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Messages - Zemat

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316
DF Suggestions / Re: Hospitals
« on: August 04, 2007, 08:11:00 pm »
Healing potions/spells where created for games that don't want to bother with the intricacies of health and medicine. But this is DF, I demand horribly complex procedures and requisites just to create a single band-aid. I want to lose hours of sleep trying to figure out how to make them and then cry myself to sleep because I mistakenly cooked the last seeds of the plant that I needed.

Joking aside. I suppose all that heathen stuff about healing will get on board along with the rest of the magic aspects of the game as development progresses.

[ August 04, 2007: Message edited by: Zemat ]


317
DF Suggestions / Re: Dont pull the floor out from under you
« on: December 09, 2007, 12:45:00 am »
Just as a addendum to the original suggestion. Only dwarves with the masonry activity highlighted should be responsible for removing floors and walls. It not only makes more sense, but it also prevents dwarves that aren't masons from wasting time (which is far too long, IMO) removing buildings.

By the way. The time taken to remove things compared to building them is far to long. Building walls/floors should take longer and removing them should be shorter. At least both should be equal on time. Just as an example, masons that recently worked on my house took one week to build a brick wall and only one day to remove another.


318
DF Suggestions / Re: World changing events/cataclisms
« on: January 30, 2008, 11:49:00 am »
Well, it could happen during gameplay in any region other than yours  ;)

319
DF Suggestions / Re: World changing events/cataclisms
« on: January 29, 2008, 11:19:00 pm »
Well, It could work out with just one continent as long as the cataclysm changes it somehow noticeably.

Also, I was suggesting not necessarily meteors but any kind or world spanning event that has a perdurable effect on the history just to make it more interesting.

Anyway, I think that adding geography changing events during world-gen would add a lot of realism and variety to the terrain since it has cause-effect properties that terrain-displacement and other single-pass terrain-gen algorithms lack. It's like what Toady already does when he generates a single embarking area by adding chasms, vents and underground rivers. Only on a bigger scale.


320
DF Suggestions / World changing events/cataclisms
« on: January 29, 2008, 04:51:00 pm »
After watching some controlled cave-in movies where towns are leveled and goblin towers fall but without completely disappearing it occurred to me that during world-gen and maybe even during gameplay (either adv/fortress mode) world changing events should occur like meteor impacts, megavolcanoes, uber-earthquakes, or tsunamies that completely change regions raising islands, sunking lands (leaving cities underwater) and leaving half-leveled ruins that become partially inaccessible or need to be dug down to reach the goodies. Also, this type of events should be added to legends to add to the narrative and lore of individual regions and people.

For example a big earthquake opens continent spanning chasm separating the whole continent in two and releasing hordes of demons that take over half a continent an creating their own demon/goblin civ.

Also it would be cool if good/evil regions where more interconnected in relationship to their alignment so that several evil or good regions end up covering a whole continental area. Maybe this could create world wars, Lord of the Rings style, between good civs and evil civs instead of only free-for-all skirmishes between civs.


321
DF Suggestions / Re: acquaintances list
« on: January 26, 2008, 11:48:00 am »
quote:
Originally posted by Capntastic:
<STRONG>Concerning engravings:   I believe it's because in Fort mode you're given avague overview of everything going on in the fort- stuff is semi-abstracted.

But in Adventure mode, you're personally going up close and personal and inspecting stuff.</STRONG>


Yeah, but still it doesn't make much sense since a lot of info you obtain in fortress mode during play is anything but vague (artifact descriptions are way too descriptive, they only miss the creator's name) and again, even if up close and personal, an adventurer would be not able to tell how was the artist of a particular engraving and whom it depicts (unless the adventurer has a degree in archeology or something).

Vagueness in the info either from the thoughts and preferences or the engravings detracts from the gameplay experience IMHO.

[ January 26, 2008: Message edited by: Zemat ]


322
DF Suggestions / acquaintances list
« on: January 21, 2008, 07:13:00 pm »
Right now, a dorf's thoughs and preferences seems too vague for my taste. For example, we know that dwarfs can make friends, marry, and have babies. but none of that info is sufficiently expressed in any way so we currently have to do detective work to find out who those acquaintances are. Adding a list of current dwarf relationships would help a lot to help player understand why dwarves do the weird stuff they end up doing when something bad vaguely related to them happens. Just to justify my suggestion, we currently can see to which dwarf animals belong to (or vice versa in the case of cats). Why this can't be done with dwarven relationships?

Also, why is there a difference between what is shown in engravings between Fort and Adv mode? It shouldn't be the other way around with dwarves being able to see to whom the engraving refers to as opposed to an complete stranger who happened to stumble up by the ruins "by chance"? I know that the way it's done works like a form of reward for player who recently abandoned a fortress. But to  be honest it's awkward and few fortress mode players are motivated to play adv mode just to find the stuff. Maybe tying quests to abandoned fortresses might help but still I would prefer if I could see the complete info in fortress mode.

[ January 25, 2008: Message edited by: Zemat ]


323
DF Suggestions / Re: Allow unlinking of levers
« on: January 21, 2008, 08:12:00 pm »
You can currently unlink them by removing said building, but yeah, there should be a safer method (ie. removing floodgate mechanisms without incurring the wrath of the seas) or in the worst case there should be a way to reuse mechanisms tied to buildings that are no longer connected to a level/trigger since they currently just stack up and you can only recover them after removing said building.

324
DF Suggestions / Re: Forest spirit.
« on: December 11, 2007, 07:18:00 pm »
Sounds pretty cool.

Can't wait for magic!


