Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dae

Pages: 1 ... 34 35 [36] 37 38 ... 52
526
DF Suggestions / Re: Return of the Guild (Masters)
« on: August 27, 2008, 07:40:44 am »
When it comes to dealing with dwarves with no work to do and therefore no income, I think a more detailed economic model that allowed dwarves to work for their own ends and buy/sell from other dwarves, as well as work for the government (you) would cover this better. (my 2c).

It also has all my support, but it's not the point here. It's related to Life Arc and could require a bit of Caravan Arc, but it'd be nice to start another thread about it.

Strikes seem at first a bit... violent in the DF world, meaning quite democratic in a fortress when a random guy is beaten to death for something doesn't even know about. They would fit more if the Fortress Guard was around them and the strike could get more like a riot.
Of course, not every time but if strikes came in too often, or the Captain is easily upset or he doesn't like the Guild Master.

Also, being in a guild should have advantages for the dwarves. If they're going to go on strike and share danger, hunger and quite often magma, they should be sharing the positive part of the life in the fortress (given there's one). That's why I think they should put in common all the money earned from doing their job and, once a month/season, share it either equally or depending on their skills. Either ways, the GM would get a better rent than other members.

During every pay, a dwarf would compare how much work he did, how much he earned from it and react depending on his personality : leave the guild (if he's skilled enough to earn a living by himself), get angrier (raising the probability of a strike), do nothing (for the passive-tempered ones).

Perhaps there could be some sort of Guild secrets, revealed only to a few chosen ones. The Guild master would know it, the dwarves who are in the guild for a very long time too. It would be something that would make them more efficient or give them a sort of enhanced ability, maybe just stats going up quicker, which would be useful to your fortress by itself.
But moreover, some new options for the player would be unlocked as the fortress counts a certain amount of Initiates, or it'd be unlocked as soon as you have a Guild Master and  the more Initiates you have, the stronger and more useful this option gets.

This way you have some new factions (useful for more politics, treasons and fun), dwarves' lives get a new social aspect and you would want the guild to be successful.

527
DF Suggestions / Re: wall/floor coating
« on: August 26, 2008, 06:20:22 pm »
Yes, but ther's a difference between a gold wall and a gold coated wall.
I think it'd require less resources and in counterpart get worn as time goes by.

It could be used as a temporary solution to a noble's exigence or as a way to make a false object. A noble mandates the construction of a platinum boot, but you want to keep your platinum, so you take an iron boot and paint it with platinum.
It'll be considered exactly as platinum as long as the coat doesn't wear.
Otherwise, you could use it to raise the baron's room (he had an accident) to the king's expectations while the royal bedroom is getting dug.

528
DF Suggestions / Re: Mechanical Toy Wishlist
« on: August 26, 2008, 02:11:46 pm »
Perhaps fans much more like wooden fans than metal helixes. To get decent ventilation with an helix, you'd have to make it turn with quite a good speed, or it has to be huge. Without electricity, I suppose it'd be hard.

529
DF Suggestions / Re: Wars and siege progression
« on: August 26, 2008, 02:07:25 pm »
I think we can have a lot of fun with the whole getting information part. Especially from enemies, but just knowing what happens around the world would be great.

Caravans would obviously transmit informations, as well as migrants. This is an easy way to know what happens out there. Some travelers could get in, asking for a meal and a place to rest a few days in exchange of informations.

Also, there would be spies. The ones you could dispatch in other fortresses, human towns, elven retreats, the same way I think you could dispatch ambassadors. If the nation is friendly, spies could be dwarves, else they'd be deceivers you'd have bought or brought to your cause. They'd be members of your civ but deny to be so.

You would be able to torture/buy/talk prisoners into becoming a member of your civ so as to get informations about the total amount of soldiers goblins have, where are their troups stationed, where is their demon leader or their great priest (handy to send murderers).

Also, soldiers coming back from an attack would give you some tips. Often you'd prefer to send an army and some dwarves, much like stalkers, who wouldn't fight (even if they would be able to defend themselves) but just come back and tell you how went the battle faster than you'd know if the whole troup came back.

Along the same lines, the rest of the world would have to act a little to know what happens in your fortress. Caravans would give some after going back from your fortress... if they can. You could buy diplomats and order them to spread false information or hide some("See, the Baron had an accident... it's probably better that nobody knows outside, ya'know..."). This way, elves would be quite powerful because if you wanted to prevent anything to getting out of your fortress, you'd have to kill animals, elves' informators.

530
DF Suggestions / Re: Mechanical Toy Wishlist
« on: August 26, 2008, 01:39:14 pm »
Same as Sweitx, with a little more interest in kinetic energy.

