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Messages - PTTG??

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10396
DF Suggestions / Re: Perm Plant Gathering
« on: December 06, 2007, 11:10:00 pm »
quote:
Originally posted by Mechanoid:
<STRONG>Agreed.

It'd be nice if from the 'O'rders menu you could set this sort of order as well.
"Wood cutters cut wood [At will/When designated]"
"Herbalists gather plants [At will/When designated]"
Like how you can let only farmers harvest.</STRONG>


I like this system, especialy if it includes a "never" option, in case of invasion.


10397
DF Suggestions / Re: Ideas for a standardized, comprehensive UI
« on: December 07, 2007, 02:43:00 pm »
Well put, Sean. To add to that, I said in another thread that certain tags in the raws could assign position or structure to the menus as well, for instance, a tag on any buildable item would list a directory-like structure, and the game would parse that into the menu like this:
Tag for a carpenter shop: [MENU:BUILD:WORKSHOPS]
Menu: as is now, with the carpenter shop in the workshop menu in the build menu.

Tag for a bed: [MENU:BUILD:FURNITURE]
Menu: Within the build menu, this adds a new menu called "furniture" anything else with this tag would automatically go in the sub-menu.

Tag for a lever: [MENU:BUILD:MECHANISMS]
Tag for a stonefall trap:[MENU:BUILD:MECHANISMS:TRAPS]


10398
DF Suggestions / Re: Slippery chute - buildable long slopes
« on: June 04, 2008, 09:33:00 am »
So there are two ideas here; chutes and item occupancy. My thoughts on the issue:
-Chutes: This is the reason that there is a suggestions forum. It is fantastic, even in the most basic implementation.

-Item Occupancy: I have messed with this and What I have determined is that a default value for the maximum amount of weight that can fit in a tile. This weight includes that of creatures and fluids. If a creatures entering a tile would increase the weight beyond the maximum, then the creature would have to crouch. If the weight is already over the max, then the tile is impassable, and any new items dropped on the tile are shifted to a neighboring tile. If the neighbors are full, then it balances on top. Thus piles of goblin corpses, pyramidal stone piles .


10399
DF Suggestions / Re: Slippery chute - buildable long slopes
« on: February 28, 2008, 03:07:00 pm »
This is a winner! Especially the switch idea!

This could solve a lot of problems!


10400
DF Suggestions / Re: Slippery chute - buildable long slopes
« on: February 24, 2008, 06:04:00 pm »
You know, this does sound like a reasonable facsimile of the Mine Cart/Multihaul system everybody is looking for. I whole-heartedly endorse this idea!(TM)

Perhaps give chutes a maximum length and have them drop the item one level lower than the start position, meaning that you could move items several times the distance by having a greater drop. Additionally, have chutes act like stockpiles when generating jobs near the start point and have items that are dropped off the end not count as being in the stockpiles so that dwarves would have to organize the output neatly (that being to prevent too much quantum stockpiling).

Other possibilities include having the chute require a pipe segment or three to build and allowing it to move liquids safely.

All the above in a nutshell: "SECONDED"

[ February 24, 2008: Message edited by: PTTG?? ]


10401
DF Suggestions / Re: (bloat suggestion) children -> (narrow) clothing
« on: February 24, 2008, 06:09:00 pm »
That said, it does make sense that dwarven children need different clothes than adults. Perhaps when multiple raw entries can exist for the same civ we can start to implement things like this?

Come to think of it, there where some suggestions for "tailoring" for clothes that would make nobles more happy. Besides, we can assume that the kids just get really baggy clothes that they can let out.


10402
DF Suggestions / Re: Have an original thought!
« on: May 13, 2008, 08:29:00 pm »
- :Urist has felt that his quarters where too small recently.
+ :Urist has admired a fine statue a few days ago
- :Urist has lost a child to tragedy three years ago
- :Urist felt unsafe due too lack of fortress defenses recently.
+ :Urist felt secure in the strength of the fortress recently.
- :Urist has been worried of food shortages recently.
- :Urist has been worried that the booze will run out recently.
+ :Urist has been proud to learn a skill recently.
+ :Urist found an interesting pebble recently. (The dwarf 'searches' for a small stone that they might keep, might discard, or might take to their home.

