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Topics - tilly

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1
DF Suggestions / Autospy labor
« on: November 20, 2018, 01:07:39 pm »
Ever wonder exactly how a dwarf died? Do you actually trust that doctor with absolutely zero medical skill?

well with a M.D labour of autopsy you can see exactly how a fellow member of your dwarven bretherin met their tradgic end.
The better you are at analyzing all the bite marks, scratches, burns, or other method of maiming, the better you are at telling a fallen dwarfs tradgic or heroic fate.

Using the stock pile "corpses" in a 'location' labeled as a morgue a dwarf specilist will perform an anatomical once over (observation) and assess damage. Medical knowledge of the dwarf anatomy and issues observed will give a morgue specilist huge boosts in their detailed analysis.
the morgue specilist will then report his findings to a medical cheif designated as a nobel.

would be an awesome little bloat feature to the otherwise mundane reality that is the medical system now. let me know what you think.

2
DF Community Games & Stories / Post your fort!
« on: November 20, 2018, 10:58:59 am »
Just a little thread where the community can post forts they are making or worlds they've built and talk about them.

3
DF Gameplay Questions / Trouble with waffers
« on: June 14, 2015, 10:15:25 am »
Hey everyone, I am playing the latest version of masterwork and have just obtained a couple candy sites. I have successfully smelted wafers, but here in lies my problem. For some reason workshops haven't been using anything that hasn't been designated to a stockpile and furthermore, they haven't used anything from those stock piles unless the stockpile has been "given" to that particular workshop. Having tried various combinations with stock piles I have not been able to isolate the wafers into a specific pile and thusly my efforts have largely gone to waste on the matter.

What I need to know is as follows:
Do wafers have a stockpile reference?
If they do have a reference can it be isolated to a single stockpile tile?
What other information would be helpful?

4
I'm just very curious.

5
Life Advice / Should I be worried?
« on: March 06, 2014, 01:41:04 am »
Just watched a movie with my girlfriend at the theater. It was a love story.
After I took her home I had text her saying that I really enjoyed the evening with her and was glad we got to spend the time together.
and she replies with "Me too... I wish our love was like that lol" like it was a joke and when I didnt respond  she went "No??... yess... maybe??"

I said "we're close but, im happy with who we are. I can't say I'm longing for something depicted in fiction. We just are not them."
and she replies with "I know but, I can dream."

Is this a sign of relationship problems or am I just looking at this the wrong way?

6
DF Suggestions / Search function (ties into look function)
« on: February 13, 2014, 02:02:24 am »
In python language importing the 'time' module allows for text to come at you in timed phases.
Seeing as toady is going for a story telling approach to his game I thought it wouldn't be too outlandish
to propose using a similar function to 'time.sleep()' to describe what you see around you.
Perhaps, allow it to be within a players input of given turns to search which may lead to you
becoming more immersed in the surroundings around you. For example. Say you take 30 turns to search a given area
 you will see (in a town by example) "a person juggling for entertainment... he dropped his balls shortly after... a young stout dwarf entered the area and punched the human in the upper left tooth... which sailed away in a bloody arc. ... ect"

Of course this would all have to tie into a radial line of sight and probably couldnt be designated down to 1 tile for realism.

7
DF Suggestions / ADVENTURE MODE A.I
« on: February 08, 2014, 09:49:07 pm »
an A.I function that will do a check to see if an NPC is occupied in some manor. (can be anything from eating to a job or to conversing npc's)

If that npc is occupied then perhaps there is a 30% chance (variable upon an adventurers reputation level but never exceeds 80%) that that npc will notice you.
 if this npc notices you and is a historical figure in some respect and has a story to tell you he will approach you and
ask if you would like to hear his story.

if that npc isn't occupied in any manor the chance of being noticed increases and for various reasons (past relationships ect)
that being may approach you and perform some kind of action if it sees you as worth an effort of any kind. ( example: a drunk that see's someone weak and wants to brawl)

other variations could be the gathering of crowds of cheering peasants ect.
I' m sure with enough imagination me and you the players could come up with many scenarios in which a function like this could be useful. What do you think?


