DF Gameplay Questions / Replenishing ammo in Adventure Mode?
« on: September 15, 2007, 11:48:00 pm »And while I'm at it, is it possible to refill your water skins? If so, where/how
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And while I'm at it, is it possible to refill your water skins? If so, where/how

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 ]
Also, I just had a random thought; antmen could double-wield bows. Now THAT is scary.
Just after I SHOT HIS ARM OFF, he shot me dead with his bow; a weapon that REQUIRES TWO HANDS TO USE.
This whole idea is making me excited. Go dwarves.
"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 ]
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.
[ October 03, 2007: Message edited by: Sylverone ]
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?
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?
quote:
I'm partial to mine carts and waterwheel powered hauling elevators
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 ]
"added thoughts for birth/new father/new sibling"
quote:
I am vehemently opposed to asking a computer to be creative. Unless Toady is a genius programmer, randomly generated riddles will be awful.
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 ]
All in all, a good idea.
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.