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Messages - assasin

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61
I like it. But it should also be possible to set certain stockpiles as rations to specific groups of dwarves [eg. , to a certain class a payment for work, free to the whole fortress etc.] so you don't get bombarded with petitions all the time.

62
DF Suggestions / Re: We have guinea pigs and we have armour...
« on: June 21, 2013, 04:58:38 pm »
Only if Peruvian flute bands are also added in.

Spoiler (click to show/hide)

63
DF Suggestions / Re: Conveyor belts
« on: June 18, 2013, 05:08:43 pm »
I personally think conveyor belts are a bit too industrial. I don't mind breaking the 1400 hundred limit. but I do think that dwarven economy and tech should be based mainly in a number of distinctly skilled artisans and not in things traditionally associated with factories and mass production like conveyor belts.

64
DF Dwarf Mode Discussion / Re: How deep must i go.... [spoilers]
« on: June 16, 2013, 05:06:23 pm »

They're a bit cheaty but:

Doesn't prospect hell in dfhack give z-levels.

And I guess you could also use reveal hell for a visual indicator.

65
DF Dwarf Mode Discussion / Re: Copying Designations
« on: June 14, 2013, 05:33:35 pm »
A screenshot, chromafort and then quickfort might work. But that'd probably be a bit of a hassle.

66
DF Suggestions / Re: Preferred jobs
« on: June 09, 2013, 04:33:36 pm »
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Of course, I imagine this would have some effect on gameplay; perhaps dwarves gain experience faster in favored labors, or when given a choice of jobs, are biased towards choosing ones they like.

I like the idea of them preferring the ones they like when multiple labours are set on. I'd imagine they'd take less breaks as well. Maybe, if the player didn't forbid it [because it could get annoying], they might take up some jobs as hobbies instead of being idle, fishing might be common for more patient, calm type dwarves. Hunting for a military personality with a ration of bolts. Making basic crafts for more creative types. Not sure what scholarly types would do  until libraries of some sort orother are in. It might be a good way to get the basics of an apprentice system in if kids could also have hobbies. Maybe some military dwarf who enjoys teaching could teach self defense classes to other dwarves who enjoy fighting

67
DF Adventure Mode Discussion / Re: Adventure/Fortress Interaction?
« on: June 01, 2013, 04:57:33 pm »
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What about the opposite? embark in fortress mode build a small base and leave supplies there for the adventurer to pick up?

I've never done it before, from what I've heard if you don't use dfhack to turn it into a lair the items'll scatter everywhere randomly, but it is possible. The issue, from what I;ve heard, is that you'll be limited to a dwarf adventurer because some pieces of equipment hage a size limit.

68
DF Dwarf Mode Discussion / Re: Why can't I find the edge of the map?
« on: June 01, 2013, 04:52:04 pm »
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Assuming you're talking about the fortress mode minimap, you have reached the edge. The cursor is over the tile in the center of the area shown in the main window. So you can't get to the edge because you're already the seeing the cursor's tile, and all those around it. If that makes any sense.

It took me forever to figure that out. I have no idea why it isn't obvious.

69

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I don't think any of it should go into world gen.  If someone was trying to fine tune a particular scenario it would suck to have to generate a new world for each iteration of their experiment.

I wasn't saying it should be part of world gen, just the interface would be kinda similar, but the way I laid it out would probably make it a bit necessary, though I'm not certain. I guess it might be possible to edit a scenario after world gen, or maybe continue it for a year or two. I'm not certain. I just care more about flexibility than convenience as long as its not too inconvenient. Anyway, when I'm testing something out It takes me about too seconds to gen a pocket world, and I might have several instances of the game open and generally turn the start video off. But my laptop is fairly decent, so I'm not sure how others would handle it. And even then I'll agree it still is a bit annoying

70
DF Suggestions / Re: Construction Cranes
« on: June 01, 2013, 04:34:47 pm »
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Something like this could certainly streamline building construction. I'm not sure how well it fits the tech level, though. Did they have cranes like that in medieval times? It certainly isn't anything you couldn't build with nothing but wood and rope and determination.

I don't think a basic crane would be that difficult. It would just be a trebuchet that swivels instead of throws. It would probably be tricky, but possible in my obviously ignorant opinion.

71
DF Suggestions / Re: Another take on Magic - Magicmaker style
« on: May 31, 2013, 10:42:33 pm »

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Mercury, Lead, Sulfur, Arsenic, and many acids can all be safely handled.

