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Messages - UHaulDwarf

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46
DF Suggestions / Re: Magic in Dwarf Fortress: Infinite Source?
« on: May 17, 2012, 03:19:53 am »
Did we have magic by 1450?

This is a low-fantasy setting, as indications show me

There have been many reports of ''magic'' from before 1450.
One lazy search on Wikipedia latter tells me that there was "magic" in Ancient Egypt, and ever since then too. http://en.wikipedia.org/wiki/Magic_%28paranormal%29#History

47
DF Suggestions / Re: Early fortress megabeasts… with a twist!
« on: May 17, 2012, 03:11:02 am »
they would join your fortress on a permanent basis, providing, like other nobles, mandates; but dispensing their own "justice".
I am imagining a megabeast tracking down your highest ranking dwarf, forcing you to accept it into your civ and to give it a dukes allotment of stuff.

While this is a good idea, I am wondering about those mb's that become enemies of individualizes and civilizations.
How would a dwarf respond to being ruled over by a hated foe?

48
DF General Discussion / Re: Donations Other Than Cash
« on: May 15, 2012, 02:34:59 am »
Ill sacrifice my cat if that will help. ;D

49
DF Suggestions / Re: Beer jars
« on: May 14, 2012, 01:43:29 am »
The way I see is, when a dwarf gets thirsty, it goes over to the desired barrel of alcohol and dunks its head in and drinks its fill. I do not see a reason to change this.
However it would be nice if the mugs would act the same a buckets.

50
DF Suggestions / Re: Funeral Pyre
« on: May 10, 2012, 03:33:17 am »
On a related note to funeral pyres; How about Norse funeral pyres? That is to say, when a dwarf dies, the dwarfs body and possessions all get burned at the same time.
http://en.wikipedia.org/wiki/Norse_funeral#Cremation

51
DF Suggestions / Re: Input Stockpile for Trade Depot
« on: May 09, 2012, 12:00:00 am »
The Trade depot is already a stockpiles for trading, all that needs to be done is to allow the player to gather goods for trade at all times, caravan on the map or not.

52
DF Suggestions / Re: Propaganda
« on: May 08, 2012, 03:50:06 am »
Really, people? You're playing a game where you readily admit to child and fluffy animal slaughter, locking kids in rooms with rabid dogs to make them not care about anything, elaborate traps to shred invaders in the bloodiest way possible, using captured invaders as training dummies... And you can't stomach slavery? That said, I don't know if I would use it, either, but the entire game is a massive suspension of belief to lower ourselves to the psychotic depths necessary to envision and use half the stuff we do...
My answer to this is: What would be the point to having slaves?
You already have dwarfs that do what you tell them to do, without having to have another dwarf there whipping them to make them do it.

53
Utilities and 3rd Party Applications / Re: DFHack 0.34.07 r2
« on: May 08, 2012, 03:39:36 am »
Did you copy the contents of the dfhack zip file into the df directory and replace the SDL.dll?

Because that's where MSVCP100.dll is.  In the df directory.
Ah, silly me thinking it should go in the utilities of LNP. Thanks.

54
Utilities and 3rd Party Applications / Re: DFHack 0.34.07 r2
« on: May 07, 2012, 11:14:02 pm »
I cant get dfhack to run.
Something about ''MSVCP100.dll is missing from your computer''. What can I do?

55
DF Suggestions / Re: Propaganda
« on: May 06, 2012, 10:59:25 pm »
Again with the ethics tags? As I said before, it's a meaningless line of text in the raws that is probably only there to make dwarves not die during world gen.
It at lest as meaningful as any other tag. Like the tags that say how sharp something is or at what temperature it melts at.

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As of the latest version, I have yet to see a noble position called 'Counselor'. Besides, when the personality rewrites come, it will probably be much harder to keep your dwarfs happy.
Alright, not Counselor, Mayor. The Mayor uses the consoler skill and pacifier skill to calm dwarfs down.



In my opinion Toady shouldn't have even given dwarves ethics, or if he did, they should've been random. Too many good ideas have been rejected because they supposedly go against the ethics, which are only in the raws. And in any case, why should the dwarves be angels? This is taking place in medieval times, and back then they had quite different morals from what we have today.
The raws are what they are. If you don't like them, change them. I believe that a dwarf would never use someone else to do his job, and a apparently Toady thinks the same way.

First off, in a medieval setting, the king and nobles have absolute power. They could have your house burned down because they didn't feel that your grass was long enough, and they still wouldn't get punished.
Despite what you may believe, Dwarf Fortress is not a medieval Europe simulator. The 1400 cap for tecnolagy is there to keep things from getting out of hand.
Kings and queens never had absolute power. Sure some had a lot of power, but they were still human. There is only so far you can push someone before they start pushing back.



