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Messages - Turgid Bolk

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271
DF Suggestions / Re: How to handle addy in next release?
« on: September 03, 2007, 03:49:00 pm »
quote:
Originally posted by puke:
<STRONG>
thats, uh, prettymuch how it works now.  at world creation, demons are placed under several of the major mountain ranges.  one per mountain range.  in adventure mode, you can hear the legend (or see artwork about, or whatever) that "in a time before time, Whatshisfuzzy the Demon was encased in adamantium beneath the Pointy Spines of Mountaineyness." and when you too-deep a fortress in that mountain range, you can go back and hunt Whatshisfuzzy.  unless he fell into the chasm, or something.

"bubbles" of adamantine that house demons would pretty much perfectly preserve the existing gameplay and endgame.  except that you wouldnt have as much adamantium.</STRONG>


Yes, but in the new version you can place your fortress anywhere, so it'll be much harder to find adamantium. Not every mountain will necessarily have it, or demons. And even if every range does, you might be at the other end of it from the big mama demon. So you might have to work a bit harder to find the good stuff.

I think the gameplay will be pretty different, since there isn't a standard geography/layout to every site, and the end game will be removed. So if you "too deep" and release a huge demon, you don't get an easy text screen...you have to face the damn thing or watch your dwarves burn! Bwahahaha!  :)

[ September 03, 2007: Message edited by: Turgid Bolk ]

[ September 03, 2007: Message edited by: Turgid Bolk ]


272
DF Suggestions / Re: How to handle addy in next release?
« on: August 30, 2007, 04:40:00 pm »
With Z-levels, I don't see how random "pits" would work. Shouldn't a pit be pretty deep? Would you just have addy at the top, or all down the sides of the pit? Demons in a kind of "bubble" of adamantium doesn't make much sense to me either. What are they doing in a little bubble? I guess they could have been trapped there long ago or something.

Maybe the demons could have a sort of tunnel system around adamantium deposits, leading deeper into the earth. That way you get a few little deposits for free, then uncover one of their tunnels. You can try to block up the tunnel again (with rewalling), but to get more addy you have to fight your way deeper into the tunnel system. This way the demons have kind of their own biome, still seperate from the chasm, but they have their own society and feed off the adamantium or something. The walls wouldn't be solid adamantium, just tunnels connecting different veins, all leading to the big demon in the central "demonhome" or whatever. This would make for an interesting war over resources deep under the mountains.

Not all mountains would have enough adamantium to attract the big guy, of course. Some would just have small tunnel systems, or maybe only a couple demons.

Oh, and if you hear about "In 4, Suchandsuch was imprisoned deep within Craggypeak," or "Lonelymountain lies to the west. Demons call it their home," it could tip you off to where adamantium lay.

[ August 30, 2007: Message edited by: Turgid Bolk ]


273
DF Suggestions / Re: Static bridges
« on: August 25, 2007, 12:06:00 pm »
By static do you mean "not a rope bridge"? AFAIK all bridges are the same right now, that is, made out of rock or metal. Drawbridges can be built anywhere without regard to where they hinge, even over water. Maybe I just don't understand what you want added to the game.

I don't think there'd be much point to building unsteady rope bridges in Fortress Mode, even if rock bridges took longer to build or something. Having your adventurer trying to cross a wobbly bridge of rotting wood over a canyon might be pretty fun, though, especially with z-levels in. Maybe elves would favor rope bridges if they ever needed one.


274
DF Suggestions / Re: Economics discussion panel
« on: September 13, 2007, 06:01:00 pm »
quote:
Originally posted by Nil Eyeglazed:
<STRONG>So it shoves your haulers into the barracks? Tough, man. Learn a trade.</STRONG>

Uh, I'm not an economics major, but if that was the case, wouldn't everyone learn a trade? Would hauling jobs ever get done? I assume there's some system that increases the pay for jobs the longer they sit? Could you increase the pay or priority of a job directly (e.g. Someone move this food NOW)?

Also, it seems like you could doom a dwarf to poverty by never enabling a skill for him besides "stone hauling," even if your fortress relied on his work. Or would you take skill assignment out of the player's hands, and have dwarves do whatever tasks suit them (based on prefs, personality, and how badly they need the cash)?

In any case, it all looks very cool and well thought-out. I wouldn't be surprised to see a lot of this get implemented. Welcome to the forums!


275
DF Suggestions / Re: Economics discussion panel
« on: September 09, 2007, 11:17:00 pm »
I just found a nifty essay on MMORPG economics, which has some relevance here, and besides that it's damn interesting. Check it out here.

276
DF Suggestions / Re: Economics discussion panel
« on: September 07, 2007, 01:45:00 pm »
quote:
Originally posted by Tamren:
<STRONG>The current system seems to use the value of the material itself, but that can lead to problems as well. Say you were paying for a solid platinum statue. In order for you to pay the artist for the material used you would have to give him the statues weight in platinum coins! And then add even more for his effort and time.</STRONG>

Well, in adventure mode the coins pretty much are just tokens, as they have no value outside the particular civ, but I suppose they still need the metal to make a proper coin.

You wouldn't have to pay the artist all that platinum, cause it's not his platinum raw materials. The platinum he used belongs to the you (i.e. the government). You only commissioned him to sculpt it. Therefore, you pay him the appropriate sum for his services, based on his skill or the quality of the statue. You provided the raw material so he gets no extra pay for that.

