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Messages - knutor

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1876
DF Suggestions / Re: Dead and Missing Dwarfs
« on: November 23, 2011, 12:18:28 am »
*shameless bump*

Reason: Group MISSING with CIVILIANS, not the DEAD. Toady, Leave Dead to its very own category.  Because a LIVING community knows when someone vanishes.  They may not know immediately, but please don't make us all toggle on the bazillion deceased entries to see one missing civie.  I know many people including me, will be running with the dead filter on, to shorten that user list and better target dwarfs, in late game scenarios. 

It would be sad if we had to toggle it each time there was a bloodletting.  Thanks.

Sincerely,
Knutor

1877
Wow.  I left this thread and came back later and there was a whole another page!

By the way, this is the thing I love about Dwarf fortress- People give honest criticism and ideas and aren't assholes about it.  Thanks guys.  Best community ever.

Perhaps another thought.

Maybe you could make craftsdwarves bottle up bins and turn them into trade bins, removing the tracking from all the individual items and just adding all the cost to the bin.

I'd like it too.  I don't see why it matters what the stuff is, inside there, or what stockpile its in.  Once its in a bin, its preserved.  No need to add that confusing prefix to the bins name, which in the end appears to hide the bin quality from sight.  I've sold lotsa exceptional bins, unknowingly.  Have you?

Solution:  Don't use bins and barrels.  Only use them for factories, like the OP suggested.  It would remove confusing, from early game stockpiles where its annoying not seeing just how many leather hides you have because, that anal dwarf stuffed em all in a hamper, out of sight.  I never know when to build my leather trade, because of bins, hiding the goods from me.  Get rid of them, til stations advance into factories.   

Or postpone the entire container trade, until the Caravan fix arrives.  Dunno.  I really dislike losing exceptional bins, because I can't read them plainly and clearly in the Depot screen.  I have been using v to view them, and then look at the bins price, to determine its quality, but thats too much re-engineering for my simple mind to handle.

Sincerely,
Knutor

1878
DF Suggestions / Re: Two suggestions.
« on: November 22, 2011, 11:49:10 pm »
Summary of #1: Smoke industry.
Many employers now don't hire smokers, because of the insurance company they have, forcing profitable lifestyles on its workforce.  Now I know this is a game, but its nothing I want.  *thumbs down*  Hard enough to talk about killing and elfs at work, without people thinking your either a terrorist or a fruit loop with a fairy complex.  Smoking is good in games with graphics.

Quote
Summary of #2: Bathhouse.
I'd prefer not to think about unclothed dwarfs.  Ha!  Thats not to say, I don't agree with you, slapdash.  *thumbs up*  Game definitely needs a more skill specific features, like a swimming pool toggle on pool activity zones.  It would go hand in hand with the skill to teach swimming.  Maybe generating sad and happy thoughts.  Not everyone likes to be seen in their skivvies.

Sincerley,
Knutor

1879
Well, in the Shannara books, the Dwarfs were a superpower and humans a 3rd world race.  After the post apocalyptic fall of mankind, which stole man's compounded technological achievements, the Trolls and Gnomes took over.  Only the Dwarfs and the Elfs were able to resist their reign, and only when combined with the Druids.  Mankind would have gone extinct in Shannara's world without the aid of Dwarfs.

Why should it be any more different for dwarves? :P

Its different for Dwarfs because they are subterranean by nature.  In Shannara, they mutated from mankind, as a result of going down underground, to avoid the nukes and what not.  They evolved stubby legs to traverse vertically better, and increased eye capacity to see in pitch black.  As denizens of the earth, they were forced to develop the ability to do more with less.  This made them fierce battlefield tacticians and potent adversaries.  But in Shannara, the true power of the Dwarf was Hunting.  There was no more skillful hunters in the Shannara world than a Dwarf.  His low frame and earthy smell cloaked him from most predators, allowing almost invisible passage through areas other races disturbed without even knowing so.  Dwarfs are built for both ambush and the long hunt.

