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Messages - coolio678

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511
DF Suggestions / Re: New culture suggestion (also a mod concept.)
« on: December 19, 2011, 04:32:33 pm »
Which brings up an odd question... what would kill a soul doll? if the gem within which the soul resides is physically separated from its body, would that be its end? It seems that that gem would continue to be imbued with the doll's spirit, and could perform its treachery with ghostly fingers until it's given a new body, or destroyed... but how does one destroy such an evil object?

"The ring cannot be destroyed, Gimli, son of Gloin, by any craft that we here possess. The ring was made in the fires of Mount Doom. Only there can it be unmade. The ring must be taken deep into Mordor and cast back into the fiery chasm from whence it came. One of you must do this."

maybe kill it via smashing the gem? Also, is this gem the heart or brain of Dolly Jenson?

512
DF Suggestions / Re: Oddities
« on: December 19, 2011, 04:24:38 pm »
I'd love a submerged streams, to build a submerged waterwheels on at some point.

I'm not entirely sure you know how a waterwheel works. You can't exactly submerge the whole thing!
says a person who plays a game where we can link a waterwheel to it's own power source.

513
pretty good idea. I don't know how many times I've had a brewer who hasn't had the brewer labor enabled upon immigration, among other labors.

514
DF Suggestions / Re: Floods and dams.
« on: December 17, 2011, 09:51:57 am »
could be fun. I do like some stray animals, or a crazed dwarf running down the river being the warning. Or, if the civ at the dam was abandoned, it could just happen, or say "The dwarves hear a great thunderous noise in the distance"

515
DF Suggestions / Re: Personalized designated rooms
« on: December 16, 2011, 03:49:40 pm »
this idea is a little out there, but maybe there could be a way to allow dwarves to decorate their own rooms. Say you set up a bed, and you could then set the size of the room, and have options like
allow claim:C
free decorate:D

allow claim would allow a any dwarf who doesn't own a room to claim it.  Free decorate would let a dwarf grab any furniture (you can set a materail/ value cap on it, most likely) and urist mclandlord will happily go off to decorate his room with all the nice chairs, cabinets, socks, chests, and engravings of his choice. urist will place chair next to tables if they have one, and cabinets next to walls. Also, if an engraver isn't busy, they could assign urist mcchisel to carve the nicest images of the previous militia captain getting slaughtered by goblins. If the dwarf dies, or you personally evict him, the engraver will smooth out all the walls again, and everyone will haul back the furniture, minus the bed.

It''s probably difficult to program, but it could be kind of nice to see dwarves arranging their furniture how they like, using their favorite materials.

516
DF Suggestions / Re: Tips and Tricks for managing loadsa dorfs?
« on: December 16, 2011, 03:29:49 pm »
boy, wait until you hit 100 of those little buggers.

and yes, this should go in the gameplay questions forum.

517
DF Suggestions / Re: Deactivate 'offer' when any caravan items are selected
« on: December 16, 2011, 03:16:11 pm »
when I first started playing, I made this mistake. I hadn't read the whole wiki page first. It could be helpful to people who are getting their first caravan.

Somewhat unrelated, I thought making import deals with  the liaison was giving me the goods I selected, instead of making the caravan bring more of that the next year. so maybe there could be something to clear that up, like "import agreements with XXXXX for next winter" on the top of the screen.

518
DF Suggestions / Re: Release Suggestion: Other Bone Products
« on: December 13, 2011, 03:04:49 pm »
Bone uses in fantasy... are what I know  I dunno about RL uses.

In one fantasy book, there was a cannibalistic group that inducted its young recruits into the army by eating a mysterious meat.  This meat was as it turns out, slain trespassers on the groups turf. 

Well to make a long story short, when a warrior-father died his forearms were removed, elbow to wrist, and given to the eldest son.  A prize, or heirloom, of the mans accomplishments.  Tradition had it, the boy honed down the fathers forearm, to a piercing rapier dagger point.  And then spring loaded it under his own forearm, in a wristband sorta contraption.  It was a last strike weapon.  Legend had it, if the father's acts in life were noble, that hidden rapier would protect the son from certain death if captured or ambushed. 

Very interesting idea, I thought.  It was from the Seeker, trilogy of books, I believe.  Terry Goodkind, I believe. 

Incidently, grout is my favorite use of bone.  Any above ground structure, should require mortar.  Grout is a mortar made from bone, I think, like in the movie 300.

Sincerely,
Knutor
I now want to read that book.

