Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - SixOfSpades

Pages: 1 ... 41 42 [43] 44 45 ... 86
631
DF Suggestions / Re: Appreciating vistas
« on: October 11, 2015, 02:28:31 am »
Manually refreshing could be horribly abused by the player, however, because they could build a vista and then completely wall it off but still have it provide that view.
As long as walls made of clear glass are treated as opaque, I have little problem with this. But maybe vistas could auto-update annually, if you're concerned about abuse. I wouldn't be, as walling off a vista seems a lot more work than simply placing some artifact furniture, which you probably have tons of anyway.

632
DF Suggestions / Re: Appreciating vistas
« on: October 10, 2015, 11:18:19 am »
It would be much simpler to allow the player to "build" vistas, which have no material components & can exist anywhere. All of the line-of-sight calculations need only be performed at the time of construction, and saved as the "value" of the vista, so that dwarves standing on/next to that tile will appreciate it just like standing on/next to an expensive piece of furniture.

You would need to be able to manually go back and "refresh" vistas, however, to take into account changes in the view that may have occurred since the vista's original designation. Also, vistas would have to store at least two values: One for natural sights like mushrooms & waterfalls, & the other for gold-plated throne rooms, to account for dwarves who do / do not appreciate natural beauty.

633
DF Suggestions / Re: More depictions of gods
« on: September 07, 2015, 01:00:00 pm »
. . . I don't think that there should be much, if any, limitations on animal associations. Take for example Legend of Zelda's Windfish, Poseidon's creation of horses, the flaming Phoenix, the Thunderbird, or Capricorn, the goat of the sea.
Windfish are okay (they even have real-life precedent in flying fish), but Firefish would not be. The elements of Air and Fire are not opposed, and Air and Weather are actually allied, so Phoenix & Thunderbird are both good. Capricorn is always depicted with a fish/mermaid tail. (If you want to stick an animal where it doesn't belong, tack on parts from animals that DO belong. Aztecs be all, "You want to put a Serpent in the sky? Better make it Feathered, dude.")

Quote
Frankly what comes to mind for me when I hear that an ocean god is riding a Giant Desert Scorpion is that the dwarfs misinterpreted what is actually a lobster.
Unlikely, as dwarves know about scorpions, lobsters, and cave lobsters, and we must assume they can tell the difference.

Your other suggestions seem quite sound, by the way.


I'd say that the interesting thing about this is that you could tie almost any pair of things together with a bit of thought. . . . Gods were often tied to things seem to make no sense at first glance, so why couldn't a mountain goat be tied to a god of the ocean, climbing the many cliffs and valleys of the waves during storms, or a giant desert scorpion to scuttle over the dunes of the calmer waves?
I find your lack of hydrodynamic knowledge disturbing. As for unexpected associations, as I've said, I have no problem with a deity having traits that seem bizarre, as long as those traits do NOT run directly counter to that god's domains. For example, please try to rationalize how a blind cave bear somehow managed to beat out every single species of bird to become the animal associated with a sky god. Or why a god of pregnancy would be represented as a skeletal male dwarf. Or why a god of nightmares and deformity would be named "Luxury Palacejoy the Festival of Dances." Or why a dwarf civ would show their god of law, honor, and justice depicted as a kobold.

Yes, there are instances where things that generally oppose each other can be seen to have a common link--e.g., a god whose domains include both fame and rumors could be described as a god of reputation. A deity who presides over birth as well as suicide could be seen as a "cycle of life" god. But these are by far the exception, rather than the rule.

634
DF Suggestions / Re: More depictions of gods
« on: September 05, 2015, 08:24:14 pm »
I'd argue for a system that generates some odd connections as that would be realistic . . .

. . . So yeah, an ocean god should ride on ocean creatures, wear clothing made of shells and kelp and live in a fortress of sand and salt, but a god of murder or painting shouldn't be so picky. . . . If the DF god generator always made fortress gods with holy shields and freedom gods with bird friends, that would be boring and sad.  I agree that outright weird things like the Wind god being associated with Slug Men should be avoided, but I'd prefer crazy batshit gods to boring predictable gods.

I didn't mean to imply that I'd favor a discrete set from which the game must pull animals, only that it would be more likely to. I meant the "preferred" and "forbidden" pools of [animals/weapons/tools/other traits] to be exactly that, preferred and forbidden, with a wide gulf of "neutral" things between them. So a god of agriculture could still be pictured with a bellows, it would simply be more likely to see a plow there instead. Maybe there could be a "discouraged" pool as well, to allow for the possibility of "weird but not exactly stupid" pairings.

