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Messages - Shurhaian

Pages: 1 ... 17 18 [19] 20 21 ... 45
271
DF Suggestions / Re: Immigrating away from your Fort
« on: December 22, 2009, 01:32:25 pm »
Well, it might depend on how happy the successful ones are vs how unhappy the others are.

And don't forget the kids. Maybe children will eventually have a "Play with toys" job that they'll be made unhappy if they can't satisfy... and if the kids are unhappy enough, not only that bunch, but some of their friends, too, might pack up and move for greener uh... greyer... tunnels. Or something.

272
Any dwarf that has actually scored kills will have an option to view them. If they aren't notable entities in their own right, they'll be summarized(12 groundhogs...), but named figures will be spelled out with their year of death. View the profile(e.g. v, p if not on that screen, z; or as mentioned u, select the unit, v), then {k} for kills I think.

On topic: Dwarf Fortress is indeed an incredibly deep game, and its simplistic graphics belie the underlying detail. This is only going to get more so in the next version. What you do with that detail is up to you - but especially in a small fort, the little buggers can start to grow on you. Even people who have moved on to bigger forts and don't much care about the mob sometimes have a special fondness for their founding seven.

273
DF Dwarf Mode Discussion / Re: Fences?
« on: December 22, 2009, 12:46:22 pm »
Wooden fortifications maybe?  Build a wooden wall then carve fortifications into it.  You could also try building some stone grates at your mason's workshop.

You can also build fortifications directly, though they won't be load-bearing if that matters.

Wall grates of any kind(wood or stone) work similar to built fortifications, but can also be rigged to a switch to open.

Grates are NOT like floodgates. Floodgates block fluid, grates do not. And I'm pretty sure floodgates already CAN be built anywhere. Floodgates are like doors that can be built anywhere, but A) need to be linked to mechanisms and B) have a delay in their operation. Grates specifically don't block fluids - and I'm not sure about projectiles; someone may be able to weigh in on that.

Short version: Fortifications(possibly with grates to serve as gates) are probably the closest you can get to a "fence".

274
DF Suggestions / Re: Advanced Building Destruction
« on: December 22, 2009, 12:38:47 pm »
Don't forget that different races ought to build their constructions at different sizes.

I'm poking around with size 4 ratmen. They could batter around each other's doors with some work, I'm sure. But they'd have an awfully hard time doing so to stone doors set up by, say, size 10+ giants.

Too, the material is not the sole consideration for how hard something is to break - or bypass. When you're dealing with metal, the attack is usually focused on the hinges or frame - maybe not deliberately, but the metal will channel force to them.

(Though it is worth noting that however tough it is, metal can and will bend under enough force; flexibility and ductility are part of its definition. That has little to do with the notion of relative hardness, which only applies for cutting.)

275
DF Suggestions / Re: Immigrating away from your Fort
« on: December 22, 2009, 12:32:27 pm »
I believe this is contingent on overland movement in general, and I think that's planned with the caravan arc if not before.

As it is, immigrants are generated when they arrive on the map. At such time as they're actual units, which come from another civilization site to your fortress, emigration will be possible as well.

The main problem I can see with it is being deprived of key workers. Maybe dwarves will only leave if they're inferior in some skill the fortress has a surplus of? (i.e. they're spending time idle or otherwise not doing their skilled labours)

276
DF Modding / Re: DF:DF? A mod idea/project for the next DF version
« on: December 19, 2009, 08:27:13 pm »
I get a feeling that Khajiit will be the "elves" of the mod, except some of them will be big and furry. Other than that - close to nature, large and pointish ears, no qualms about eating their kills...

Are you kidding me? Have you read A Dance In Fire? The Bosmer will fatten up and serve people they don't like, including one of their own, never mind that they weren't killed in battle. The Bosmer are the elves of this mod, I think!

