Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Turgid Bolk

Pages: 1 ... 14 15 [16] 17 18 ... 32
226
DF Suggestions / Re: A potentially unpopular suggestion
« on: November 15, 2007, 04:24:00 pm »
quote:
Originally posted by qalnor:
<STRONG>I've never personally used it but I think there is a program which helps with micro on the wiki.</STRONG>

The Dwarf Foreman and LabourDF programs help immensely, but this kind of functionality really should be integrated into DF at some point. I agree 100% with this thread. However, I can see why it hasn't been done yet. Unfortunately it probably won't be a focus for quite awhile.

In the meantime, the wiki page of utilities can help some.


227
DF Suggestions / Re: A repeat how many times function.
« on: November 11, 2007, 02:27:00 am »
Both commands work.  ;)

228
DF Suggestions / Re: Better scrolling
« on: April 28, 2008, 09:04:00 pm »
I'd like to second/third/whatever the idea of a single-tile scroll button. Doesn't even have to go in the init. Just make it ctrl-arrow, similiar to shift-arrow for fast scrolling. That way it doesn't get in anybody's way if they dislike it.

Sometimes I want to get a certain view of a feature on the map, and this would help greatly. I don't care for the acceleration part of it, but that could be part of the new command to. Tapping it moves one tile, holding it begins to accelerate.

As Sergius says, there's ways of satisfying everyone. We're not all tied to one way of using the interface, or one way of playing the game.


229
DF Suggestions / Re: immigrants bring stuff.
« on: September 24, 2007, 04:33:00 pm »
I like the idea, too. If they planned to immigrate, a group would probably bring a wagon to carry their stuff with (like Oregon Trail). They'd at least bring enough food to eat on the journey, and would have a little left over when they arrived. Small groups would probably just carry their supplies in backpacks, but true nobility and high-ranking merchants would travel in as much luxury as possible.

Of course if they were refugees, they may well show up starving, miserable, and wounded, with only the xclothesx on their backs.


230
DF Suggestions / Re: Some speed suggestion
« on: September 29, 2007, 01:16:00 pm »
quote:
Originally posted by Fedor:
<STRONG>1. The flood code. When you start a flood, the game slows down drastically. Based on how floods propagate and what the game needs to calculate as it spreads or retreats, this slowdown is unnecessary (except perhaps for safety, and safety can better be got by a message and a pause) on a "coarse grid" simulation like this one.</STRONG>

This code was rewritten for the new release, and Toady says it should be faster now. The animal slowdown mostly comes from pathfinding, particularly when they can't find a path to wherever they want to go, which is why caging/chaining everything is a good idea. I don't recall Toady working on this, but hopefully it's better.

I get similiar results to John Johnston's, on a similiar machine (though only 512MB RAM). Mine fps is a little lower, but I play with weather on. Of course it is still alpha, and I hope I'm able to play the new version with at least 20 fps. *crosses fingers*


231
DF Suggestions / Re: Wood floats, right?
« on: September 21, 2007, 07:14:00 pm »
I know boats/rafts are definetly going in at some point. No word yet on if we'll be able to float our wagons across rivers.

232
DF Suggestions / Re: User Interface
« on: September 19, 2007, 06:17:00 pm »
quote:
Originally posted by Magnulus:
<STRONG>(Oh, and I know what you veterans are thinking: "Who's this little twerp to come in here and demand change?! He wasn't here in the beginning, he has no right!" and you're probably correct.</STRONG>

Actually this community isn't like that at all (that I've seen). Since the game is still in "alpha" and is still being heavily developed, everyone posts their suggestions and ideas, and builds on other's ideas. It's really quite nice.

This topic has come up before, but it seems people still had things to add (and the search function isn't the best). Hopefully this post will be easy to find.


233
DF Suggestions / Re: Fords
« on: September 18, 2007, 03:04:00 pm »
As I understand it, rivers are now divertable, and will change shape and direction if the land changes. I don't know if they have varying depths, though. That would be really cool, and it would make boating a little more interesting, since you might run aground if your draw is too deep.

I also agree it would be nice to dig channels of varying depth, maybe just "shallow" and "deep" channels, so you could walk through the shallow ones.

Anyway, you can always build a bridge or swim, 'til Toady makes (even more) realistic rivers.


234
DF Suggestions / Re: Take notes
« on: September 15, 2007, 06:46:00 pm »
Yeah, my first idea was just have a little text editor built-in, so I wouldn't have to open a seperate program to see my notes, and also so it could stay with the save (for playing multiple forts, or sending to others). Maybe having a little text string on buildings would be easier to code, though. I think both will be needed eventually.