I'm all for gods and their domains going in all sorts of random-ass directions, as long as that direction is NOT exactly opposite of what would be appropriate. I once generated a dwarven pantheon where the god of rain was named "Fragrance". I didn't mind that in the least--what I did object to was that a different god in the same pantheon was named "Rain Rainflew the Rainy Sky-Heaven of Rain". True story.

635
DF Suggestions / Re: More depictions of gods
« on: September 05, 2015, 06:45:27 pm »
Quote
I definitely don't want particular animal associations.  That's already a real-world thing.  . . .  I'd rather see gods associated with completely random batcrap animals.
And I disagree. If a god of, say, oceans, were depicted riding a giant desert scorpion, or a mountain goat, or some other animal that never goes anywhere near the ocean, then not only would it not make any sense, but it would not be believable, and belief is what allows gods to exist. It would be far better to have each domain have sets of appropriately "preferred" and "forbidden" animals (and their respective men, if applicable), so that a god of fortresses would be more likely to have a tortoise or pangolin as its animal companion, while the god of jewels gets a crow or raccoon.

636
DF Suggestions / Re: Multiracial fortress
« on: September 01, 2015, 11:32:31 pm »
So, since dwarves are no longer mandatory, will the game just be called "Fortress"?

637
The Tavern arc, with its potential for an influx of travelers bearing news, stories, and songs from outside the fort, should go a long way toward supplying at least residential-grade novelty. Also, one of the many possible [ahem] improvements to the menu interface [ahem] would be a way to sort your dwarves by certain traits, enabling you to house your more Excitement_seeking citizens closer to the dining hall that's been built around the gladiatorial area . . . while your more placid types are free to enjoy a more quiet dinner elsewhere.

638
It sounds like certain events should have both a baseline Happiness score, and a Novelty modifier which lowers the Happiness conferred by that event each successive time that it happens. Sure, when a new couple has their first baby, it makes sense that they'd be ecstatic. After the 20th time, though . . . you've really got to wonder.

Personality traits such as Curiosity, Tradition, and Excitement_Seeking should affect how quickly a dwarf doing one kind of job over & over gets the "felt stifled by the monotony of labor" thought. On the other hand, a dwarf physically separated from that exact same boring job, perhaps due to a stay in prison or hospital, should feel "glad to get back to the old grind", at least for a while.

639
DF Suggestions / Re: Few bridge improvements.
« on: August 22, 2015, 09:41:34 am »
I know that more realistic moving multi-tile constructions are planned, but I haven't seen any specifics. I assume that well-precedented things like portcullises and large doors (more than 1 tile wide) are a given, and I also expect raising/lowering and sliding walls. I'd also like to see a complete inability to make drawbridges out of stone, because that's flatly ridiculous (except perhaps for a solid slab of cast obsidian). I concur with having a "working area" for each bridge (or any other moving multitile), where things like the winches & counterweights are stored/operated.

640
Largely true, I for one would favor dwarven civs starting out with beer(s) only, being able to farm underground crops only, and being able to build a Brewery only. As the civilization develops [during worldgen], through experimentation and/or trade, they would learn how to grow surface plants, vint wines, and distill spirits. I have nothing against preventing Distilling from being researched until after there is sufficient glassworking / alchemical infrastructure to support it, I just wanted to emphasize how the game does, in fact, currently work.

No brandy?
Just pointing out that brandy is distilled wine, meaning its production would require developing two types of booze.

641
Also... pointing out that brewing certain plants (dwarven RUM) pressuposses distilliation is really missing the point.  This is still alpha DF, and those systems (along with farming) are extremely over simplified and half-assed.
The half-assedness of DF potables notwithstanding, it still makes a lot more sense to say "Dwarves regularly produce distilled liquors at a workshop called a Still, so it's safe to assume they know all about distilling booze" than it does to say "We haven't been specifically told that dwarves have laboratory-quality alembics & retorts, so either they use some kind of dwarven magic, or the fact that they can distill whiskey is probably an oversight."

642
Don't forget that chemistry, including true distillation, is very much a part of the various aspects of cooking & brewing. To say that "alchemy has to wait until the proper tools are developed" would have the effect of making several plants unbrewable until the fort has at least a few pieces of crystal glass, which then have to be formed into exactly the right types of glassware. That doesn't sound like it would be a popular change.

In my head-canon DF, dwarves invent brewing beer, elves invent vinting wine, & humans invent distilling spirits, and the knowledge of the three forms of booze are exchanged through trade. Distillation, the most difficult and scientifically advanced process, is discovered by the humans because of their acceptance of fire & mechanics from the dwarves, and agrarian techniques from the elves.

643
DF Suggestions / Re: Inside - Light - Above Ground - Unsafe
« on: August 09, 2015, 07:16:46 pm »
A couple of additional thoughts.