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Second off, the dwarves, being uneducated since they don't go to school, probably aren't lectured on how cruel slavery is. For the most part, they probably haven't even been exposed to it. If the high priest or some other revered noble says slavery is okay, and then the dwarves are genuinely fooled by the propaganda, they'd probably have no objections to enslaving dwarves.
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Of course, there's always a chance that some over-educated dwarf will see through your lies and get angry, or potentially even go around and tell all his friends that your propaganda is all lies. There could be new crimes called "Attempting to Start an Uprising" or "Disloyalty" that could get those troublemakers put in jail, or given beatings.
I am not sure how you would imagine this to work. Even if the dwarfs did not know, that does not mean that they would not figure it out.
Just because someone is uneducated does not mean that they are stupid.



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In any case, the ethics shouldn't even be brought up. They are never even mentioned in the game. They're meaningless. I'm pretty sure that the current ethic system is only a placeholder, and that dwarves only have the ethics the way they do because if they didn't everybody would kill them, like Jeoshua said.
The ethics dictate how each civ acts towards each other in the world generator. It might be a placeholder, and in that case you might want to hold off with ideas that relate to ethics until they changes are announced.(Though I would not think of telling you not to post your ideas.)

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And let's not even talk about slavery anymore. Everyone who commented on it said pretty much the exact same thing; we're getting nowhere. Besides, that wasn't the main idea of my suggestion, just a side thought.
Well it was only about half of your op, and since food is ease enough to keep on hand that leaves the other half of your post to discuses.

56
DF Suggestions / Re: Music implementation ideas.
« on: May 06, 2012, 10:06:13 pm »
4. Dwarves already have an innate sense of musicality, which could either
     a) Make it easier for them to learn to play instruments, which is not preferable, as such should be a skill.
Some people have perfect pitch, which might help them play music. http://en.wikipedia.org/wiki/Absolute_pitch

57
DF Suggestions / Re: Propaganda
« on: May 06, 2012, 08:35:36 pm »
Imagine a fortress, sealed off from the surface as a result of a siege. There isn't much food left, as several farmers were killed. Almost everyone is miserable, and a tantrum spiral could occur any minute. The solution? Propaganda. Make up some crazy story about how the dwarves in FarAwayville only get one plump helmet a year for food. Suddenly your dwarves are a lot happier, and are grateful for what little food they have.
Dwarfs already have counselor that do whatever they do to calm other dwarfs down.

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Let's look at another situation. Say that as a result of war, you have a few elf prisoners locked up in little wooden cages. You could sure use some more soap for your hospital to treat wounded soldiers, but you'll need to burn some wood for ash. See where this is going? But before you can have your elf wood burners, you'll need to convince your dwarves that slavery is okay. How? Propaganda. Tell them some story about how elves buy kidnapped dwarves from the goblins and then force the poor kids to water every single tree in the forest, or risk getting sacrificed to the almighty woodpeckers. Suddenly, your dwarves will feel that it's only right that justice is served and the elves are forced to work.
Slavery is unthinkable for dwarfs. One dwarf could not convince another dwarf that enslaving an elf would be ok, because no dwarf would think about enslaving anybody.
Only a non dwarf(maybe a vampire?) would try to tell a dwarf that some people are ok to enslave.

58
DF Suggestions / Re: DF: Map
« on: May 06, 2012, 08:18:04 pm »
How about incomplete maps sold by merchants that show the parts of the world explored by that civ?
You would start with your own civ map, and if you gather other civs maps you can add to it.
Latter you can sell/give it back to a dwarf caravan to spread the updated map so that you can use it for future fortress.

59
DF Suggestions / Re: Definable Rock Drop Rate
« on: May 06, 2012, 08:07:43 pm »
Or you could just have two numbers that define the range of percentages.

[ORE_BY_SKILL:10:50]  Means dabblers have a 10% chance, and legendary +5 has a 50% chance, with a linear progression between them.
That seems a bit low for a 15+5 skill. The way I see it, each skill level should equal 5 present drop rate.
Using that rate it would be [ORE_BY_SKILL:5:100].
A legendary super saiyan +5 should always be able to get there rock.

60
DF Suggestions / Re: Music implementation ideas.
« on: May 06, 2012, 07:54:58 pm »
Rather then randomly generated music, how about a way that you can add your own music to the raws?
And when you have dwarfs play it, you hear it instead of the standard fortress music.

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