Also, I don't understand what fans would be for.

531
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 26, 2008, 11:59:32 am »
why only for veins?  I'd like to see what's above and below.  I'd also like damp and warm to penetrate.

I'd like too, but the way we want it requires more changes to the process of mining out a tile. More, as it is now I suspect that every tile would be revealed one z-level below the surface all around the map, which wouldn't be good (I suppose the game tracks everything that is accessible while instancing the map or a newly reached z-level and reveals everything around that tile. Here there would be a need for two different revealing methods - one on loading the map and one on mining that would reveal above and below).

I also thought of something about underground features being discovered while you haven't entered them yet, and it'd require changes too.

But now that I think more, it could work this way : if you mine just one level above a chasm (I mean you haven't breached into it yet), it would reveal only the tiles below your tunnel and show them as empty (miners would've heard it sounded different and understood there was something).
Less changes would let you see whatever is in, more changes would require a new type of tile, with a sort of fog of war.

Also, you could have another degree in damp and warm : the stone directly next to a feature should be extremely wet/hot, almost dropping/melting. There could be an option to remove designation only on "dangerously damp/warm stone", but for more balance and fun in the game it shoudl be decided upon the miner skill.
This way either it works as it does now or you trust your dwarves.
Well, with that last sentence it sounds stupid.

Anyway, let's stop it here now, it's off topic. Someone can copy/paste the quote and start another topic if he/she finds the suggestion relevant.

532
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 26, 2008, 11:07:13 am »
I think maybe you could get an announcement: _____ vein continues higher (or lower). But that seems really gamey. Any ideas?

Let's just reveal the ones that are below/above the end of the vein on wanted z-level. just like it currently does but in 3D : when a tile is mined out, reveal next. Of course, this would work only for veins.

533
DF Suggestions / Re: Small suggestion about the world map
« on: August 26, 2008, 06:52:56 am »
I already went to one edge of the world in adventure mode and nothing happens, you just can't move forward... quite a shame.

It'd be cool to have a few random things happening while we wait for the definitive result (wrapping, being linked to other worlds, whatever). Like a message "Onol Claspedring has reached the event horizon. You don't want to know." Then out of adventure mode as if he died, and then you'd find him in the next HFS you break into.

By the way, has anyone checked who are the guys you find in HFS?

534
Nope, he said not at all, but it's still quite blurry. Technologies that weren't used in the middle age had been discovered and lost before, and occident was far to be the most advanced.
Moreover, if you really look for an example of any use of anything, you'll probably find one. For instance, take a look at the aelopile, a steam engine designed in the 1st century.

So, while I hope modders will have the possibility to set up what they want, and although I don't want more than sparse steam-powered things in DF, I think you guys can still hope about more steampunk in DF.

535
DF Suggestions / Re: Adventure Mode Suggestion
« on: August 25, 2008, 10:16:27 am »
I think this goes along with all the "make meatshields smarter" part. To give them some basic orders, such as "go there", "follow me", "fight this guy/thing", "let's stay together so as to live longer", "run away", "help".

Something like "do exactly what I do" would be useful for things such as jumping off cliffs while running away, crossing rivers, avoiding traps in old fortresses.

536
DF Suggestions / Re: Elephants (and their Ivory)
« on: August 25, 2008, 10:12:25 am »
It's a good idea, even though I doubt we'll kill many elephants in DF...
While we're at it, we could also talk about cow and bull horns, and the ability to turn them into gobelets.
Perhaps we could also turn some animal/diplomat skull into a gobelet as well  ;D

Also, once feathers are in, let's not forget feather pillows and matresses that could finally allow us to build beds out of something other than wood.

... Have I digressed?

537
DF Suggestions / Re: A flavor idea for human towns
« on: August 24, 2008, 04:25:40 pm »
We would also need creation of towns along roads as trading posts. Currently, towns are created without any need. Once the caravan arc is in, towns will have productions, thus needs, thus they would want to be succesful in a way or an other.
We sould probably start a nice, long, well-furnished thread to brainstorm about the caravan arc.

538
DF Suggestions / Re: new sub-forum: technical discussion
« on: August 24, 2008, 04:21:41 pm »
Guessed this one ;D

539
Beyond the problem of the universe being changed, ther's another one.
How would elves and humans resist dwarves able to build airships, golems, bombs?

Easy answer : by building some themselves. And then most of the current settings would've been useless.

540
Zeppelins no, but perhaps some sort of vehicle involving a dozen giant eagles. Maybe. You can start a thread in the suggestions forum about ways to fly in DF, but it'll probably turn into yet another steam-punk Vs Fantasy fight.

Pages: 1 ... 34 35 [36] 37 38 ... 52