519
DF Suggestions / Re: 'Test Run Mode' for DF returning standardized score.
« on: December 12, 2011, 03:04:03 pm »
sure, it could be useful, but I found out if my computer could handle the 5x5 embark by simply playing the game.

520
DF Suggestions / Re: Connecting Siege Engines to Triggers
« on: December 12, 2011, 03:00:23 pm »
The siege engines would fire their projectile in a straight line, with a random, slight "tilt" off-center.
As far as I remember, accuracy depends on quality of engine, so no straight lines with a slight tilt.
It could be interesting to create a huge balista array and set it off at once, though balance ruining.
You still need to reload manually, and they won't be 100% accurate. Sure, you could wipe out the ambush that's approached with a single throw of a lever, but you may not be completely reloaded for the next ambush. Also, linking those to the trigger could take a lot of time and stone. As well as siege engines being stationary.

521
DF Dwarf Mode Discussion / Re: I think I just lucked out.
« on: December 03, 2011, 08:28:49 pm »
Yeah, you should really play with fluid amounts shown, I honestly don't understand why that's not on by default.
I don't play with it on, and I do fine.

522
DF Suggestions / Re: Considering Races' Roles
« on: December 03, 2011, 12:17:56 pm »
The game is designed to have racial and even civilization culture be determined during world-gen.   Trying to pigeon-hole who does what just detracts from that.
Well we do want to define SOMETHING that they MIGHT do or be like but there is always room for progress. I, however, am more bothered with elves in the game - They are cannibal midgets... Like... WTF!?
I prefer the current elves. Sure, they hug trees and manage to get wood without harming the forests, but thats where the standard elviness ends. DF isn't a cliche fantasy world, it's a cliche fantasy world generator. It can does make things interesting

523
DF Suggestions / Re: Pumping vertically with gear pumps
« on: December 03, 2011, 12:08:17 pm »
maybe it should increase the power consumption for each level you want pumped up.I mean that it would work like this
1. 10
2. 25
3. 40
4. 55
5. 70

Maybe just so then it could kind of simulate the machine working harder, and so then you can't pump straight out of the magma sea without a crap load of water wheels.

524
DF Dwarf Mode Discussion / Re: Food Chutes
« on: November 24, 2011, 10:00:10 am »
When I drop a few dwarves 53 z-levels onto a few tame badgers, they kind of explode. The badgers, however, are unhurt.
try it with wild giant badgers

525
DF Dwarf Mode Discussion / Re: Ambush! What do i do?
« on: November 24, 2011, 09:53:44 am »
Actually, what he seems to be saying is something more along the lines of, "what's the point of playing if you're just going to cheat your way out of the tough situations?".

Of course, I may be interpreting it wrong.

I may have this wrong, but it seems to me that there isn't much point of playing if your entire fortress is wiped out by the first ambush. It isn't as if it is realistic for goblins to come out of the wilderness to completely obliterate every random gathering of thirty dwarves. It seems to me, at least, that Toybasher is only delaying the ambushes until (a.) He is able to have a chance of defeating them or (b.) He understands the game better.

Not much point? Having your ill-prepared fortresses meet a swift and gruesome end gives even more of a point to the game. You learn to build faster and better, develop a strategy to overcome the challenges. Victory just isn't as sweet without knowing the bitter taste of failure.

And as for realism, we're playing as dwarves, my friend. Dwarves who are able to build impenetrable walls of soap, and remove items from existence by lowering a drawbridge onto them. Realism is not this game's strongest leg, so to speak..
The problem is that during that time between failure and victory 90% of players have quit. There is no "sandbox mode" for dwarf fortress, there is no way for players to experiment and explore the game and grow feet to stand on. Is it cheating to look on the wiki?
My first fort was swiftly cut down seconds apart from each other by thirst, but I never saved before the end, and go add the [NO_DRINK] tag or what ever it is to my dwarves. I chuckled, and started again. It probably taught me more, that I need a well, and stills to keep the little guys from dropping, than if I had edited the raws.
How did you get the idea of "the wiki must be cheating, then?" It's the only way that I would have ever even learned how to dig out rooms, let alone setting up a military. The wiki isn't editing the game to our advantage with an outside source, but educating us on what we need to help the dwarves survive. Without it, I doubt anyone would play the game.

P.S. the whole fortress mode is a "way for players to experiment and explore the game and grow feet to stand on." There is no right or wrong way to survive, but there are the "accepted" and "not accepted" ways. (editing raws to remove threats, vs letting the little suckers die, to start again)

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