:30:30 pm »
crundles

This is what I thought of when you said that :P

36
DF Dwarf Mode Discussion / Re: What's your favourite animal?
« on: June 27, 2013, 12:37:41 pm »
I love dragons because....well THEY'RE FREAKING DRAGONS! Who wouldn't want an army of fire breathing reptiles? It's too bad they can't fly...yet.

I had a trained dragon once and expected it to completely decimate a goblin siege that came so I left it in my entrance and it DIDN'T KILL A SINGLE ONE. They all blocked it's fire and the goblin leader killed it with a stab to the head  :'(

Dragons need to be buffed

37
DF Suggestions / Re: More Realistic Wounding System
« on: June 27, 2013, 12:11:34 pm »
I'd actually like to see some of the old wound/death texts come back in the context of a more realistic damage system. I mean, why do we have to have "you slash the head, it sails off in an arc" and not sometimes "It is split in half from the crown to the chin!"

My own little suggestion would go like this. Whenever you stab an elf in the chest and bruise his fat or something, it should say the usual message but then add another one: "It is pierced!" That adds a bit more colour and shows the stage of injury the elf is at, meaning you don't need to check him to see if his chest is brown or yellow or red.

That then continues through stuff like "It is badly pierced!" up to "It is pierced through entirely!". Eventually the elf will bleed to death or suffocate or die of shock or something.

Same thing goes for bludgeoning, slashing, goring, burning, freezing and roasting. I will now give you the old list of damage stages from the wiki:

Quote
Damage type    Lightly wounded    Moderately wounded    Broken    Mangled    Instantly fatal (head)    Instantly fatal (upper body)    Instantly fatal (lower body)
Pierce    "It is pierced!"    "It is badly pierced!"    "It is broken!"    "It is mangled!"    "It is pierced through entirely!"    "It is pierced through completely!"    "It is run through!"
Bludgeon    "It is bruised!"    "It is battered!"    "It is broken!"    "It is mangled!"    "It is smashed into the body, an unrecognizable mass!"    "It collapses into a lump of gore!"    "It explodes in gore!"
Slash    "It is cut!"    "It is badly gashed!"    "It is broken!"    "It is mangled!"    "It is split in half from the crown to the chin!"    "It is cloven asunder!"    "It is mostly cut away from the rest of the torso!"
Gore    "It is torn!"    "It is badly ripped!"    "It is broken!"    "It is mangled!"    "It is torn apart!"    "It is torn into pieces!"    "It is ripped into loose shreds!"
Burn    "It is singed!"    "It is burned!"    "It is cracked by the heat!"    "It is partially incinerated!"    "It is incinerated!"    "It is incinerated!"    "It is incinerated!"
Cold    "It is chilled!"    "It is frostbitten!"    "It is cracked by the cold!"    "It is frozen through!"    "It is shattered!"    "It is shattered!"    "It is shattered!"
Heat    "It is blistered!"    "It is charred!"    "It is cracked by the heat!"    "It is partially incinerated!"    "It is incinerated!"    "It is incinerated!"    "It is incinerated!"

I had no idea that a system like this ever even existed  :o

Would love for it to make a comeback.

I also came up with some other points that I've been thinking about and I'll add them to the OP.

4. Fractures

There should be different types of broken bones such as Comminuted, impacted, and compound/open fractures (where it breaks through the skin).
Here's a list

This would add more variety to injuries and would require different methods of treatment.

5. Sprains

Creatures should be able to sprain joints (like their wrists and their ankles). Sprains could happen when a dwarf falls or gets knocked over and parts of them get twisted or bent. Bent not so far as to break though. Would cause moderate pain and swelling.

6. Changes to pain

Pain is way too high for broken bones right now. Breaking your fingers should not cause you to pass out unless you're a pansy. Most serious pain should just cause creatures to grasp the affected area and writhe in in pain or maybe go into a panic too. (I dislocated my knee last Winter and all I could do was sit on the ground grasping my leg until the ambulance came. If I could stay conscious I expect my dwarves to be able to handle it too.) Extremely bad pain could cause them to pass out (surgery without anesthetic? Parts of their body a mangled mess maybe?) but serious wounds might cause them to go into shock anyway.