Regarding moon sugar - I think it is a cane crop. Could be milled into moon sugar or extracted into vial at a still for skooma - skooma isn't cookable, and you can go both ways on moon sugar(it's supposed to be a drug, even though Khajiit DO eat a lot of it).

277
DF Modding / Re: DF:DF? A mod idea/project for the next DF version
« on: December 19, 2009, 01:45:37 pm »
Exactly what I was getting at; sorry if I said it badly. :)

Ed.: Let's not forget the plants. Saltrice, for instance, can be brewed into mazte. Comberry, as well as having presumably edible berries, is brewed into greef and shein; pick one for the mod, I suppose.

278
DF Modding / Re: DF:DF? A mod idea/project for the next DF version
« on: December 19, 2009, 12:32:49 pm »
Hm. I gathered from the in-game material that Senche-tigers are either Senche or Senche-raht, not sure which, but I think the -raht.

Is there any Daedric language in game? I thought the things in Daedric font usually were in English if you did the transliteration, so weren't all that useful.

Cliff Racers: The new Giant Eagle. Might not be as individually deadly(not as big), but you'd have to have clusters of 30 or so to match how often they'd pester you in game...

And don't forget the scamps. Probably around dwarf-sized(being shorter than a human), but with tails and nasty claws. Heck, Daedra in general, and they might be... oh, what's that tag... fanciful.

  • Scamp
  • Daedroth (re-cited only to note their poison)
  • Clannfear
  • Ogrim
  • Golden Saint
  • Winged Twilight
  • Vermai (from Battlespire, so I don't know anything about them...)
  • Dremora (might even be worthy of a hostile civ; will definitely benefit from the upcoming caste system)

Some others have signature abilities that might not translate well:

  • Spider daedra(spellcasters)
  • Hunger(destroy gear)
  • Xivilai(summon clannfear)

Dark Seducers/Mazken make a fair counterpoint to Golden Saints/Aureals, and either might make for a proper civilization, though neither ought to be friendly.

Kwama can't really be put in until castes show up, but they(including scribs, foragers, workers, warriors, and queens) deserve thought for that time. From the eggs they start in, through beetle-like, nonhostile scribs, and then into worm-like foragers, quadrupedal (and nonaggressive) workers, bipedal(and VERY aggressive) soldiers, and the sessile queens...

Bull and betty netch are different enough to probably be worth waiting for castes as well; betties are radial, four-limbed, aggressive, and have their air sac exposed, while bulls are bilateral, six-limbed(I think), not quite as belligerent, more numerous than betties, and their air sacs are, except underneath, covered in tough hide. The bulls are poisonous.

Nix hounds should be easy enough(quadrupedal hunters with a bunch of tentacles at the mouth), and Alits(mouths on two feet). And let's not forget mudcrabs. Or slaughterfish, the new carp.

Shalk are large, somewhat aggressive beetles... which have a fiery bite attack.

279
DF Suggestions / Re: Manage trade requests through the year
« on: December 19, 2009, 03:04:21 am »
Showing agreement-adjusted prices in the bring-to-depot menu may be a possible solution for that; but it's not really what the thread focuses on and I'm sure there have been plenty of threads about the actual trading interface itself. If not, then, well, shoving it here makes as much sense as any I suppose. :)

280
DF Suggestions / Re: Going up?
« on: December 18, 2009, 12:26:02 pm »
Could also go by the number of constructed tiles within line of sight(or just within a certain XxYxZ distance).

281
DF Suggestions / Re: Manage trade requests through the year
« on: December 17, 2009, 05:45:04 pm »
I would be happy if only I could see what they requested last throughout the year, instead of only when they return and it is entirely to late to actually make the requested goods.

You can. Use the {c}iv menu.

