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Author Topic: Naval Options  (Read 12446 times)

Xonara

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Re: Naval Options
« Reply #75 on: January 25, 2009, 09:53:19 pm »

Once the elves have their multi-tile treehouses, what's to stop us from cutting thme down and making ships out of them, besides the need to get all the elves out of the way?
I dunno. Magic wood, anyone?
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Felblood

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Re: Naval Options
« Reply #76 on: January 25, 2009, 10:09:15 pm »

Finding new ways to piss off the elves is a bonus, particularly if they get some unique guard dogs to make the job harder. My axes grow thirsty.

Here's an idea for ships that doesn't have the grandeur of designing your own sub, but is a little more feasable:

Ships are creatures like carts, except they are larger, carry more swag, and move over water.

Ships are brought by sea traders and need a large, aquatic depot called a "dock."

This would be useful for the trade arc, since islands and colonies on the far side of a sea will be cut off, once the system realizes that there's no way for carts to actually reach the fort. Providing ports for wagons to switch to carts and vice versa, for inland cities which are entirely separated by water, could be a trade/army arc activity for players.

Being able to build your own ships, crew them with soldiers, and send them out on aquatic patrols, would add some spice to the army arc, and be a natural extension of trade ships.

Designing custom ships with ballista turrets and dwarf launchers through the raws, could be left to the modders.
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The path through the wilderness is rarely direct. Reaching the destination is useless,
if you don't learn the lessons of the dessert.
--but you do have to keep walking.

Xonara

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Re: Naval Options
« Reply #77 on: January 25, 2009, 10:48:37 pm »

I support overseas trade in all forms! At the moment you can make an unsupported rock bridge across the ocean, which wouldn't work too well in real life. Once buoyancy is properly implemented we can build real docks with buoyant material rather than abstracted buildings.  One thing that bugs me with the current beaches is how abruptly the coast drops off, if the coast really drops off that fast a dock wouldn't be necessary. Perhaps there could be a tile like a brook tile that abstracts how high the land is, while still allowing dwarves to drown in it so we have a reason to build actual docks.
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Foa

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Re: Naval Options
« Reply #78 on: January 25, 2009, 11:54:47 pm »

Finding new ways to piss off the elves is a bonus, particularly if they get some unique guard dogs to make the job harder. My axes grow thirsty.

Here's an idea for ships that doesn't have the grandeur of designing your own sub, but is a little more feasable:

Ships are creatures like carts, except they are larger, carry more swag, and move over water.

Ships are brought by sea traders and need a large, aquatic depot called a "dock."

This would be useful for the trade arc, since islands and colonies on the far side of a sea will be cut off, once the system realizes that there's no way for carts to actually reach the fort. Providing ports for wagons to switch to carts and vice versa, for inland cities which are entirely separated by water, could be a trade/army arc activity for players.

Being able to build your own ships, crew them with soldiers, and send them out on aquatic patrols, would add some spice to the army arc, and be a natural extension of trade ships.

Designing custom ships with ballista turrets and dwarf launchers through the raws, could be left to the modders.
How about a blueprint mode, where you can create building, shops, and forges, etc freely, but I don't think you can use it on making custom objects.
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MagicJuggler

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Re: Naval Options
« Reply #79 on: January 27, 2009, 12:10:31 pm »

Um...the blueprint mode was what I suggested WAY back. The idea being a vehicle was just a building that could move and wasn't attached to anything. And that you could either save a building/vehicle as a template, designate internal stockpiles, and selectively modify the vehicle (by moving ballistae around, adding kitchens/crew quarters/etc)
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