The chemicals and experiments that cannot, shouldn't be worked on by an amateur.

Arguing against the example instead of the main point seems like a waste of time to me. Just because someone picks a bad example doesn't mean he doesn't have a point. Of course it also doesn't mean he does. And also, I can think of a number of historical examples where mercury was not handled safely. I've heard [not sure I believe it but...] ancient [ie one or two centuries ago] hatmakers created the term "mad as a hatter" by rubbing quicksilver into the felt or something. And I'm sure the ancient romans used lead cooking pots.


Okay time to stop derailing the thread.



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Well since this is a simulation, then when it comes to alchemy specifically, you can't get around the fact that it is inherently dangerous. Alchemists work with with mercury, lead, sulfur, arsenic, acids etc. Alchemists even ingest this shit trying to create potions of immorality and what not. Stuff like alchemists fire, oil of impact etc. in D&D is extremely dangerous to all involved. You of course also need to think about the literature that has grown from D&D. There are many cases of organic magical systems in literature where the power is inherently dangerous and must be handled with care or else it will horribly backfire. The balancing of magic in DF should be a matter of how much you are willing to risk for power. The HFS is a perfect example. If you get greedy with the adamantine before your ready for the show to begin, your screwed.

I  agree. As long as its logical enough that a player would be able to make an informed decision on whether to do something or not. You know that if you're not careful with adamantine you have a chance of FUN. You know that if you send a naked recruit solo against fifty goblins he'd have a ninety nine percent of death. It shouldn;'t be like each time you perform a ritual you'd be forced to cross your fingers and hope that nothing too bad would happen. There could be some randomisation in, but at the end of the day it should be that every act of magic has a price. Not every porice should icncldue a random chance of failiure, but if they do you should be able to prepeare  for it and if you can't and the faiiure is bad you'd either only accept the chance of failiure in emergencies or you'd not use t the spell or make the potion or whatever. And if you decide the price of failiure is something you can handle than that's your choice. But again I'll say that not everything should have more than a one or two percent chance of failure. The ones that do could be using potions dealing with highly unstable ingredients or somonning powerful demons. Other prices can nclude sacrifing sapients or atom smashing a thousand units of candy or whatever or having a one hundred percent chance of causing something bad to happen or whatever.

72
we already know that certain scenarios are planned to be a basic part of the game. Though it seems that you want more control to create your own scenarios. It might be interesting to be able to set up embark scenarios in a sort of combo between the raws and advanced world gen. Say like:

set immigration frequency: [this would allow you to determine how often immigrants come]
set immigrant number [the number could be random within a range defined here]

immigrant type:criminal [possibly defined as a specific class in conjunction with the crime and punishment arc, other ways to define it would be based off of profession, noble status, etc]
  immigrant proportions [the ratio of this type of immigrant in relation to other types per migration wave with the total being set in the above example]
 immigrant status: as a prisoner [ie in a cage or whatever],guarded, etc. .


of course this, I apologise, a very rough example. Other things that could be considered is when this sort of thing is an option to be chosen ingame, say you cant build  a military fort unless you're close to an enemy[assuming that proximity will be a bigger issue once the army arc is completed], or a trade station if you're not near a trade route such as a road [once the trade system is expanded].

Then there'd need to be flavour text to make this look at least semiproffesional. And if diplomatic and other out of fort  features are expanded on, there'd need to be ways to customise these new features to fit what you are trying to do. Ssay a military fort being able to ask for reinforcements or ressupply or whatever.

73
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Making it more game and less sand box

I hope this is supposed to be sarcasm.

74
DF Suggestions / Re: Make the embark map continuous, not paginated
« on: May 29, 2013, 11:19:26 pm »
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It's one of those little rough edges which Toady's not likely to remove until he's getting the final polish on DF, because it's only sometimes a pain.

It seems to me that the beta is going to be almost as long as the alpha considering he'd have to rewrite the whole game.

75
DF Modding / Re: New Overpowered Race for personal use
« on: May 27, 2013, 09:52:33 pm »
Dragonfire is fun but annoying.


I've never tried using webs, but it shouldn't be hard copying spider raws.

secondly there are a bunch of secondary tags you should probably think about.

take away has nerves to limit any permanent paralysis.
no fear and no dizziness and obvious stuff like that could be found searching through the raws.

You might want to consider making them naturally legendary in everything. I believe a list you can copy and paste can be found on the wiki.

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