38
DF Suggestions / More Realistic Wounding System
« on: June 26, 2013, 06:42:16 pm »
The current system as it is, is more detailed and realistic than any other game in existence. HOWEVER, it still lacks certain things that could make it more realistic and more FUN. I do not have much knowledge in Anatomy so correct me if I get something wrong. I know these have been talked about before, but I didn't see a thread dedicated to it (Dwarven medicine/surgery doesn't count)

Here are a few things that I think should be added/changed:

1. Shock

Creatures in the game continue fighting no matter how much damage has been done to there bodies. You can even sever someone's spine and they will still try to push against you! This is obviously completely unrealistic. In real life if you stab someone in their upper body, piercing their organs, they are NOT going to keep fighting you! They will most likely go into shock or fall down in pain and lay there until they die or until someone helps them. Another example is being disemboweled. If your belly gets cut open and your guts fall out the only thing you will be thinking is "OH MY GOD! HOLY SHIT AHHH!!" and then you will fall over and quickly bleed to death. Basically, more wounds should incapacitate creatures until they die later, be treated (if treatment is possible), or recover enough to become concious on their own if the wound is not too serious.  I am really sick of fighting bandits who have no arms yet still try to kill me -_-, however some people should be able to keep on fighting if they have really willpower and endurance.

2. There should be more bleeding

Bleeding is not as bad as it should be right now. It's only really bad when you get hit in a major artery, as defined by the RAWs, or have a limb cut off. But even with limbs it's not too bad, you can lose a limb and you'll be fine but lose one more and you're dead! That feels too gamey to me. Bleeding should last a lot longer until the artery clots or is fixed surgically. The game should also take into account bandages, raising the limb, how much of the artery was damaged (nicked, torn, or completely severed) and other things that I can't think of now. Blunt weapons should also cause internal bleeding which should make them more viable weapons. It should also be faster, if you slit a goblin's throat they should choke on their own blood and then collapse to the ground not continue to fight you. I could see that effecting sneaking in the next update if enemies detect you after you delivered an attack that should have killed them very quickly.

3. Organ damage should be worse

Basically damage to organs should effect the body way more than it currently does. You can get stabbed in any organ but the lungs, heart, and brain and be completely fine. For example damage to the stomach should mess with the ability to digest food and stomach acid probably is bad for the body. This would be interesting because a dwarf could be stabbed in an organ and then be bed ridden and die much later due to it's effects instead of "shaking it off" as they do now. Expanded organ damage would also allow dwarves struck in the head to live with brain damage instead of dying instantly.

4. Fractures

There should be different types of broken bones such as Comminuted, impacted, and compound/open fractures (where it breaks through the skin).
Here's a list

This would add more variety to injuries and would require different methods of treatment.

5. Sprains

Creatures should be able to sprain joints (like their wrists and their ankles). Sprains could happen when a dwarf falls or gets knocked over and parts of them get twisted or bent. Bent not so far as to break though. Would cause moderate pain and swelling.

6. Changes to pain

Pain is way too high for broken bones right now. Breaking your fingers should not cause you to pass out unless you're a pansy. Most serious pain should just cause creatures to grasp the affected area and writhe in in pain or maybe go into a panic too. (I dislocated my knee last Winter and all I could do was sit on the ground grasping my leg until the ambulance came. If I could stay conscious I expect my dwarves to be able to handle it too.) Extremely bad pain could cause them to pass out (surgery without anesthetic? Parts of their body a mangled mess maybe?) but serious wounds might cause them to go into shock anyway.

I'm guessing that Toady will eventually implement a more realistic system someday but I think these changes are important and will effect the way combat operates so should be implemented as soon as possible.

39
DF Dwarf Mode Discussion / Re: I Need Dwarf Names!
« on: June 25, 2013, 10:22:12 pm »
I would be honored to be a dwarf in your Fortress.