That is just one world of many with Dwarfs.  I don't know if it shines any light on anything.  I imagine mods exist to tweak DF more like certain worlds.  I sorta like the Dwarfs in Discworld.  There aren't many mentions of them, but they are tinkerers and hoarders.  There is magic all over that world tho.  From the center at Unseen University to the edge of its flat world as the four elephants spray back up water, into its oceans.  To the twinkle in the world turtle's eye.

I used to like Middle Earth, and Moria, until the MMO ruined my impression of the book's verbal imagery.  Give me fantasy over reality any day of the week. 

Sincerely,
Knutor

1880
DF Suggestions / Re: Tearin out them guts
« on: November 22, 2011, 11:14:56 pm »
I would not want to be outdoors when a slain dragon stomach leaked out its contents.  Call the hazmat crew!  All those charcoaled horses packed in an inflexible armored belly.  The decompression factor on a dragon's stomach would have to incredible.   The fluid in there has to be magical.  The backwash of a burp, while it was scorching a squad, could very well be mortally consumptive.  Flames coming out every orifice.  Oh the site!  It'd light up the sky like the 4th of July.

I bet an adventurer would hate to be near a dragon when it farted.  I wonder if Smaug will fart.  The Hobbit is supposed to be mostly a story around a Dragon, Peter Jackson said.  Just thought I'd toss that out, since we are sorta on the discussion.  A lot would need to be considered if guts were to be delved into in a more specific format.  Yes, indeed.

I like the idea of Gunk, but it would have to be added as an extract.  And need a purpose, or item.  Otherwise it'd be wasteful eyecandy of sorts.  Just another unusable item.  And DF doesn't need more of those.

Sincerely,
Knutor


1881
DF Suggestions / Re: Proximity breeding
« on: November 22, 2011, 10:53:40 pm »
It certainly would improve the variety and randomness of the game, that is for certain.  I'm for anything that makes consecutive games different. *thumbsup*  It would be nice to breed our own work beast for when we can send out our caravan to other Civies, someday.  With the penultimate being one that flies, faster and safer than the mechanics unsafe, hydrocopter.  Like a gryphon, in the fantasy I read, they hold three, 1 saddle and 2 baskets.  Ha!  I'm all for combining things as long as the results are relatively known fantasy creatures and not science horrors, like geeps or peppermint pussies that purr and pounce, yet still generate miasma like a trash compactor out their bilge port.

Sincerely,
Knutor

1882
DF Gameplay Questions / Re: On Magma and Mechanisms
« on: November 22, 2011, 01:54:40 am »
There is always the occasional typo, x.

I've had floodgates break.  Not often, but they have broke on me.  I always thought it was because I used poor quality material.  And wood.  I never had a stone one break, however.  I've had to reset the lever link, because I mistyped the P for x.  Don't ask.  Knutor isn't that smart IRL or in fantasy.

Sincerely,
Knutor


1883
DF Suggestions / Re: Vampires dont drink alcohol
« on: November 22, 2011, 01:06:53 am »
I can see blunt facial blows knocking out a teeth becoming a terminal illness in this thread.

Jyhad CCG was tons of fun, in group play.  I played that in the trailerpark late into the night, many nights.  We used to play it over IRC and email.  They ruined it with that kid friendly name.  Vampire the Masquerade.  Bleh!  No matter how ya dress up a vampire, its not kid friendly.  That was a dumb decision.

I remember taking my nephew to see Nemo, and the preview for Pirates of Caribbean came on the screen.  And the moon came out and it turned the pirates into skeletons.  He pissed himself.  Ya can't make undead kid friendly.  Its like making chocolate and ciggies healthy.  Teenager content possibly, but not for the kiddies. White Wolf shot themselves with that move.

I still have some cards, for their artwork.  The good old days when a deck of cards was under 10 bucks.

Sincerely,
Knutor

1884
DF Suggestions / Re: Different Flavored Demi-gods.
« on: November 22, 2011, 12:42:41 am »
Ha, I thought this was a thread about food.  Gods not goods.  Doh!