8
General Discussion / C programming QUESTION
« on: February 01, 2014, 03:23:51 am »
Are there any experienced C language programmers that can answer this question for me?

Is it possible to declare an array and write a code that will increment the size(index total) of the array if needed?

example:

int age[10];
           ^ we want to increment this like a variable.



[Variable example]:



#include <iostream>
#include <conio.h>

int main(int argc, char** argv)
{
int x;
 x = 0;
       if (2 == 2)
       {
           x++;
       }         
printf("%d",x);
getch();

return 0;
}

9
DF Suggestions / Open Source The old 2006-2008 versions of DF?
« on: January 29, 2014, 02:38:03 pm »
I would very much for one like to see some of the inner workings of the first versions of DF but, I highly doubt this one will even be considered.

10
DF Suggestions / Legends mode suggestion
« on: January 28, 2014, 12:03:11 am »
Don't know if this has been suggested or not but, I have noted toady saying something about being able to go into these battles you see in legends mode. However, I would like to suggest maybe giving us the option to watch say 200 turns worth of the battlefield they occupy like a movie.

11
DF Suggestions / Pressure pump (MACHINERY)
« on: January 26, 2014, 10:27:26 pm »
A variation of the screwpump in theory which will pressurize liquids and say if linked up to a pressure plate or lever can be used as a deadly weapon or can spray water in fountain like proportions. Options to set to spray in any direction.

12
DF Suggestions / The introduction of low walls
« on: January 26, 2014, 01:14:11 pm »
The concept is really simple. I almost don't even want to suggest it because it probably has been talked about alot but, i cant find anything about it so...

Half-walls.. Walls you can see over directly but will still hold 3/7 water without overflowing. unlike fortifications which will expel it mercilessly.
If anyone knows anything ingame already that acts like this, please let me know asap.

13
DF Dwarf Mode Discussion / Windmills and waterwheels
« on: January 25, 2014, 10:40:37 pm »
I have a question about them... Do they need to be connected to each individual machine?

14
I think this idea needs attention from DF players.

Originally Liamar had suggested a better design designation system. I wrote this in his post and would like a discussion on the idea either here or on his post. I believe it deserves some spotlight.

"I can see this being done in a separate menu maybe using a mouse painting system. After which you can set to place anywhere on the main map.

Dwarfs would then I would assume have to always start with floors then prioritize corner walls and fill each section of wall from the outside in; unless toady decides to make a system that builds it all at once with wait times suggestible by space consumed.  However, that eliminates a lot of what dwarf fortress is.

Another option would be to allow us the option of prioritizing the corners ourselves to avoid dwarven confusion (paint by numbers anyone?). This could also lead to a new noble that uses the architecture skill or at least a more advanced form of it. Depending on how Toady would prefer something like this to work. [edit: I am however fancying the paint by numbers/colors idea even if it uses the um kh system already in place. 1. it takes a huge workload off of toady to make everything dwarf operated with little user input using logic which will always be buggy because its not organic. 2. it would be a heluva lot of fun. 3. it would make a great architecture simulation program that may even be useful to the experienced architect for testing out design and build methods.]

Architecture could definitely be more user involved using say crafting materials to bring up such a menu and at an architects workbench/office."

15
DF Suggestions / A suggestion of scaffolding
« on: January 21, 2014, 09:00:27 pm »
I haven't seen much on scaffolding in all the time ive been here on BAY12 forums. In fact it's been never.

My idea for scaffolding is done much like a paved street except it can only be horizontal or vertical 1 tile wide maybe two wide (if ramps are the preferred method). They can be 3-10 tiles and would be the only option at least at this point, to ascend Z-levels from a placement menu. They have either stairs or ramps (whichever works best) at the end of each run that inverse on each z-level and preferably these would work like the paving of a street only 1 z-level at a time. What do you guys think?


Note: these can be used for multi z-level constructions above and below ground. Most dwarven settlements in most lore do have large open spaces in there homes and that's one thing I noticed this game does not have the ability to do effectively and efficiently at this point. Something like this would most certainly help with that.

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