Just make me do something badass like train war bears or something :P

40
DF General Discussion / Re: The big picture
« on: June 25, 2013, 05:26:34 pm »
Don't forget the movement/combat split and nonlethal combat including surrendering  :D

This is gonna change how we fight and defend our forts from invaders.

41
DF Suggestions / Re: Demon cults
« on: June 25, 2013, 04:10:30 pm »
Demonma--er--demoman: "Hey, you! Outside my prison!"

Urist McGrouch: "What, demon?! Can't you see I'm on my way to throw insults at the goblins outside that are forcing us to ration the sweet, sweet mead? I've got them today, I spent six hours last night thinking up insults and I'm gon'ta make them cry!"

Demoman: "That's just swell."

Urist McGrouch: "You really think so?"

Demoman: "Yeah, sure. So, uh, when you guys opened up Hell, you intercepted me on my way to yell at them too. I was going to use my power that makes their skin rot off. While yelling at them. Yeah."

Urist McGrouch: "That sounds cool, mister! You sound spiffy. It's a shame your cage is forbidden and I can't let you out!"

Demoman: "Tell you what, sport. I'll give you the ability to make the skin of people you disagree with rot off if you disobey the overseer's direct orders while he's watching you and let me out. I won't even kill anyone. Promise."

Urist McGrouch: "Oh, boy!"

[A PRISONER HAS ESCAPED]

Demonman: "I'll be on my way now. Stay safe, kiddo."

[Demonman vanishes in a cloud of smoke!]

[Urist McGrouch receives power: inflict crippling necrosis. Urist McGrouch is now ecstatic. Urist McGrouch has been charged with treason.]

I like the ideas, gentledwarves. I thought of them as persuasive depending upon personality, like being able to sway dwarves, even ones on direct orders to keep them imprisoned. For example, you might have to swap the guards out monthly(if you even use any) or the demon might make a few worshippers amongst them, causing him to be freed. The demon may or may not take the followers with them and may or may not come back later as an attacking force, bringing the followers as high cultists.

Wow I really like that idea. But I would like that in the future dwarves can be swayed or corrupted by many different things ranging from voting for a specific person to be mayor to helping the goblins get in the fort because they promised to make him/her rich with gold.

It should all depend on their personality traits such as gullibility, laziness, anger, and other things such as loyalty.

42
You consider the game easy.

But the game is easy! That's why people set restrictions on themselves and do megaprojects.

43
DF General Discussion / Re: Those release feels.
« on: June 24, 2013, 07:37:23 pm »
Considering how much framework this adventure update is laying, the next fortress update is probably going to completely change they way we play.

We're gonna have to rethink fortress defense now that combat against multiple enemies is going to be extremely harder now.

No longer can we fend off the entire goblin siege with only a few highly skilled dwarves. It won't be as badass but it'll be more realistic and challenging.

44
Other Games / Re: Most offensive DLC
« on: June 24, 2013, 02:01:25 am »
I've always felt mods in Total War games boil down to a bunch of fanatic history buffs who complain over every tiny historical inaccuracy and demand CA make 100% historically accurate games, down to ensuring uniforms and clothing are 100% authentic. And when CA doesn't, and specifically says they go for a proper historical FEEL, they just complain more...

I cannot play TW games unmodded ever since I used Darthmod for Empire, because of how bad the vanilla version was, and found that I liked it better modded. Plus I like my strategy games more realistic, authentic, and slower paced.

Quite honestly it looks like CA are trying to ruin the Total War series with the changes they are making, control points in field battles in Rome 2 for instance, and it's up to the modders to fix these problems.

More on topic, DLCs don't really bother me that much as long as they aren't like "We're releasing this $20 DLC that should of been in the original game in the first place"

45
DF General Discussion / Re: Those release feels.
« on: June 23, 2013, 01:31:26 am »
I actually have played quite a lot of adventure mode when I get tired of Fort mode.

It's nice to be able to explore the world and not have to look after a hundred dwarves who are too stupid to take care of themselves.  :P

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