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Messages - simonthedwarf

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856
DF Modding / Re: Adding reactions
« on: August 11, 2011, 10:43:44 pm »
You know what. Props to toady for how insightfully he has designed the modding for this game. It was a easy to do it.

857
DF Modding / Adding reactions
« on: August 11, 2011, 10:37:35 pm »
I wanna make a lead war hammer. And perhaps a piece of silver armor.

How do I edit forge reactions?

858
DF Modding / Re: Editing Pandas to not starve
« on: August 11, 2011, 10:36:37 pm »
Fixed it. Put grazing to a very high number.

859
DF Modding / Re: Editing Pandas to not starve
« on: August 11, 2011, 09:59:00 pm »
My giant panda has the starving tag still. He doesnt seem to be eating. I reduced grazing to like 5, and removed the specific food requirements. Why isn't the starving tag going away, and why could he not be eating?

860
DF Modding / Editing Pandas to not starve
« on: August 11, 2011, 09:45:53 pm »
I reduced grazing to 20. Anything else I could do?

861
DF Suggestions / Re: Suggestions from a recently joined player.
« on: August 11, 2011, 06:08:45 am »
No doubt Long Ears trading wood is helpful from a gamey perspective, but it doesn't really fit in with the rest of their shtick.  Magma. Elves trading wood when they are peaceful and aquiring wood being the supposed reason to why they go to war it becomes awfully convenient for the Dwarves.

Other stuff I would point out:

- Food and traps have too high wealth modifiers and allow you to clean out the caravan
- Rough gems need to produce 2 encrustable items, right now gem industry is much hassle with meager benefits
- Plump helmets is too easy. To reflect its easiness of produce, it should be unable to made into legendary meals. It should be gravel. If you give it your noble he will get a unhappy thought from it. Urista Mccountes was upset by eaten a lousy peasant meal lately.
- Beds. Wood dependence should be a conscious choice or a result of no magma.  Right now its needed for a lot of early game items: Bins, barrels, beds, bolts etc etc. My suggestion is that a combination of cloth and rock/metal could be used to make beds as well. The others can be helped, but beds being locked to wood is kinda fruity. Dwarfs don't even like wood. If you were a dwarf would you prefer to rest your testicle-thong butt on a painful-for-sleeping-purposes stone bed or some douchedwarf wooden contraption?

Quote
Hmm, some sort of trapavoid, elite force?  Maybe accompanied by some sort of super-powerful material?  Dig deeper, my friend!

There are also a lot of mods that do this.  I've heard good things about Fortress Defense mod, if you want to have a look.

Ahh but they should be raiders from the surface. Not everyone digs down. The bottom guys seem a bit cheap to me with defenses vs everything normally smart to use against overwhelming forces.


Quote
Elves didn't used to trade wood (nobody did, actually).  Without wood, there was very little reason to try to remain on peaceful terms with the elves.  I think a return of elven diplomat functionality would do well for this, and I expect it to return, because it was fun.  The elves would institute woodcutting limits on you, and if you refused or failed, they'd go to war with you.  Not that they're necessarily so hot at war, but they stop trading you wood when they're at war.

While you're right, its also a circular argument. Either way you get wood. If however they didn't trade regular wood but had other more interesting stuff you could weigh in the decision of whether or not to trade for the better stuff or burn down the forests.

I guess my impression is that Wood is pretty balanced ingame. It's a tiered but necessary resource. You can't really make great items or wealth out of it, but you need it for beds.

Quote
Between steel and candy?!?  So you have dug deeper!

I wouldn't be surprised to see Toady implement some stronger wood in the future.  It's a feature of a lot of mods, and everybody agrees that elves are a bit of a pushover.  Do you really think it needs to be that powerful though?

I think they need good stuff to stand up against the DF players. Wouldn't you agree? There should also be a sense of reward for beating them. When your fortress gets sacked by goblins, don't you imagine them robbing your riches? This should go both ways. I imagine only the squad leader or the siege general having this.


862
DF Suggestions / Suggestions from a recently joined player.
« on: August 11, 2011, 02:45:06 am »
I've got 100-200 hours of Magma on my back now. I believe I'm burned behind the ears. Yes I hate elves, cats and babies. Also I hate dwarves. Silencio!

My suggestions are as following:

- Add another hostile CIV that survives world generation on par with Goblins but that arrives in smaller, more elite groups with better abilities aimed towards penetrating traps, loot that cannot be aquired other than killing or capturing them.

- Elves should not trade wood with you. Why would they give wood to the woodchopping woodburning dwarves?

- Elven wood equipment should be tiered, have the grunts use the current stuff, but add a wood type that equals to iron and one to a something between steel and candy that their leaders carry and use.

- Add in trade requests for elves and human caravans if your fort is of a certain size or have offered a certain amount of wealth.

- Redo the training weapons. Right now they are just skipper or abused for woodcutting. They should make your guys train better or have another unique, purposeful quality.

- Ballistas and catapults. Make them check for targets within their range at the same 1 z level and above and under. Make a calcuation as to whether or not the shot got aimed, if it did at least make it shoot or angle in a somewhat useful direction.

- Add "rental" or captured craftsmen. A human one that allows you to build a exotic weapon forge. A elf that allows you to build bows and arrows. A goblin that allows you to build a torture pit which you then can assign dwarves to. Over time watching the torture of another sentient creature gives them the "doesn't care about anything" hardening.

Thank you for reading, happy Dorfing. I hope Toady will take the time to read this and at least consider one or more of the proposals.

863
DF Dwarf Mode Discussion / Re: Preventing auto-gathering of eggs?
« on: August 11, 2011, 02:32:08 am »
FORBID

864
DF Suggestions / Re: catnip
« on: August 10, 2011, 09:31:10 pm »
Toady. Please code in mustard. And clothes for cats which you can smear it on. Gains 0 movement speed, instant cavern exploration.

865
DF Suggestions / Re: More cavernous caverns
« on: August 10, 2011, 09:09:45 pm »
My problem is that caverns simply dont contain enough aggressive and hostile creatures. When I go Cavern, all I get is singular trolls or ogres with some elk birds hanging around.

866
DF Suggestions / Re: Wood furnace, ventilation, smoke inhalation
« on: August 10, 2011, 09:07:36 pm »
tldr

but,

need more dwarfs INHALE!

867
DF Dwarf Mode Discussion / Re: Preventing auto-gathering of eggs?
« on: August 10, 2011, 09:04:57 pm »
Forbid the eggs

868
DF Dwarf Mode Discussion / Re: Noble troble, help please.
« on: August 10, 2011, 08:02:01 pm »
Whats your population at?

Another trick is to give offerings to the dwarf merchants. That kicked in the upgrade from mayor only to mayor + baron, and from baron to count.

869
DF Dwarf Mode Discussion / Re: Umm...I'm speachless
« on: August 10, 2011, 05:37:44 am »
Beat this guys

A thong made of testicles

(reports self to moderator, quits df, reinstalls makes 20z-level adamine fortress filled with cage traps on every single tile.. at the bottom of a lava filled shaft there is a 1x1 room with a single item lying on the ground.. a grotesque thong made of testicles)

870
DF Dwarf Mode Discussion / Re: Umm...I'm speachless
« on: August 10, 2011, 03:25:29 am »
Thats epic, you should be grateful

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