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Messages - Manveru Taurënér

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631
DF General Discussion / Re: Future of the Fortress
« on: October 28, 2013, 09:03:22 am »
I'd assume that was a very poor attempt at humor :P

632
DF Suggestions / Re: Event selection for engravings/crafts
« on: October 28, 2013, 08:58:12 am »
Yeah, too much control would most likely just spoil the fun of finding out what it is they're engraving etc. I once had a fort where I after a long siege managed to end it by digging out and dropping the ceiling of my fort entrance, crushing the whole siege in an instant. Some time after that I noticed quite a large amount of the engravings I'd done since in my dining room depicted goblins covering from or being crushed by falling rocks (can't remember exactly how it was phrased). Nevertheless, just finding that was a moment of pure awesome, and wouldn't have been anywhere near as great if I'd previously scrolled through a menu and noticed I could've ordered that specific scene to be engraved :>

What Repseki said would probably be a good compromise. Not sure if it'd be more fun or annoying to have dwarves sometime ignore your decision and engrave whatever they feel like anyway, depending on their personality :P

633
DF Dwarf Mode Discussion / Re: So any way to attack goblin strongholds?
« on: October 27, 2013, 08:57:45 pm »
Not publicly available per se, but there's an unofficial document listing all known features in the coming version. I'll see if I can dig it up :P

Edit: Link

So basically, the list Toady speaks of is his own list of whatever is left to fix for all these features ^^

634
DF Dwarf Mode Discussion / Re: So any way to attack goblin strongholds?
« on: October 27, 2013, 07:40:05 pm »
I don't think you can send out squads to attack goblin fortresses in fortress mode. Unless you mean send an adventurer, recruit dwarves from your own fortress, and attack the goblin fortress with your recruited army in adventurer mode, in the next version.
actually i think you will have some kind of contributing military role in fortress modenext patch.
on the current dev list:
"Ability to send out fortress dwarves to lead larger groups of surrounding dwarves out around mid-level maps (or just go alone)"
if we trust today when he says he'll be finished the list in a few weeks hehe

The list on the current development page isn't the list Toady was referring to, his current list is just a teensy part of the dev page goals. Hard to say when he'll get around to army stuff, but not for another few years anyway at the very least :>

635
DF Suggestions / Re: Expand list of crimes dwarves can be convicted of
« on: October 27, 2013, 05:39:30 am »
Dwarves consider any kind of torture unthinkable, so before we get some sort of ethic variations between different civs that prolly won't happen in fort mode. As for other types of punishment, dwarves already stick to hammering both for executions and punishment, which I feel is kind of fitting tbh. We just need it to be a bit more sensitive in deciding whether to go for the head or not depending on the severity of the crime. That and some differentiation on which crimes leads to imprisonment or hammering. I'd say it'd be fairly natural to draw the line depending on the severity, minor crimes such as violating some sort of work order would give some time in the dungeon. Violent crimes would give a good hammering and possibly dungeon time as well, unless it's a fatal hammering for say murder or treason.

636
I doubt that when Toady gets to crime in fort mode we're gonna end up with something as simple as a single counter tbh. We're getting more fleshed out personalities in the next release already as well as wants and goals, which will almost certainly be linked to this somehow. Hopefully actual crime in fortress mode isn't all that far off now anyway, it feels like a very plausible sidetrack when work on taverns get going or during further work on the thief role.

637
DF General Discussion / Re: Graphics
« on: October 23, 2013, 07:35:41 am »
I'm not talking about twee tilesets, I'm talking about proper 3D graphics with a point-and-click interface.

Maaaaaaybe in 20-30 years if you're lucky :>

638
DF Suggestions / Re: Ideas for the goblins
« on: October 13, 2013, 05:51:34 pm »
Hi, I'm new here, but I wanted to suggest a few small ideas to make goblins more interesting and more challenging.

1. Nasty Weapons: Goblins could sometimes carry really nasty weapons, with jagged edges or barbs that break off under the skin or other such things. the wounds they would cause would not be likely to kill a dwarf outright, but would require expert medical care and have a very high chance of becoming infected.

2. Wolves: Goblins could bring trained wolves with them. They wouldn't ride them, but would use them the way dwarves use war dogs.

3. Better Squads: In certain circumstances, like if the king is leading an attack, goblins should send entire squads of weaponmasters. They could also send elite squads that aren't quite at the weaponmaster level, but would be a cut above the average goblin force.

4. Uniforms: I had one game where all the goblin soldiers wore masks, and I think it would be cool if stuff like that happened more often. All the Goblins could have a particular image on their armor, or a particular decoration on their helmet or something. Granted they would probably end up all wearing an image of a table, but I still think its a neat idea.