Unless you meant some individual was buying the statue, like at a shop...but in that case the artist could afford the material, so some other dwarf can probably afford the statue, and also probably has a concentrated form of wealth like gold bars or gems. If they had banks, he could just pay with a "check" or something. The artist probably wouldn't make the statue unless someone could afford it and requested it specifically, or he just really wanted a platinum statue for himself. (By the way, this leads to the question of whether a dwarf could "build" his statue somewhere, or if you would have to place it for him. Same for a new bed, or armor stand, etc.)


I would think all raw materials belong to the government by default (who commissioned the digging/killing of the animal). I suppose the miner's guild could own whatever they dig up, but they would have to buy the rights to the land and minerals they intend to dig. That would be an interesting experiment, because then the whole fort could basically run itself, the miner's guild would dig for ore and sell it to the smelters, who would refine it and sell it to the metalworkers, etc. etc. Dunno how that would work for other materials like bone and skin...the military is under your control, so anything they kill is yours, but what about stuff the hunters kill? Would trappers own the animals they catch? Woodcutters selling their wood? If food worked the same way, you'd want a balanced way for kitchens to pay farmers the for crops, making sure that demand is met...on second thought, that all seems way too complicated. Viva la communisme!

Maybe we should rename the game "Fortress Economics" (Forconomics?)

[ September 07, 2007: Message edited by: Turgid Bolk ]


277
DF Suggestions / Re: One more metal....
« on: September 21, 2007, 12:03:00 pm »
Ambersteel sounds good to me.  :) As for whether Toady will even put something like this in the game...

278
DF Suggestions / Re: One more metal....
« on: September 18, 2007, 04:18:00 pm »
Meladelamite sounds silly to me. If anything I don't think it should have an English ending mixed with elvish, tho I suppose "meladela" would work. I do like "çwinire" very much. Or we could go with the rest of the metals and take the name directly from English, say "elvish steel," "hardened sap," or "steel-sap", no translation needed.

No offence meant, just my 2 cents.


279
DF Suggestions / Re: Sports
« on: August 16, 2007, 03:47:00 pm »
quote:
Originally posted by Lightning4:
<STRONG>

Do you still get to flood them with magma?!</STRONG>


Only if they win.  ;)

This is related to the Arena thread and (as Toady says there) Bloat 233, "ARENAS, (Future): Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries."


280
DF Suggestions / Re: Zoom to toggle for dwarf deaths
« on: August 14, 2007, 03:52:00 pm »
But if I'm strip-mining in two seperate areas, and mining limestone from the river, and mining some new tombs and bedrooms, and he could have gone to the main dining room or the one near the magma, it would be nice to just find him immediately.  Many fortresses get huge.  This would also be helpful in finding the animals your hunters just killed so you can put a stockpile under them.

281
Other Games / Re: Dwarf Fortress enters Half Life 2
« on: October 29, 2007, 12:26:00 pm »
Seriously, it doesn't take any special program to make a screenshot. Press Print Screen, open Paint or what have you, paste, then save.

282
Other Games / Re: Wurm Online!
« on: November 03, 2007, 01:26:00 pm »
The point is to increase your skills and improve your gear, so you can make more cool stuff and kill more baddies. The other point is working together to accomplish goals. The other other point is exploring the world, because it's beautiful. And on Wild server, another point is furthering the war effort.

For instance, right now the group is working on rebuilding an amazing settlement (originally made by SA goons some time back). Personally I'm working on healing, gathering, farming, and metalsmithing skills, while others are working on whatever they like and needs doing. Some are into cooking, some weaponsmithing and fighting, some mining and carpentry. Then there's personal challenges you can set for yourself, like Sappho who is determined to be the first to the peak of the tallest mountain in the land. Eventually we may move on and build our own site, maybe at the top of that mountain! Of course you may choose to go it alone, too, which makes it more challenging to complete big projects, but potentially more satisfying if you manage it.

Basically it's very fun and rewarding to make and do things that help you and the group. Every "quest" is dictated by the actual needs of the group, or is something that helps you reach your goals, so everything you do is meaningful. Instead of being told "Go bring me 10 plump helmets" by some stranger, you *want* to go find 10 plump helmets so you and your friends can use them. It's fun (and free)!


283
Other Games / Re: Wurm Online!
« on: November 02, 2007, 11:21:00 am »
I'd liken the combat to DF combat. It's pretty abstract, but the game does inform you where the hits are landing, and weapons and shields matter. ("The Young Deer bites you hard in the left upper arm.") It's not quite as detailed and bloody, but pretty satisfying to me. Also, part of the fun is trying to make and improve your armor and weapons. Not buy better gear, but actually improve your stuff at a forge.

I'm a healer, not a fighter, but seeing a Young Huge Spider on the road ahead scares me pretty bad. 'Specially at night when they're hard to see!


284
Other Games / Re: Wurm Online!
« on: November 01, 2007, 08:51:00 pm »
May I present, Uvellakish "Bearback", a Dwarven Settlement!

It's only a size 5 homestead at the moment, with me as the sole citizen. This just prevents people from claiming the town. Once (or if) we make some good money we can upgrade it to an actual village, and all become citizens. Good times!


285
Other Games / Re: Wurm Online!
« on: October 28, 2007, 02:25:00 am »
Posted some more photos at the photobucket: http://s240.photobucket.com/albums/ff217/dfwurm/

I may have to abandon the fort when DF releases, guys. I'll come back once I get my fill of DF (if such a thing is possible).


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