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Messages - PTTG??

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10366
DF Suggestions / Re: Tapestries, the human engraving
« on: November 20, 2007, 11:05:00 am »
On the other hand, currently, you can't engrave constructed walls, and most humans have wooden walls. I have to say that it makes sense that humans would have these, while dwarves don't, as stone is a better material for carving.

10367
DF Suggestions / Re: Fetch a la vache!
« on: November 18, 2007, 11:21:00 pm »
Zut! I used to know this...
Cow is...
Chevou?
Cheval?
Bah!
*gets babblefish*
vache!
MAN! way off...

10368
DF Suggestions / Re: Tavern
« on: May 16, 2008, 01:22:00 am »
I would like to have this! I will often build rooms with tables and chairs but not  designated as a dining hall, then stockpile the booze there. I put it near the workshops, and then dwarves don't have to walk too far to get there and back. If able-bodied but idle dwarves where able to congregate there, too, then it would have great game benefits.

10369
DF Suggestions / Re: some walls survive cave-ins
« on: November 18, 2007, 11:59:00 pm »
Sound's like a keeper to me!

10370
DF Suggestions / Re: Top3 suggestions final qualifying
« on: May 15, 2008, 06:04:00 pm »
-Excavate; Possibly via the "stone" menu.
-attack commands on specific bodyparts; The greatest fun in wrestling is being able to say: "I'll take out your eyes, Goblin!" Let's have that with swords too.
-framerate improvements; provides benifit for all players regardless of hardware or style. Clean code is stabler, too.

10371
DF Suggestions / Re: Syntax
« on: May 14, 2008, 09:29:00 pm »
You make an excellent point. I wince whenever I read those vauge "It's"s "He"s and "She"s.  I personally like this one:
You use your +steel mace+ to bash the troglodyte in the upper torso!
It is broken!

I would also like some more variety in general, but I suspect that that might fit in the presentation arc.


10372
DF Suggestions / Re: Adv. mode turn timing
« on: January 28, 2008, 10:44:00 pm »
quote:
Originally posted by Zonhin:
<STRONG>No, it means that Adventure mode moves in real time at the same speed as dwarf mode until the player gets a chance to move, then it pauses and waits for input.</STRONG>

You put it better than I did! Just so it's clear to everybody, the game plays as you take the action, and displays this action on-screen, until you get your turn to act. For a normal speed char, this means that players wait several steps, and see other chars taking there steps as this goes on, and then get their next turn. For a fast char, they get their turn as normal.

Thus, while in the old way, once you step off a cliff, you arrive at the bottom instantly, this way you would be able to see yourself fall.

Come to think of it, the game already does this of a sort, after you die. This may be possible to do, then. I am curious what Toady one thinks.


10373
DF Suggestions / Adv. mode turn timing
« on: January 27, 2008, 10:31:00 pm »
This is a complex one, and it may involve fundamental re-coding. I would appreciate feedback; does the fourm think this would be worth the effort?
In order to streamline Adventurer mode combat, and in particular make it run more consistently, have every action taken occur in the same length of time as a DF step, or the char's movement speed, whatever is lower. This means that for a player with a fast character, the game will take place as normal, while for one who is laying down, has a broken leg or otherwise is moving slowly, they will take an action, then the game will move forward as if it was playing at DF mode speed, until that char gets a new action. The most immediate benifit would be that an unconscious player would be able to watch as they are hacked apart in real time. The main usefulness of this, however, is that a character with a normal move of something like 1600 is unplayable because the game must render the whole time between it's moves all at once, causing twice as much delay between turns. If this where implemented, the game would still have to render this information in between the players turns, but doing it this way means that players get more information instead of a big pause. Finaly, this opens the Adv. mode engine to later expansion so that crafting, harvesting and other significantly longer than normal activites can be implemented more directly.
All that said, I'll admit I dont know anything about the basic structure of the adv. mode engine, and perhaps this is a relatively simple tweak. Anyway, thoughts?

P.S. by allowing interaction during the "moving" phase, the player can re-think actions and interrupt.


10374
DF Suggestions / Fourm Bonus...
« on: January 25, 2008, 03:07:00 am »
I have a simple little idea (said the uninformed fourmperson) Add some, or possibly all of the Dystopian Rhetoric images to forum Gaemlin or Smilies list.
Who doesn't want to punctuate a statement about how hard the new release will rock with a line of hammerers and  :p ?

10375
DF Suggestions / Re: Storey mode
« on: January 25, 2008, 02:08:00 am »
Well, hold on there Mr. negative, I think there is a grain of a good idea here. I believe that the basic thoughts here- tracking a dwarf through the fortress and getting more detail on the intra-dwarven level during Dwarf mode- are both good points. These have been suggested in other forms, but this is an interesting way of combining them. I'm not exactly sold on this idea, but it's got good points.

10376
DF Suggestions / Re: Coin removal?
« on: January 23, 2008, 09:43:00 am »
I think what is being suggested here is abstracting actual coins out from the game; this does have its' merits, but it's just not the same to find a -ATM card- as opposed to a hold filled with gold, silver, and platinum coins. I am respectfully opposed to this idea.

10377
DF Suggestions / Re: Safe and Forbidden zones
« on: January 23, 2008, 07:34:00 pm »
This is the most coherent form of this I have seen. Some interpretation of this would be great.

this is a +Idea+.


10378
DF Suggestions / Re: More varied worldgen display
« on: March 24, 2008, 12:20:00 am »
There was a little talk of this in FotF3, and it seems that things like this will get into dwarf fortress. Weather that is before or after doomsday is uncertain. I'm all for it- especially if this kind of information can be seen in Legends mode.

10379
Believe it or not, but mutant or random creatures is planned, in this case being the result of wizard's experiments.

10380
DF Suggestions / Regarding Bridges
« on: March 20, 2008, 06:53:00 pm »
Something that has been bothering me since the 3D update is the fact that, visually, there is no way to tell a drawbridge from a smoothed-over pit with no doors. This shouldn't be a problem but it can be better. I propose that bridges use the narrow or single-line segments for art.

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