5. On a final note, I think the goblins should still be able to use ambushes after they've started sending sieges, just to keep the player on their toes.

Just some quick comments on the subject:

4. They already do. Take a closer look on the chest pieces and helmets of any goblins the next time, they should all be marked with the emblem of their civ ;P

5. Fairly sure they do already, just not all that often :>

639
DF Suggestions / Re: Banemaker's Workshop
« on: October 13, 2013, 04:14:50 pm »
The more i think about it the more using poison seems positively unDwarvenly. If a battleaxe needs poison to do its job then the weaponsmith clearly didn't do his job very well.
If something takes some effort* and yields next to nothing, it is extremely dwarven.

*Attaining poisonous substances, extracting them with a trained dwarf, then distributing them among military dwarves who might also need training to use them propely.

But why limit poison to weapons? Why not poison water, or boil it in some sort of furnace to create poisonous vapors?

You could also poison your own dwarves to punish anything that uses a bite attack. That would be very dwarven.

Nope, that's a common misconception around here. It would be very "playery", sure. But still very "undwarvenly".

640
DF General Discussion / Re: The issue with breeding Giant Spiders
« on: October 04, 2013, 06:35:46 pm »
Am I correct in interpreting that combat log as that one of the spiders are tamed, and the other isn't? If so then that's the cause of them fighting, not awesome spider courtship coding.

641
DF Suggestions / Re: Dwarf Labor --> Mechanical Power
« on: September 30, 2013, 09:21:34 am »
While dwarves could be used for generating power, there's a much more elegant and superior solution to the issue. Animal engines. While I'm certain I've read FotF replies discussing the matter I can't seem to find them, only quotes of other people discussing said replies. Anyway, this will probably be implemented whenever haymaking is worked out to be able to feed work animals for uses such as this. And if desperate it should be easy to designate a dwarf to pull the machine temporarily instead.

642
DF General Discussion / Re: Future of the Fortress
« on: September 30, 2013, 08:43:17 am »

[snip]

Also, sadistic with a good sense of empathy? Those traits kind of conflict there.

Did some quick googling to find a good short explanation of the difference between empathy and sympathy, and came upon this quote...

"[M]aximum cruelty makes use of empathy without sympathy. To hurt someone, you must know what that person's sensitivities and vulnerabilities are, without having compassion or pity for the person's suffering. This is perhaps most obvious in the emotional abuse of intimates or family members. Intimates can say the most hurtful things because they know the other person's areas of vulnerability. The empathic bond is to the other person becomes an instrument to facilitate cruelty."

Evil: Inside Human Violence and Cruelty, p. 245 by Roy F. Baumeister, Ph.D.

This dwarf sounds like a prime candidate :D


643
DF Suggestions / Re: aging wine, cheese, etc.
« on: September 28, 2013, 05:28:44 pm »
Meh, I'm not strongly opposed to this idea, but I think there are more important things to improve about the food system. Such as over-abundance of food, especially meat and the price of prepared meals.

Besides, if quality of some types of food improved over time before spoiling, how would that affect what the Dwarf chooses to eat / drink? Keep it random, but get better thoughts for better drinks? What about prepared meals? How would the quality of ingredients factor in with quality of mincing and the meal itself? It's just... I don't see this suggestion working.

The overabundance of meat will be balanced somewhat when predator pets are fixed to need feeding. As for how quality would factor into prepared meals and food pricing, quality modifiers overall in finished goods could use a good remake/rebalancing at some point. It probably wouldn't be that hard to sort out while still being balanced if all things are considered beforehand :P

As for which foods would be chosen, that'll work itself out when the economy gets back in. Wealthy dwarves will obviously afford higher price/quality food items, whereas poorer dwarves stick to cheaper foods, with variation depending on personality, preferences etc etc ^^

644
DF Suggestions / Re: aging wine, cheese, etc.
« on: September 28, 2013, 01:16:00 pm »
Surströmming definitely feels very dwarven. That and other types of food which the mere smell of would drive other races running for their lives :D

645
DF Suggestions / Re: Dream Land
« on: September 27, 2013, 01:13:56 pm »
Other dimensions such as the ones you describe are planned, probably not gonna happen for another few years though :>

Quote
We would have added multi-planar worlds a long time ago if I had thought to support them ten years ago. The way it's setup now it's an annoyance ... around the level of adding the z coordinate, but the z co-ordinate got added and multi-planar worlds are going to make it in too.

From DFtalk 20

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