325
DF Suggestions / Re: Various philosopher suggestions
« on: December 09, 2007, 07:15:00 pm »
quote:
Originally posted by teabing:
<STRONG>can't we just accept that the dwarven philosopher, like many before him, is nothing but a useless lazy bum that poses as a noble to make a living?</STRONG>

Yeah, but it would be more fun if any noble had some kind of random effect in the game, albeit small, which would either be detrimental or beneficial, other than the sole consumption of food and alcohol. That's the sole purpose of kids.

[ December 09, 2007: Message edited by: Zemat ]


326
DF Suggestions / Re: Various philosopher suggestions
« on: December 09, 2007, 07:12:00 pm »
quote:
Originally posted by Dwarmin:
<STRONG>I think the philosopher should also try to predict the future, and Dwarves who trust him act accordingly. Say he predicts a famine in the coming year, they would start hoarding food for themselves-at their own expense. Maybe the farmers would be loath to start work on what they see as a endeavor doomed to failure-thereby making the prophecy true!</STRONG>

That would more the job of a priest, seer, oracle or any kind of new noble with magical powers  ;). The only kind of predictions a philosopher could offer is the eventual downfall of dwarven civilization due to the abuse of alcohol (which would immediately trigger the tossing of said philosopher into a chasm).


327
DF Suggestions / Re: Various philosopher suggestions
« on: December 09, 2007, 05:22:00 pm »
Not to hijack my on thread but maybe the game could have and extra useless noble called the artist which instead of giving lectures focuses on creating crafts or objects of different quality by taking possession of diverse workshops from time to time. The difference between these and artifacts is that the artist creations not necessarily are of superb quality and they could have a positive/negative effect of dwarves that admire them. These pieces could even be traded or put in displays on several parts of the fort. Which will increase the "artist" happiness because of their exposure.

[ December 09, 2007: Message edited by: Zemat ]


328
DF Suggestions / Various philosopher suggestions
« on: December 09, 2007, 05:06:00 pm »
I was reading suggestions for what the philosopher can do and I just wanted to give some suggestions to add the philosopher some functionality without changing too much his/her overall uselessness             :p.

Someone suggested that the philosopher could give lectures. In order to do that the philosopher could take on meeting halls or areas (which would come as welcomed change to neverending parties).

Now this could turn into two possible events:

- The philosopher becomes popular, increasing the amount of dwarves attending every new lecture which could either boost or degrade the overall level of happiness of attendees. Individual dwarven thoughts should reflect this. For example: "He lately attended a good/bad lecture which made him have good/bad reflections on life."

- The philosopher becomes unpopular, which eventually could produce one of two  possible effects: either s/he becomes a loner who turns int a stark raving mad or s/he gets lynched by a mob.

Additionally, a philosopher from time to time could go into a special mood (being a philosopher s/he should be allowed to go into several moods in his/her lifetime). This mood would be different than other moods though. The moods would only allow him to create special engravings wherever he chooses to (he having no skills for anything other than babbling or doodling on floors/walls). These engravings should have the same effect on approaching dwarves as his/her lectures have by either improving or degrading their respective happiness and also increasing the value of the specific room they are carved into (by a factor related to the philosopher popularity). The moods will not turn the philosopher into a master engraver though. And he will not take engraving jobs except those inspired by his own moods, which again, s/he will place anywhere s/he likes whenever designated or not for engraving.

The way in which a philosopher either increases or decreases the happiness of dwarves and his own popularity should be tied to his/her personality. This will encourage players to keep happy and preserve good philosophers and get rid of bad philosophers. Although philosophers make no demands or create mandates, their willingness to create special engravings and give lectures should be tied to how much the player pampers them with various room assignations and object possessions.

[ December 09, 2007: Message edited by: Zemat ]


329
DF Suggestions / A quick fix for sieges.
« on: December 08, 2007, 08:18:00 pm »
I was thinking on the possible reason why sieges are currently broken and my best guess is that Toady didn't want siegers to act as psychic entities like in the pre-z version where they could hunt down dwarves into the deepest crevices of any fort (due to them using the same pathfinding code as dwarves I presume).

So, I was thinking that a quick but not completely functional way to fix sieges without giving siegers too much knowledge about fortresses is to give them the same pathfinding code of caravans and let them at least reach for the trade depot. Since I presume that, in-game, caravans know the location of the trade depot because dwarves advertise this info to them somehow, then this same info should reach siegers by spying or something, and they should also know how to reach the trade depot by the same route.

Once the siegers reach the trade depot it should be fairly easy for them to hunt down dwarves that approach the location. But, of course, smart players could build the trade depot far from the fortress. Although this would make the trade depot vulnerable to thieves and make the road to it long and unsafe.

Also, maybe siegers could have some sort of pathfinding that only should give them a way to reach any location on the surface of the fortress like open-sky farms, stockpiles, meting places and assigned fishing locations.

This maybe won't make siegers dangerous enough to kill completely a fortress but they could at least harass dwarves enough to drive them underground and disrupt commerce for a long time.

One last thing for a far future implementation: Siegers could be given the option to poison open-sky water sources for at least the duration of a siege which would kill both dwarves and destroy farmlands that rely on those sources. Which would force dwarves to depend on underground water sources or to fight to end the siege quickly and stop the poisoning.


330
DF Suggestions / Re: Dwarves with job preferences/rooms.
« on: December 09, 2007, 12:51:00 am »
Well, if you only designate a room to be a tanning workshop then either you assign one dwarf to be the only tanner or let several tanners work on the same workshop one at a time.

Or maybe if you put several tables on the same shop you could have several dwarves working on them. Although that would contribute to the cluttering and unhappiness of the workers by having less space.

[ December 09, 2007: Message edited by: Zemat ]


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