235
DF Suggestions / Take notes
« on: September 14, 2007, 11:49:00 pm »
I'm pretty sure this wouldn't be too hard to implement: a way to take notes for yourself. It would be nice for keeping track of plans for expansion, or problems you want to come back to, or even what lever does what. And it would be especially useful for coming back to a long-neglected fort; I know it takes me awhile to figure out what's what when I haven't played a fort for a week.  This would also be great for succesion games, since you could leave notes for the next ruler; likewise for adventure mode. I know I can use a paper and pencil, and I have, on occasion, but it would be ideal to have it in-game.

The way I imagine it in simplist form, is just a screen with a text box. The text would get saved along with the fort. It might be a little tricky to make it so you can move your cursor around the text (to edit and delete), but well worth it I would think.

For bonus points, or further down the line, make notes attached to any building/item/dwarf/whatever. Basically from anything you can look at, you could also access a note screen for that thing (sort of like the [y]customize screen for dwarves). All your notes would be visible from the main note screen, too. You could also leave notes not attached to any item, but just with the camera on a certain spot, like the map archive's Points of Interest. From the main note screen you would have a '[z]oom to object/location' command, which would work just like the 'zoom to creature' command on the units screen.

I'd be happy with just a text box screen, though. Then I could write down how many bedrooms I have ('til a bed-counter goes in).


236
DF Suggestions / Re: Manufacture different sizes
« on: September 15, 2007, 12:43:00 am »
quote:
Originally posted by Cosmonot:
<STRONG>Custom armor sounds like a serious pain in the neck. No, please.</STRONG>

I agree, however it might be workable to just have a few different sizes, rather than custom armor for every single dwarf. Some dwarves would take 'small', some 'medium', some 'large', and some 'XL' dwarf armor. Humans would have a similiar thing, but theirs would still have to be human armor. That way it makes a little more sense than spandex, but doesn't make it annoying: just make sure you produce a variety of sizes. We already produce a variety of clothes and pieces of armor.

Nobles or rich dwarves could still get custom-fitting clothes for a happiness boost (much like real custom-tailored tuxedos). Of course, artifact clothes and armor would be custom-fitted to the maker. Custom items would still be wearable by other dwarves of similiar size, but wouldn't give a happiness boost to them. A dwarf could even wear items that weren't their exact size, but would get a slight unhappy thought from it, and would seek out better fitting clothes and armor when possible (maybe giving precedence to quality or material).


237
DF Suggestions / Re: Creature idea that really stinks
« on: September 13, 2007, 10:03:00 pm »
Actually it might not be a bad idea to have dwarves start stinking. I mean, a week or two is okay in medieval times, but to go months without washing? Years? Maybe they wouldn't even use soap, but an occasional bath is in order. Particularly for true nobles and diplomatic dwarves.

238
One thing that would work well here is to be able to drag or carry people. You can dispose of bodies easily enough, but how about just knocking out the guards and dragging them out into the woods. Or just drag them to an empty house, tie and gag, then leave them to be discovered in the morning.

This would be especially useful for stealing that cool weapon or armor, since you probably don't have one yet (that's why you need to steal it).

Some kind of face mask or disguise might help, too, so they can't identify you when news reaches the next town over. I'm pretty sure that's already in the devs, though.


239
DF Suggestions / Re: Solution to the problem of dwarfs who can't afford avai
« on: September 11, 2007, 02:06:00 am »
So nobles and legendaries would automatically get the best rooms? Sounds good. By the way, I believe your idea irmo is called a "bubble sort" algorithm, which I think would work fine for small and rare changes in room value, but may be kind of slow if you suddenly decide to engrave half your rooms or something. As long as the whole list gets up to date every season it's no big deal, though.

I think we should be able to directly assign dwarves to rooms, regardless of cost. Maybe you couldn't give too many dwarves tax breaks, or leave too many legendary rooms empty, without the manager getting peeved, but putting your workforce where you want them should be possible.


240
DF Suggestions / Re: Giant and dwarf creatures
« on: September 04, 2007, 03:41:00 pm »
I like the idea, as long as it's pretty rare. Just imagine your amazingly large dwarf becoming your gladiatorial champion or military general. It just adds more flavor to the world. Of course, having measured height would do the same thing, i.e. "Onul Miniforge is slightly shorter than average," or even "Urist Snootynose is overweight due to his gluttony."

Pages: 1 ... 14 15 [16] 17 18 ... 32