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Messages - Camper2490

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1
DF Dwarf Mode Discussion / Re: First FB sickness! Walking miasma!
« on: August 12, 2011, 02:07:47 am »
Illnesses like this are often referred to as kitten rot or kitten plague, as it easily infects small animals. Even though this disease causes numbness you should make quarantine priority one. Also check if it has a spatter effect, for this could spread the disease. If it's rotting their skin then its probably contact necrosis, and if spatter exposure is present it could begin to rot the newly exposed muscle layers.

Pretty sure he said that the dust insta-evaporates and leaves no residue.

Then fuck yeah zombie army

2
DF Dwarf Mode Discussion / Re: First FB sickness! Walking miasma!
« on: August 12, 2011, 01:41:16 am »
Illnesses like this are often referred to as kitten rot or kitten plague, as it easily infects small animals. Even though this disease causes numbness you should make quarantine priority one. Also check if it has a spatter effect, for this could spread the disease. If it's rotting their skin then its probably contact necrosis, and if spatter exposure is present it could begin to rot the newly exposed muscle layers.

3
DF Suggestions / Re: Directly control a Dwarf in Fortress mode.
« on: August 11, 2011, 01:29:31 pm »
It could be used as this, but that doesn't mean it will. IIRC, Toady's take on fortress is that every dwarf has his personnality and his life going on. It's part of the design to let them have individuality. What will happen to them once you control them ? How will it make sense regarding their normal behaviour ?

I'm not saying it's impossible that it gets in at some point. Maybe Toady will change his mind about controlling someone who had a life before when, for example, your adventurer is taken from the population and not just spawned. But switching from dwarf to dwarf, how do you explain it ? Perhaps when you try to do something, the dwarf has the possibility to deny you the possibility because he wouldn't do that, doesn't know how, is too afraid, hasn't got the right job on. Perhaps at the first thing you try to do that the dwarf wouldn't do, you'd be rejected out of his body.

It'd kinda be like the sims.

4
DF Suggestions / Re: Directly control a Dwarf in Fortress mode.
« on: August 11, 2011, 11:10:30 am »
I think i heard toady say somewhere, probably in a podcast, that he wont be adding this... It kinda sucks thought.

Yet he plans digging and building and farming and other fort activities in adventure mode. Sure digging a hole for the night minecraft style would be useful, but I almost get the feeling that he's laying the groundwork for something like this as well.

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DF Suggestions / Re: Directly control a Dwarf in Fortress mode.
« on: August 11, 2011, 04:26:03 am »
Then to avoid the potential to make something more complex then planepacked, some sort of limit depending on the dwarves skill would be a good idea.

6
DF Suggestions / Re: Directly control a Dwarf in Fortress mode.
« on: August 10, 2011, 09:20:51 am »
I wouldn't say it's perfect, lets refine this people.

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DF Suggestions / Re: Dwarven evaporator
« on: August 10, 2011, 06:54:48 am »
Loading it with blood barrels would be useful for some sort of temple to Armok, or to coat your berserkers before combat.

8
DF Suggestions / Re: bells
« on: August 10, 2011, 06:52:56 am »
The current alert system has an instantaneous effect that is quite unrealistic, a bell system could help make alerts more realistic (and fun if the bell tower that alerts the peasants to run for the bunker is taken)
Yeah. Though I would like them even more for festive purposes.

Goblin Christmas is the most festive time of year on the dwarven calander.

9
DF Suggestions / Re: Circus civilizations (spoilers)
« on: August 10, 2011, 06:50:25 am »
The problem with this is that you would be able to embark on a demon town, which you shouldn't be able to do, based on how you can't embark on any other towns.

Forget the "demonic towns" part, concentrate on historic and such named demons. I think the option to "embrace or die" seems good, especially if you don't want to stop for some time. Also, demonic sieges from the underground with armor They could destroy anything in their way up, and you probably didn't trap your mine as much as you trapped the main entrance.

Demons have trap avoid, expect fun either way.

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DF Suggestions / Re: Directly control a Dwarf in Fortress mode.
« on: August 10, 2011, 06:35:36 am »
No control of moody dwarves goes without saying, and the whole heckticness of no time to think in combat might appeal to a player who want's to lead a charge. Your point on projectile messages is a good point as well, and message filtering would be useful in adventure mode and in my purposed direct control. This of course raises the problem of knowing your squadmates status, so some sort of squad leader side bar would be a good idea for adventure and this mode again. As for your point on fun, I would like to bring up the incident at Boatmurdered where one of the legendary dwarves went on a killing spree on fire. Wouldn't doing that be double fun?

11
DF Suggestions / Re: bells
« on: August 10, 2011, 05:37:29 am »
The current alert system has an instantaneous effect that is quite unrealistic, a bell system could help make alerts more realistic (and fun if the bell tower that alerts the peasants to run for the bunker is taken)

12
DF Suggestions / Re: Directly control a Dwarf in Fortress mode.
« on: August 10, 2011, 05:35:13 am »
Your point on using a direct control dwarf as a pack mule is a good point, this would have give this dwarf an advantage among other dwarves. However I have noted that in game each dwarf has a "Hauled" inventory slot, which is what limits their hauling capacity. If the controlled dwarf were to have a backpack they could use, the putting of an object in their backpack would assign ownership as I've noticed (at least in previous versions) on the rations of military dwarves. So a haul option rather than a pick up option would solve this first problem you've stated. As for the issue of time passage, a slowed but constantly flowing time in this option (unless paused) would probably be possible. Also, when I said minigame I really meant something along the lines of a conversation tree where various replies and statements led to different results, and higher social skills allowing more options (Think fallout's conversation system). Your individuality statement also is an excellent point but I believe that a dwarves physical stats and preferences would have an effect on his or her mood none the less, which would still affect gameplay.

My base idea in itself is very incomplete and has holes I realize, and I hope that you and the other readers can help refine this into something worthy of being looked at by the dev team. Also thank you for your input Dae.

13
DF Suggestions / Re: Allow catapults to shoot anything.
« on: August 10, 2011, 01:49:42 am »
That would finally give use to those barrels of blood the traders keep bringing.
"Urist, bring the barrel of kitten blood the humans 'gave us' last caravan, the elves have arrived"
"Yes Sir!!!"

14
DF Suggestions / Re: catnip
« on: August 10, 2011, 01:42:52 am »
Or lure them all into a room full of retractable spikes.

15
DF Dwarf Mode Discussion / Re: Did I kill them all?
« on: August 10, 2011, 01:37:15 am »
Those elves are all rather androgynous anyway...

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