I don't like the idea of demigods being any more powerful than the largest of titans.  Able to take on whatever form they wish, but power wise, only a titan on the battlefield.  In the spirit of Fred Sabrehagen and his alien gods, an artifact should slay them all.  Where they choose to reside is of little importance unless their birthright and inheritance is under question.  Is it?  I imagine Demigods poofing in and out of nothingness on a whim and a prayer, as long as one believer exists in that particular 4x4 embark region. 

If no believers exist then a Demigods visitation rights should be suspended.  Demigods are different than Place gods.  Place gods deserver a home, unlike Demigods.  Place gods are incorporeal, and tend to require more sacrifices on greater scales.  These are the single word named gods.  The ones of myth and legend.  Not the meddlers. 

But I'm happy with whatever your happy with.  As long as the game remains free.

Sincerely,
Knutor


1885
DF Suggestions / Re: Reserve items for Strange Moods
« on: November 22, 2011, 12:29:14 am »
Depends on the mood and craftsman.  I would expect to see a legendary weapon smith, whilst in an evil mood, remove depot guards, one by one, and then slink off with a steel bar, without ever leaving the ninja strike position.

1886
DF Suggestions / Re: Proximity breeding
« on: November 22, 2011, 12:20:02 am »
Not sure I understand.  I know, spore breeding is asexual, one parent.  Proximity breeding is sexual, two or more parents.  Never passed biology 101.  Doh!  I prefer only requiring a female animal in the spore model, as opposed to losing a soldier to become a private stud servicer. I would like the males around for the ability to generate leather hides half of the time, aswell.  In animals, I'd rather that be represented the same way, for simplicity.  However, that is not to say, that I would not want to lose the ability to breed a Gryphon, out of lions and eagles, if the possibility ever presents itself.  I would certainly enjoy bioengineering monsters, if it were a mod, or a skill.  But until I can see the individual statistics in a clear and precise built in GUI within DF;  I cannot say that I would enjoy any kind of breeding, whatsoever.  Tasking out to confab Runesmith isn't as fun the 520th time as it is the first time.  I dunno.



Sincerely,
Knutor

1887
I'm talking about fortress mode...

I rarely play adventure mode...

Same here.  I'd probably play adventure mode more often, if I was able to play on the enemy side against an operational fortress, one I made in fortress mode.  I gave adventure mode thirty minutes; I couldn't get over a river, and gave it up.  If I could load in as a troll, with say six friendlies on the fringe of my old fortress, with them covering me with their blowguns. Playing as a creep on the sieges could be fun.

1888
DF Suggestions / Re: I proppose a new-ish fluid sistem.
« on: November 21, 2011, 11:55:52 pm »
I'm not so sure I'm prepared to replay a 4x4 embark region entirely engulfed in miasma because I broke a catastrophic aquifer.  At least not just yet.  Not until I can embark with a space suit for my hunting dog.  Ha!

Sincerely,
Knutor

1889
DF Suggestions / Re: Tearin out them guts
« on: November 21, 2011, 11:25:42 pm »
I hope toad respects stomach acid, when 'large' creatures are put into the game. 

A three story monster has enough acid in their enormous stomach to fill a 1x1 block.  This when released should be capable of melting a 3x3 greenish gooie column dozens of levels deep from its splash point, before its potency is diminished.  Maybe have that shortened if its diluted by a cavern pool.  That's ignoring the considerable crater formed at that disembowlment square. 

This would pose a hurdle to code, as it bucks the trend of leaving rock after mining.  Acid mining leaves only a foul stench in the air.  Size has its power and a sizable digestive system should be respected.

Sincerely,
Knutor

1890
DF Gameplay Questions / Re: Suprising water behavior
« on: November 21, 2011, 10:58:08 pm »
Pistons.  Link automated inseries floodgates upstream to downstream water-spec'd pressure plates, and maybe a few drink stockpile door civie-spec'd pressure plates.  This will keep an inconsistant flow.  Its the mist your after, so build another N-S bridge overtop it, and link it up as safety roof of sorts.

Sincerely,
Knutor


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