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Messages - Sylverone

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151
DF Gameplay Questions / Replenishing ammo in Adventure Mode?
« on: September 15, 2007, 11:48:00 pm »
Alright. I played a crossbowman in adventure mode a while back and discovered that  I could not find any bolts to replenish his ammo with when I ran out. What must I do to to get more ammo for crossbows/bows? I checked multiple stores, but maybe I was unlucky and the town simply didn't have any? Do I have to buy a new quiver to get ammo (I don't know if you get arrows along with the quiver because I wasn't able to find any of those either)?

And while I'm at it, is it possible to refill your water skins? If so, where/how


152
DF Bug Reports / Re: minor spelling-error
« on: November 11, 2007, 08:33:00 pm »
Dejected is correct and fine. Dejected is describing the emotions that the dwarf conveys after being rejected (and that is often how it is used in my experience).   ;)

Sure, rejected might work, but judging by the way Toady has done the rest of the artwork descriptions, dejected is the right word.

As far as it being a spelling error: no, dejected is a word.

[ November 11, 2007: Message edited by: Sylverone ]


153
DF Bug Reports / Re: Armless bowmen have good aim...
« on: September 15, 2007, 08:07:00 pm »
That would be much more acceptable to me than that blasted copper arrow stuck in my face. X|

Also, I just had a random thought; antmen could double-wield bows. Now THAT is scary.


154
DF Bug Reports / Armless bowmen have good aim...
« on: September 15, 2007, 07:13:00 pm »
I was at some ruins when I encountered a skeletal elite bowman. Luckily I was able to duck behind a tree to keep from getting shot at. I ran across an open space to get cover behind another tree which was right next to him. I used the cover to get close and then jumped out to fire on him. I don't remember exactly what my skills were, but in any case I managed to shoot off one of his arms after getting shot a few times. I was finally seeing hope that I might manage to escape this place before my injuries got too much worse. I was wrong.

Just after I SHOT HIS ARM OFF, he shot me dead with his bow; a weapon that REQUIRES TWO HANDS TO USE.


155
DF Suggestions / Re: Military Controls
« on: March 08, 2008, 06:44:00 am »
Imagine a "panic Button" setting that would automatically send all civilians to allocated safe areas, and put all of your squads/guard at key defense locations that you had plotted out from the Zones menu.

This whole idea is making me excited. Go dwarves.


156
DF Suggestions / Re: Military Controls
« on: March 06, 2008, 10:19:00 pm »
HUGE VOTE HERE!

"totally seconded, but the civilzone, thats nonsense"

No, it's actually quite a good idea when you imagine it with the name "Safe Area", "Civilian War Shelter", or "Place For My Non-Military Dwarves To Go In case Of Sieges So That They Don't Get Chopped To Pieces"

What kind of fortress doesn't have a shelter for women and children during sieges?

It could be added to the "Zones" menu under "Meeting Area". Whenever a siege was at foot, the player could go into the "Orders" menu and select an order that read "Civilians move to war shelter" or something.

Food and water would need to be kept in the War Shelter Zone (Dwarves would leave the zone to find food/water if they were desperate, risking death to survive), and other amenities such as beds would keep the dwarves relatively happy. Being in the war shelter should cause negative thoughts though, which would get worse the longer the siege lasted, possibly causing tantrums and even madness if a siege lasted a very long time.

I don't know about anyone else, but I believe that all of these suggestions would be good improvements and certainly add to gameplay.