Logic schmogic, it's a game, and the liaison is an attempt at a "realistic" implementation of a game mechanic that would otherwise be done with menus alone.  Unfortunately the implementation is annoying.  I'd personally be satisfied with keeping the the little liaison twit if he didn't interrupt multiple times and take nearly a whole season to run through his spiel.  It's a demand projection, not a trade summit.  Run through the whole thing on ONE screen, realism be damned.
Well, I can understand wanting to tone it down; that's why I'd want it to be a separate screen where you set your prefs when you want, and they stay that way unless you change them. The details of how much the liaison will get in your face can vary. With this system in place, you could arguably have it so they don't pop up anything at all, just drop a few messages into the queue - but this might be something users would want as an option so they don't miss it entirely.

282
DF Modding / Re: Any Animal Mods?
« on: December 17, 2009, 01:36:36 pm »
There are animals that have horns in both genders; but for a good number, you're probably right too.

I suppose my reaction is because I have seen the zoo mods; I've similarly seen mods that add a whole bunch of real-world plants... but they don't add any new flavour to the world, not like novel creations do.

Now, having recognizable elements is well and good, no doubts there; but the little quirks offset those elements and contribute to a fantastic feel.

283
DF Gameplay Questions / Re: Question about skrew pumps.
« on: December 17, 2009, 12:18:40 pm »
Another way to ensure your mechanic makes bauxite mechanisms, which I'm surprised nobody has mentioned, is to lock him in with only the workshop and the bauxite.

Mind, however, that pumps themselves do not need to be magma safe. I've pumped many a magma flow with copper components and random stone block. Just don't use something that can burn.

284
DF Suggestions / Re: Going up?
« on: December 17, 2009, 11:55:43 am »
That said, it might be nice if dwarves like admiring massive constructions, as a symbol of dwarven ingenuity and tenacity.

285
DF Suggestions / Expand and standardize plant uses
« on: December 17, 2009, 11:48:50 am »
Some things about plants can be well controlled. You can say what the name of booze is, and specify its value.

Some things are a bit iffy. You can say that a plant can be milled, and the name and value of the mill product, and whether it'd be used for milling and/or for cooking(or, if neither, purely as a trade good, presumably). But it's the same mill product for each, which is less than desirable. Also, extracts to barrel and vial are mutually exclusive.

Some things are very poorly controlled. Thread is a binary argument, and with leaves you only control the number you get. You cannot control the name, nor the price.

And some things are inconsistent. Seeds require separate tags for name and color, which none of the other plant products do.

The following may become more sensible if plants have structure in the future, and specific uses can be assigned to specific parts of the plant(do you mill the leaves, or just use them whole as an herb?), but under the current model, it's not like anyone is likely to have an insufficiency of plants, so inefficient usage isn't a terrible thing.

So.

First off, I think the token format should be standardized. The most egregious offender here is seeds. Instead of having:
  • SEEDNAME:name
  • SEED:fg:bg:br

...I think it should just be SEED:name:fg:bg:br. Similarly, THREAD and LEAVES could be put together in the same format(I wanted to name my spicy succulent's product "zinger spines", but I get "zinger spine leaves"; "fronds" are another thing the user may want, or "fiddleheads". And it's not "flax thread", it's "linen thread").

Instead of a single EXTRACT: with the various tokens to say how you get it, it could instead be EXTRACT_VIAL, EXTRACT_STILL, EXTRACT_BARREL, and plain old EXTRACT, all with the same format of the current EXTRACT token, and all with corresponding EXTRACT_XXXX_VALUE tokens with a sensible default for that method of extraction, and EXTRACT_XXXX_COOKABLE. And while we're at it, THREAD_VALUE and LEAVES_VALUE would be nice, too. And SEED_VALUE.

SEED_COOKABLE would be nice, too. I don't think people normally eat loose wheat seeds, they just use the flour; but it would also allow for seeds that are just plain inedible to be realized.

So far this has just been extension of the existing format, and I'm not going to go into great detail on the farming process when I'm sure there are many, many threads about it; but I'd like to add that having a way to make the seed not available for purchase (SEED_RARE?) could give herbalism some more use.

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