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Messages - SwiftSpear

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16
DF Announcements / Re: Dwarf Fortress 0.27.169.33a Released
« on: November 01, 2007, 04:24:00 pm »
quote:
Originally posted by Name Lips:
<STRONG>You know, Toady, if you just turned off your computer and went on vacation for a week, nothing dire would happen. You deserve a break.</STRONG>

LIES, YOU MUST KEEP CODING OR THE GOBLINS WILL GET YOU!


17
DF Bug Reports / Re: sea nettle JELLYFISH bone bolt?
« on: November 01, 2007, 04:26:00 pm »
Do actual jellyfish drop bones when you kill them?  How did you get a jellyfish bone?

18
Just ignore it when off profession dwarfs strange mood to your crafts shop.  They might be technically "stone crafters" but that doesn't mean they aren't still proficient hunters.  After you get one, keep him busy, and just let the other ones continue on in their old jobs.

19
DF Suggestions / Re: Remove trader negotiation
« on: April 11, 2008, 12:54:00 am »
quote:
Originally posted by Align:
<STRONG>Well, he's got the goods. Monopoly allows you to set your own prices.</STRONG>

I'm reasonably satisfied to not trade.... I mean I don't really need the stuff this guy has, it'd just be nice at this point in time.  However, what I really really want here is the trader to not be retarded.

20
DF Suggestions / Re: Remove trader negotiation
« on: April 10, 2008, 03:05:00 pm »
It's not so much the fact that the trader IS trying to negotiate that bugs me.  It's the fact that he's frigging retarded, he adds on a 10000$ profit for himself when when the transaction before was 3000$ of goods changing hands with a 1000$ trader profit.  It's not feasible, it just pisses me off.  If the trader is allowed to get pissed off when my dwarf trader makes bad offers, then why are his offers so ridiculous?

21
DF Suggestions / Remove trader negotiation
« on: April 10, 2008, 05:33:00 am »
No you moron, I don't want to trade all my iron and steel armors that I specifically traded from the humans for my military so the mountain home can make 10000$ profit on what is supposed to be a 2000$ transaction.  I thought the 1000$ profit I was giving you was already pretty damn fair.

Ok, granted I put the item in the trade depot in the first place, but FFS, it's buried in one of my 25 armor bins full of leather and other assorted crap dead goblins gave me... I can't really selectively remove it before it goes in the trade depot, and it's definitely not my fault the damn retard military dwarfs just sort of forgot to pick the stuff up the entire last year it's been sitting around rotting in bins.

ARG, this is the most frustrating thing ever.  It makes trading impossible when I can't even trade a couple barrels of dwarven wine into my fortress for a few stone crafts without the opposing trader demanding the most expensive iron plate mail I have in my fortress.  Maby you can get the plate mail in a different transaction, but I'm sure as hell not casually tacking it on in a transaction where I'm already giving a 40% profit margin.

Seriously.  If a feature like negotiation is in such an unfinished state don't put it in the game yet D:

I have done sales work, it doesn't work to demand a customer buy's a new laptop when they came in for a USB cable.  That's essentially what the traders in game are doing to players right now.


22
DF Suggestions / Re: Power goal: Gollum!
« on: April 10, 2008, 05:36:00 am »
There's alot of cool story based stuff that could be added into the game... but it's still a bit rough in other more important ways right now IMO.

23
DF Suggestions / Re: A new metal: Tungsten
« on: April 10, 2008, 05:19:00 am »
quote:
Originally posted by Sean Mirrsen:
<STRONG>And I dislike the idea of adding tungsten and titanium to the game, because the first is too resilient to be smelted in a magma smelter, and the second would require electricity to procure in usable form. I've made a minor deviation from that to include molybdenum, but that's not as unfeasible as tungsten or titanium...</STRONG>

Bah, I still think it's stupid to let real world physics poison the gameplay flow in a game with dwarfs that can drill through the earth at just a tick below full run speed.

There is really only one rare manufacture metal right now, and that's steel.  Iron is easy to find, and the game starts you with iron and steel items... There's very little reward in deepening your fortress in regard to discovering more valuable gameplay relevant materials, it's basically iron, and only iron.  Gold is sort of valuable, but only really in terms of trade.

It's a mythical universe, why not allow mythical materials?  Adamantium is cool, but 95% of games won't see it, it's obscenely powerful when it is in the game, and if you decide to play the adamantium mining game it's basically it's own contained minigame, it doesn't have the same natural flow of the fortress growth game.  IMO there should be a feathering of rare and strong materials between iron and adamantium that require different manufacture methods and fortress setups to get to, but are more predictable than adamantium.  Iron is the staple metal in the DF universe, it's just frustrating that there is only 2 weapons metals above the staple, and only one that is actually achievable for most games.