[ March 06, 2008: Message edited by: Sylverone ]


157
DF Suggestions / Re: Use for instruments
« on: October 02, 2007, 11:42:00 pm »
Music should be governed by skill, just like everything else. If a dwarf (or even an adventurer) has low playing skill, they should not make as much money, and the happy thoughts they create should not be nearly as strong as if they are skilled. Also, why not allow musicians and/or bards to compose "songs", which like artworks and engravings might tell about an event. Also, musicians should be able to have strange moods. When that happens, they will go off somewhere and compose either a "masterwork" or "artifact" composition, which they will inscribe onto an object of their choice (most likely some sort of worked material, or they might inscribe it on an object such as a cup, etc.). Any object with an artifact song inscribed on it should gain magical properties, and the song itself might be limited to only be played by someone holding the object it is inscribed on (because the song is divine or mystical in nature, and impossible to hold in one's memory). While a musician might not claim a workshop to do their inscribing, they might request a quiet area to concentrate and receive their inspiration. If that is the case, you will have to make sure that workshops close to their chosen place are not causing noise to distract them.

Those are simply ideas, however. I have little doubt that music will make an entry into the game eventually; the only question is how much detail it will be given.

Off-topic:
 

quote:
...you can stand next to a magma river with no reprocussions.  

The soon-to-be new version will probably change this.

[ October 03, 2007: Message edited by: Sylverone ]


158
DF Suggestions / Re: Make movie files more friendly to view?
« on: September 27, 2007, 11:13:00 pm »
Alright. I'd heard that the map archive could also be used for movies but I didn't know you could navigate them using it. Handy! Maybe I might record a few movies now...

If only I had recorded the moment when my swordsman killed six undead in less than nine turns. That was the coolest counterattacking I've seen in the game.

Since my dilemma has already been brought to a close, I'll end with an off topic comment on the Story of Tragedy Mule; don't mules float?


159
DF Suggestions / Make movie files more friendly to view?
« on: September 27, 2007, 09:28:00 pm »
It's really cool that there is a recording/ viewing tool built into the game, but as it is I can't do much with it (at least without boring to death anyone who watches the movies). There might be some tricks I don't know about, but from what I've seen it does all of it's recording in realtime, meaning that if it takes you a long time to do something, regardless of how awesome what you did was, the movie will be boring because it will be just as slow as the original happening.

I suggest that movie playback be detached from actual time, and instead be made navigable by the user; a recording. The user navigating the recording would have access to different time-steps (i.e. one in-game step, five, ten, one hundred, and maybe a setting that does steps according to an adventurer's speed in adventure mode so you can follow the events exactly as the player saw them). This way the user would be able to see action in detail, read the event windows when relevant, and skip over boring parts like uneventful traveling or the player shopping.

This is mostly written concerning use in adventure mode, but it could help to allow a viewer to skip through the micromanaging parts and focus on watching the actual siege take place, without having to wait for the movie to get to it.

Since everything in DF takes place in steps, I think it would make sense to focus the movie recorder around those, and not the actual real-world time that something takes. A relatively short period of DF time can take a while to carry out, especially if you're playing carefully or viewing things in detail. So by having the recorder center around the in-game time rather than realistic time, I believe the movie tool could become more useful and less boring to watch, especially if one could navigate past the uninteresting parts.

What is the future of the movie tool?


160
quote:
I'm partial to mine carts and waterwheel powered hauling elevators

Exactly. Things like this could make dealing with stone more efficient, would add to realism, and also improve the game world. Probably the biggest problem at the moment is the fact that every stone = one hauling task. Once the dwarves have carts or something to carry stone around in, and faster ways of moving around, stone management should become far less annoying.

Being able to change the amount of stone dropped would be a quick-fix in the meantime, and being able to toggle stone display on and off in-game would make certain tasks easier.

My idea (pardon me if something similar has been mentioned):
Maybe stone should need to be designated for hauling? That way the dwarves would only move stone that needs moved. Of course there would still be the option to have it designated by default when it appears. If that as the case, then you could just un-designate stone that was low-priority and wasn't in the way.

Greiger's idea could work as a fix for a while. That would give player's that don't care for the current system the option to limit stone production, while not forcing it on the players that don't mind things much as they are.

Whatever the case, I trust Toady will find a way that works. He's done well thus far.

