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Messages - PTTG??

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10381
DF Suggestions / Re: Mechanized Bridges
« on: March 20, 2008, 07:12:00 pm »
I'd drink to that.

10382
DF Suggestions / Re: Placeable text comments
« on: December 15, 2007, 06:43:00 pm »
The basic idea you mention here is kind of like Strong Bad's typing, but your particular suggestion, is an interesting way to implement it. I think that having visible labels might be a nice way to display them. Other versions suggest that labels would be read using the k look command. Sooner or later, one of these might possibly get partially considered to be slightly implemented.

10383
DF Suggestions / Re: New skill (advancement) names.
« on: December 16, 2007, 01:36:00 pm »
Something occurred to me in this vein: Legendary Levels. That is that 'Legendary' does not mean that the dwarf is instantly known the world over.

It could progress like this:

Clan Legend (distant family knows and revers him)
Guild Legend (meaning all dwarves of his class would know about him)
Mead-Hall Legend (many dwarves know his name)(current Legendary)
Local Legend (i.e. entire fortress knows about him; a founding dwarf, for instance)
Regional Legend (now even the Baronry town would know about dwarf)
Bardic Legend (fame to the point of other nearby fortresses knowing him)
Civic Legend (entire civ knows about dwarf
Racial Legend (all Dwarf-kind knows of dwarf)
World Legend (nearby civs of all races know dwarf)
Epic Legend (a god of story if not in fact)

Weather or not the NPCs know about him or not does not matter yet. This is just a way for a Legendary bone carver due to a fell mood to not quite be the same as a Legendary Blacksmith/Mason/Carpenter/Hammerdwarf with 120 masterpieces to his name and Superdwarven statistics.

[ December 16, 2007: Message edited by: PTTG?? ]

[ December 16, 2007: Message edited by: PTTG?? ]


10384
DF Suggestions / Re: New skill (advancement) names.
« on: December 14, 2007, 09:11:00 pm »
It also might be nice if legendary was somewhat higher than it is now, for two reasons;
-Miners and Bookkeepers become legendary faster than you can say 'Hail Armok, god of Blood'
-Since Moods are more difficult to achieve, the rewards should be a little bit better.

10385
DF Suggestions / Re: Workshop quality
« on: March 17, 2008, 10:27:00 pm »
I definitely think that this would be a significant addition to the game; in fact, I'm pretty sure that some elements of this are in the bloats or something, though perhaps not as developed as this. this has my Seal of Approval.

10386
DF Suggestions / Re: Differentiate aquifers and wet rock
« on: March 17, 2008, 09:57:00 am »
The problem with aquifers is that they have too much power; for flow calculations it seems as if they are an infinite 7/7 square of water. What would be more realistic is if various aquifers could have different levels, so that a shallow aquifer was just 1/7 and would thus never fill an adjacent tile more that 1/7 full of water. Then you can get somewhat realistic aquifers and semi-flooded corridors.

10387
DF Suggestions / Re: Change humans max age.
« on: March 17, 2008, 09:49:00 am »
I tried to make a rat-man mod where historical figures would have a life span of only 6 to 8 years and all that. The unintended side effect of this is about 100 times as many kings and 10000 times as many children of kings... Normally, the best computers explode when they try to run that version of my mod.

10388
DF Suggestions / A big suggestion for one tag
« on: March 16, 2008, 12:33:00 am »
[ALT_FORM:X:Y] is the idea I have here; a tag that can be added to creatures to allow them to use the creature gloss of annother creature, where X is the target creature and Y is the trigger. Why is this a big suggestion? because a proper implementation of this tag means that the game has to translate an arbitrary combination of wounds and items and equipped items from one creature gloss to annother in a sane orderly system, and be able to examine a large number of possible triggers, such as age, health, time of day/year, actions, items nearby or consumed, ect., ect.
The point of all this is to add a powerful new tag to DF. This tag can be used for every thing from turning an egg to a dragon, a child to a man (in this case, they would finally grow in size, instead of dwarves giving birth to full-grown dwarves), to have were -wolves, -bears, -carp, and olms, possibly to have wizards turn a barbarian warrior into a weaker female, or have a gell-creature that grows as it absorbs victims. And, of course, many, many more creatures can work.
I'm sure that many of these elements are in the bloats and cores, but I encourage this to be tackled soon, because this could have far-reaching ripple effects as other tags and game elements get added.

10389
DF Suggestions / Re: Looking.
« on: December 12, 2007, 02:06:00 pm »
See this thread:
Distant View

Same basic idea, I think. I didn't think about local landmarks, though. That sounds like a good idea on it's own.

[ December 12, 2007: Message edited by: PTTG?? ]


10390
DF Suggestions / World-Gen Woes
« on: December 10, 2007, 11:06:00 pm »
First item: Although advanced world-gen control is sometime in the future, apparently up there with bump-mapped hi-def texturing, I theorized that at least the filter numbers, i.e., the minimum and maximum numbers for world rejection, could be changed with an external program, right? with those changed, we could 1: force the game to accept more worlds, or b: change the ranges to include stranger worlds, such as ones having ten times as much glacier.

Second item: If the above proves impossible, what can be done to mod biomes? Can temperature or foliage be changed? It seems that rock (or at very least soil) type can be changed.

Any thoughts?


10391
DF Suggestions / Re: Split mill jobs into "mill food" and "mil
« on: December 10, 2007, 10:38:00 pm »
If only one, I think that adding to the kitchen menu would be best, but even better would be to use both ideas, as they are not mutually exclusive.

Solomon has spoken.


10392
DF Suggestions / Re: Interrupting across z-levels
« on: December 10, 2007, 10:36:00 pm »
"This is an image of a dwarf and a deer in pixel. The dwarf if cowering. The Deer is striking a menacing pose."

10393
DF Suggestions / Re: Mass-designation for dumping/melting
« on: December 09, 2007, 11:40:00 pm »
I agree, and not only for my fingers. I worry about my enter key!

10394
DF Suggestions / Re: Slimes.
« on: December 07, 2007, 10:58:00 pm »
Sounds good. Don't forget boiling oil sieges!

10395
DF Suggestions / Re: Skill weapons
« on: December 07, 2007, 10:50:00 pm »
Definitely. In addition to just improving adventurer mode, this new equipment would do several other things:
-Crafters of all types become more useful, as high-quality tools provide better bonuses
-trade becomes more important as missing tools can be irreplaceable.
-skilled workers can get happiness bonuses for using better tools.
-towns, fortresses, and dark fortresses become more alive and active with new items
-allows for more sophisticated tech trees for later as required tools can not be made without earlier tools.

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