24
DF Suggestions / Re: Disabling nobles
« on: April 10, 2008, 05:46:00 am »
I agree.  The game currently encourages the player to drown nobles anyways.  They're a pointless impediment to play.  I mean, even the dwarven economy is so immensely frustrating... but when you think about it, it's because none of the real world economy drivers are actually present in DF.  Dwarfs always just take whatever they need, and they never get in disputes over possessions or violate eachother's sovereignty.  There's no reason to apply economy or law to them, because they are effectively perfect before those things come into effect, so when economy and law ARE applied, it's just a frustration, because it's completely arbitrary.  The game needs a more advanced motivation and emotion system before economy and law make sense, and until those things do make sense, nobles are useless, the player is all the overseeing the DF fortress will ever really need.

25
DF General Discussion / Re: New release donation pool
« on: October 03, 2007, 06:01:00 am »
How much does felix owe so far?

Frankly, that's the part I find most satisfying  :D


26
DF General Discussion / Re: Blasphemy!
« on: July 22, 2007, 10:19:00 pm »
Realistically speaking.  If you advertise DF pretty much anywhere, isn't one of the first things you say "the graphics might seem pretty bad but..."

The reality of the situation is, the ASCII style graphics DF uses is just different than anything conventional gamers are used to.  Once you see it in all it's glory in DF (blood from a large battle pouring off a bridge and streaming down the river is a pretty awesome sight for example) it can be as rewarding a graphics system as any other system I've ever seen.  The imagination really tends to take over and populate the massively simple scenes with something far more entertaining than real graphics could ever show anyways.  But you can still never really escape the reality that the graphics are very very simplistic.


27
DF General Discussion / Re: Future of the Fortress
« on: September 13, 2007, 10:26:00 pm »
quote:
Originally posted by Name Lips:
[QB]
Not just worms! Goblins are traditionally delvers of the deep places, too. They're just not as good at it as dwarves. imagine tunneling accidentally into a goblin colony! Or a network dug out by giant ants. Or the abandoned detria of such places, long since abandoned.

AWESOME!

quote:
Perhaps certain magical creatures could just phase through the earth (like Xorn in D&D) because they're so in tune with it. They could literally just step through the wall and hold dwarfs ransom for gold and jewels, then vanish into the wall from whence they came.


Ugg, no.  Such a creature would be impossibly to sensibly design the fort against.  It would make players incredibly paranoid to have to deal with them in addition to all the other forms of attacks.  FFS, stuff jumps out of your wells.

28
DF General Discussion / Re: Future of the Fortress
« on: September 12, 2007, 05:06:00 am »
quote:
Originally posted by Toady One:
<STRONG>Nothing will be finalized until just before I get started today, pretty much, but the endgame timer should go.  It isn't really a "too deep" ending if you mine one tile and die.  The stuff has to suck you in.  You should get a bit, want more, take more, want more, take more, get too greedy and be wasted with prejudice for it to be in the proper spirit.  Having you be the one that gets greedy rather than the ruler seems more satisfying, though I can understand why the ruler would make the mining mandates and I haven't quite sorted out if I'm going to keep them in some form.</STRONG>

As a gameplay matter, unless you intend on making the nobles significantly useful next version, leave out mandates.  In the current DF the nobels are just a massive hassle, which means primarily I drown them.  It makes me feel like a total asshole playing the game, but seriously, all they do is whine and wreak stuff.  I have nothing against a player drowning dwarfs he doesn't like, but I think it's counter productive to have the game punish a player for NOT doing so.

There should be pro's and cons for choosing to take actions such as genocide.  The pro's are pretty obvious, a dwarf that is causing a hassle abruptly stops doing so... what we really need is a sensible system of cons so the game reflects some semblance of real world ethics.

In DF the player effectively represents the mass consciousness of the fortress.   Ideally a game like this has the fortress slowly grow to reflect the character of the player over time, especially since our utopia's and dystopia's are the game world for RPG players coming back in and playing through in adventure mode later.


29
DF General Discussion / Re: Future of the Fortress
« on: July 26, 2007, 05:40:00 pm »
Do mills require water movement?

30
DF General Discussion / Re: Future of the Fortress
« on: July 20, 2007, 04:23:00 am »
Is DF that geologically accurate?  It seems from the screenies I've seen that ore seams are just kind of strewn semi randomly throughout the mountains...

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