[ March 18, 2008: Message edited by: Sylverone ]


161
The way I see it, realism should be kept as long as the problem can be dealt with by improving gameplay. In this particular instance I believe that improving gameplay could fix the problem, so I'm going to side with Drunken. With some better tools, it won't be such a hassle that it detracts from the fun factor of DF (every game should have obstacles, they just need to be manageable to a certain extent).

162
DF Suggestions / Re: Giving Birth Should Have Emotional Impact
« on: October 02, 2007, 07:27:00 pm »
It's your lucky day!

Quote from: Toady's Dev Log
"added thoughts for birth/new father/new sibling"

163
DF Suggestions / Re: Random Riddle Generator
« on: September 30, 2007, 11:27:00 pm »
quote:
I am vehemently opposed to asking a computer to be creative. Unless Toady is a genius programmer, randomly generated riddles will be awful.

Only as awful as having randomly/contextually generated art pieces and giving almost everything in the game a randomized name. Oops, we already have those? Adding a system that could generate riddles--especially the "I am ____,I have____, I do ____; what/who/where am I?" type--isn't such a terrible idea. To generate those kind of riddles, however, it would be required that objects and creatures in the game be given descriptions in the code that could be used to grab the information for the riddles. For instance, gold would be golden and shiny, a spear would be long and tipped with a blade made of some material. A handy side effect of this would be to allow other possibilities besides riddles, such as giving vague descriptions of objects when your vision is obscured/blurred and such.

As far as the use of riddles? What is it with this obsession with riddle doors? There are also other uses. Riddles could act as a password. Maybe to enter the halls of the thieves guild you must answer a riddle given by the guard, and you can only learn the answer by getting it from a thief in the guild (a sort of test; stealing knowledge). Also, in many stories there are sentient artifacts; there could be some in DF, and occasionally one might ask you to answer a riddle.
"I am long. I am golden. I am tipped with silver. What am I?"
"A golden spear."
"Rightly you speak; now take hold of me and face your enemies."
-There is a flash of light and a gold spear appears an your hands-
-It pulses with a great power-

THAT would be cool.

A great Wizard might give you a riddle before agreeing to teach you a powerful spell, since he would be most concerned about your intellect and wisdom.

As a side note, I'm not against also having history questions be thrown into the game, but I wouldn't call them riddles. Riddles are generally meant to test more than memorization.

I personally like the idea. It would add to the game, as long as riddle events were relatively sparse. The idea is to keep them from being commonplace, so that being faced with a riddle is a special event.

So don't argue about whether they should be in the game or not just because you disagree about riddled doors. Another possibility is purely to make characters more interesting;
-A very old lady walks up to you and speaks-
"What is taller than a man, shorter than a giant, and sees only once?"
"A cyclops?"
"Mmhmm. Yes..."
-The very old lady walks away, grinning-

I apologize for my terrible examples, but I think a good system could be built to create these. Just like the current name generation uses a grammar system, one could be used to generate riddles. It would work slightly differently, but I don't think it would need to be too different.

[ October 01, 2007: Message edited by: Sylverone ]


164
How about this; the squad leaders are the "drill seargeants". They should be the ones watching over sparring matches anyway, right?

All in all, a good idea.


165
DF Suggestions / Re: Getting the word out
« on: April 29, 2008, 07:39:00 am »
I agree with the others. As long as Dwarf Fortress has such a tough learning curve AND a difficult interface, we should probably limit our "advertisement" to personal recommendations, random hits, and certain gaming blogs.

I feel this way partially because a sudden influx of new members tends to wreak havoc on a forum, and I don't want want to see this place become irreparably disrupted. We don't need 50 new members spamming "Dis G4m3 R 2 H4RD!1!!!", especially not when the game isn't even claiming to be near completion.

I think our publicity level is perfect for now; People interested in a game like this tend to find out about it on their own. Otherwise the game is allowed room to grow.


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