10403
DF Suggestions / Re: stockpiles ->heaps + Landfill
« on: May 14, 2008, 10:31:00 am »
I posted a similar suggestion a few months ago. My idea called  for there to be a weight limit of a couple hundred Dwarf-lbs. If an item is placed in a tile that takes it over the weight limit, that tile becomes "full" and is impassable. Any items that fall on it later first check for a neighboring tile, an if they are all  "full" it stacks on top of the first tile, thus creating pyramidal stacks of rubble, garbage, ect. Creature weight limits would also be included, and heavy traffic and garbage would jam small corridors. My favorite side effect would be that corridors could fill with corpses, and especialy large goblin sieges would create low walls of goblin corpses around the entrance that would need to be scrambled over by the next wave. The problem was changing the structure of the tiles and pathing, and I'm sure there where some other problems, but I can't remember what they where.

10404
DF Suggestions / Re: kryostasis chamber
« on: February 23, 2008, 11:22:00 pm »
Good news, everybody! If you quote a dead TV show long enough, it will come back to life! No, wait, I'm wrong.

That said, I think that a few good ideas can be salvaged from this; In particular, I think that what needs to be done is have statues changed from generalized to being of a specific creature or species, to distinguish them from engravings, which can describe more general events and concepts but are immobile.

Then, whenever a unit gets "encased in magma" it will burn up if it is flammable and make a basic quality shell-like statue. Similarly, a unit "encased in ice" will drown if possible and then create an ice statue that, if it melts, will re-expose the corpse. So, your glacier fortress can sell elves "glass statues" to take home... imagine their surprise when they get past snow line.


10405
DF Suggestions / Re: OH SHIT. A wimp! FLEE
« on: November 20, 2007, 11:07:00 am »
There has to be a way to mod the raws so that groundhogs, deer, and other wimp creatures are ignored like dogs or cats, right?

Or, perhaps Toady One could add a [WIMP] token that marks them as a special category.


10406
DF Suggestions / Re: Hauling skill.
« on: November 19, 2007, 07:29:00 pm »
quote:
Originally posted by mineditall:
<STRONG>
you wont see a novice person hauling the crown artifact you made
cant haul items such as anvils without better skill
skilled haulers refuse to haul rocks

other things apply</STRONG>


Oh sweet baby jebus NO!

I mean, yes, haulers should level up, but by the Spawn of Armok, I don't want to have to retire all of my haulers after a few years of hauling.

[ November 19, 2007: Message edited by: PTTG?? ]


10407
DF Suggestions / Re: Brain clusters and old age
« on: May 10, 2008, 11:53:00 pm »
I think this has some awesome elements.
Full seconding.

10408
DF Suggestions / Improving Words/Raws
« on: May 08, 2008, 11:18:00 pm »
It struck me that all the words that are drawn for names are separate from the names of items, plants, and animals. There is some overlap, but it is coincidental; you can have something "of men", even if the world never had humans. My idea is thus; combine these raws so that normal items have sphere associations as words do now. Then, we can have not only Dwarven empires named "The Glowing Plump Helmets", but also "The depravity of swine", a goblin empire, and the god "Rogush Wealth-mine, god of Rubies and Platinum." Even an adventurer named "Doodod Leadcamel" or the mountain range "The Spine of Dwarves."

Possibly the biggest downside: Re-doing a lot of raws for sphere associations.
The biggest upside: Being able to mod a new monster into the game, and with one Raw change, you get it fully integrated into the world, in myths, in language, and on the maps.

Of course, there would need to be some lang. raws for things like waves or whatever. There would also need to be different names for every item for each language.

Hmmm... the raws would prolly bloat out like an inflatable raft.


10409
DF Suggestions / Re: Transport
« on: January 25, 2008, 03:02:00 am »
In Websters':
A Dwarf Fortress Player: Noun; a person with an intense fear of the letters E, C, and the Ampersand(&), who has had an idea involving mine carts and dwarves.

See? it's part of the definition!

I've put some thought into this myself, but I think that the 'Minecarts as stockpiles' idea looks the best; so long as there is a certain radius around the cart that makes it prioritize over stockpile hauling jobs. Otherwise, dwarves will walk past a minecart, over to the rock, then back past the cart and a couple hundred squares to the stockpile...

Also, when it comes to the Quality of a mine cart, should this make the cart move faster, or carry more?

This will be a req. for a very long time, I suspect.


10410
I very much like this idea! This idea has been formally approved by the board of PTTG??.

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