All tiles resting on any structure (natural or constructed) that is held up by only 1 tile of support. Also, all tiles beneath such a structure.
There is no way in hell that any computer would have the spare FPS to calculate crap like this in real-time. But that doesn't mean it couldn't be done while the computer is idle--the game is Paused and the player is AFK. I think it highly likely that Toady could code the system to take advantage of these idle times; if you're away for more than 5 minutes, the computer starts crunching numbers for the War arc and Politics arc . . . or going tile-by-tile through your fort, and calculating what would happen if that tile were removed.

As for Safety, another thing that would make tiles Unsafe would be if a dwarf has died nearby. This would vary greatly with the cause of death: If a dwarf passed away from old age, family members would feel uneasy in that bedroom, and certainly wouldn't think of sleeping there, for around a week. But that reaction would pale in comparison to a dwarf being found drained of blood in a dormitory--that whole dorm would still be considered Unsafe for about a month after the supposed culprit was caught & punished.

644
DF Suggestions / Re: The Cleanliness Industry
« on: August 09, 2015, 06:59:53 pm »
Also a should-be: a Scullery workshop, to wash all of those mugs, and cauldrons, and ladles, and knives, and forks, and spoons, and plates, and bowls. Seriously. Have you ever tried eating a "unit" of stew, using nothing but your bare hands?
This would require proper implementation of ANY sort of eating containers and tools.  Which we currently don't have.  They're just "finished goods," useful to fill up traders and not much else.
Yeah. I see this as part of the main Kitchen overhaul. Knives would be useful to prevent dwarves getting irritated when eating a roast, and outright mandatory for cooking any kind of meat or veggies.

Quote
Even with proper use of eating utensils, and tracking their status as dirty or clean, I still don't see the need for a separate scullery.
True, both functions could take place in one workshop . . . you could also realistically craft stone figurines in the Jeweler's Shop, or even milk your goats at the Loom if you really wanted to. Modern residential kitchens perform dual-duty in one room. But commercial, industrial, and military kitchens do not, at least not as far as I know, the food-prep sinks are clearly separate from the dishwashing sinks. And DF kitchens are far more communal, industrial-grade than a single-family kitchen.

The main difference between a Kitchen & a Scullery would be plumbing. On average, a Kitchen would only need about 1 bucket of water for every 4 or 5 meals prepared, an easy job for the Cook's apprentice gopher. But a Scullery would need 1 or even 2 buckets per load (true, you can easily wash multiple dishes per load, but that means you need extra dishes to cover for the ones that can't be used because they're waiting to be washed), almost necessitating an aqueduct/pipe to be routed directly to the Scullery if it's going to be the least bit efficient, and then you have to have some place for all that waste grey-water to go (NOT anywhere near the communal drinking well, thank you).

Washing dishes at the Kitchen would still be possible, and in fact practical during a fort's early days. But as the population piles up, and their plates & forks do too, the Kitchen would become so clogged with Wash Dishes jobs (which take longer because of the water-hauling duties) that the Cook can barely even set foot in there. Time to dig an aqueduct for a Scullery.

645
DF Suggestions / Wall-mounted traps
« on: August 08, 2015, 02:46:58 pm »
And now, a suggestion that actually stands a chance of being implemented. Now that climbing is a thing, there should be a new class of wall-mounted traps designed specifically to combat climbers.

Weapon Trap--exactly the same as before, except they can only hold 1 weapon (which really should be true for the floor traps as well) and are, of course, mounted on a wall. They are designed in place by a Mechanic or Architect (on open ground, not an existing wall), and then built by a Mason.

Handhold Trap--Looks just like a perfectly good handhold/foothold, but breaks away once a load is placed on it, usually causing the climber to fall, and then it gets slowly pulled back into its original place by a hidden cord. Can be installed on natural or constructed walls.

Grease Trap--Pops out and sprays warm oil/grease over the tiles directly below, with some splatter to both sides. Affects both the climber that sprang the trap, and anyone who tries to climb those tiles for the next couple of days. Must be reloaded with oil/tallow after each use, as well as charcoal if it isn't already built in Warm stone.

Flip Trap--A spring-loaded block, slab, or other moving part of the wall that suddenly shoves outward, thrusting the climber into empty air. Same restrictions as a weapon trap.

Downward Spikes--not a trap, exactly. Just like Upright Spikes, except that they project downward at various angles, forming a strong deterrent to anyone wishing to climb up. Can be harnessed to a lever to make the spikes retract / extend. Can be built on natural or constructed walls.

Pages: 1 ... 41 42 [43] 44 45 ... 86