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Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84148 times)

nug

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #240 on: June 22, 2013, 03:32:19 pm »

Slavery is hard.
code? if so then my bad
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Putnam

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #241 on: June 22, 2013, 03:34:22 pm »

No, just hard. Not even represented in the game in any respect at this point except through a few layers of abstraction and DFHack code.
Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #242 on: June 22, 2013, 11:20:07 pm »

Just wanted to share an awesome MDF moment.

I had this kid who had been kidnapped. I posted the event on Reddit the other day because it was the first time I've seen a kid in a bag being hauled off by an Orc. I knew they could be kidnapped, I just never captured the moment. Here it is: http://imgur.com/a/RrZ5I

So, the kid finally grew up and I didn't realize that when he did, his horribly scarred hands meant he had no grasp whatsoever, and couldn't take care of himself. Mostly, he couldn't dress himself and was beginning the downward slide towards tantrumhood. I had been watching him more closely than any other dwarf in a long time, and it was a bit depressing to need to lock him in his room to let him die quietly, away from the other dwarves.

Finally, he did die. I unlocked the door and he was retrieved. As the corpse hauler was bringing him through the halls towards the tombs he walked past Gusil Esnil, the resident lifemancer, and this happened (I think it was Gusil, but there was a deity there too, Armoobu the Queen, a bull-headed MB who has been living in the residential quarter since the year the fortress was settled):



Not only was he alive again, he was fully healed and he had regained the use of his hands! I was completely not expecting it and when the message popped up on the screen it made my night. I was completely surprised, which is a valuable thing to experience in a game nowadays. Now, he has a bedroom and, funnily, under his holdings, he has a "Grave". What a great night. I can't wait to see what exploits Feb has in the future.
« Last Edit: June 22, 2013, 11:22:48 pm by Victorian Era Rocketry »
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Z1000000m

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #243 on: June 24, 2013, 02:45:03 pm »

Can you tweak webbers using dfhack?
If so, then how feasible would be sticking a real nerfbat to every webber out there?
The fact that a single small sized creature can effectively neuter your military is somewhat silly.
If I remember correclty, one of the patch notes mentioned nerfing a ranged attack like that. I'd really like to see normal spiders have very small webs and only giant monsters being able to use the vanilla shotgun spray and with a long recharge.
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Brilliand

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #244 on: June 24, 2013, 02:58:32 pm »

What should really happen is spiders prepare webs in advance (maybe by trailing them behind them as they walk, or generating a 5x5 block if they hold still long enough).

As for feasibility... a DFhack script could be written to generate webs in that way, and spiders could have their web-shooting removed in the raws so that only the script would generate webs.
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

jimboo

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #245 on: June 24, 2013, 03:39:39 pm »

But it's so much fun to watch.  And a Blade or Drow spider in a cage is much easier to set up than a turret.
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Repseki

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #246 on: June 24, 2013, 04:24:46 pm »

That would also totally screw my silk industry.  :P
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Brilliand

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #247 on: June 24, 2013, 04:31:49 pm »

That would also totally screw my silk industry.  :P

If spiders generate webs by standing still, then all you have to do to produce silk is pasture a tame spider somewhere.  :P
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

Meph

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #248 on: June 25, 2013, 08:50:29 am »

I can only affect YES/NO for webbers, and how long it takes to recharge. With putnams projectileExpansion I could in theory give them a material emission that shoots a glob that does damage, and on impact spawns a controlable amount of webs. This way they shoot one projectile at one target, and upon impact spawn ... lets say 1-5 web-tiles?

That is possible, I can do that with raws alone. But I dont really know if its necessary.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Z1000000m

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #249 on: June 25, 2013, 09:32:03 am »

The problem is that even your typical forest spiders can efectively stun lock anything trying to get near.
Their fire rate is way faster than the time needed to get out of the webs, meaning not only can they stunlock, they can also do that in any direction they want to, creating a pie-shaped deadzone with ~15 tiles radius.

I know alot of the issue is on vanilla side, with webs not giving you any sort of save roll, as opposed to even dragonfire, or even the fact that dwarves are completely oblivious tot their presence.


Personally, I'd give them huge recharge rate on that. Even one blast is enough to grab and rip someones head or inject venom. Most of them come in numbers anyway. It would also help with that (I think) they sometimes tend to just camp and spew webs instead of actually going in for the kill.
If you could do what you said, you probably could add a short agility reduction effect on target, to counterbalance the change and add some realism.
« Last Edit: June 25, 2013, 09:37:54 am by Z1000000m »
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vcordie

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #250 on: June 25, 2013, 04:58:15 pm »

Apostoles of Armok, the caste, are extremly underpowered. Basically if you get one on embark, you're fucked. Reasoning:
They only get a 200% bonus to one skill, praying, and cannot get any xp in any other skill. That's cool and all, but praying is one of the worthless skills. The entire religion thing is really well balanced, the issue is leveling up your praying skill is good for one thing and one thing only: getting better crafts from sacrificing blood/warlock items so that you can trade, and faster extraction of admantine. Can you see hte problem? If you get an apostole of armok as one of one of your embarking things, he's absolute dead weight. It's even worse because you can't even increase the one skill he's good at AT EMBARK.

Suggestions to fix Apostoles of Armok,
1. First, merge the mage and apostoles of armok guild. All apostoles of armok should also be mages, and learn socery easier. That brand new magic system might work well here. To compensate, you could cut down learning praying a bit...but really, not learning any other skill makes it unneccesary
2. Open back up the medical tree to these. give them a slight boost (like 25% faster). They by no means replace the healers guides, but priest and healers were synonymous back in the ages. If not that, then at least let the poor bastards learn crutch walking.
3. Scribe. let it be one of the other skills they learn. Hell, make it another thing their proficient at. remove it from the craftdwarves guild, it doesn't make much sense there anyways.
4. Playing music. Why not. Let them learn this, at least. Why not, its not like it's going to hurt.
5. Runesmith. Erm. hello? Apostole of Armok. dwarven runes. I think the connection between magically enhancing materials with dwarven runes and Armok is pretty clear.
6. They should get a boost to learning bookkeeping and organizing. It's a bloody church.
7. finally, and this is a big one: an apostole of armok should have a reaction that has a much higher chance of getting food/drink/water at the shrine of armok, and also have other misc reactions for the lowest tier shrine that gives some useful benefit.
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Repseki

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #251 on: June 25, 2013, 06:49:22 pm »

I can only affect YES/NO for webbers, and how long it takes to recharge. With putnams projectileExpansion I could in theory give them a material emission that shoots a glob that does damage, and on impact spawns a controlable amount of webs. This way they shoot one projectile at one target, and upon impact spawn ... lets say 1-5 web-tiles?

That is possible, I can do that with raws alone. But I dont really know if its necessary.

That actually sounds kinda cool. A more targeted webbing attack rather than just spraying crap all over the place in the general direction of the enemy.
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vastaghen12

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #252 on: June 25, 2013, 09:28:50 pm »

I dont know if this is the correct place to post it but, I believe that current version warlocks are kind of OP, mostly due to the decay spell. After all, it  is an umblockable ranged attack that  eventually leads to a  death of infection. Its really lame to have all your master marskdwarfs rotting to death in the hospital from this attack.
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Meph

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #253 on: June 25, 2013, 09:52:20 pm »

I plan on reworking Warlocks, because I have a lot more tools on my hand now, than at the time I made them. They should be more evil necromancer/vampire/werebeast/mages, that maybe transform in combat, but they take extra damage from a special material. And no more fires/undead loyality cascades for them. All of this is for the far future though, not now.

The priests and religion will get an upgrade as well, I will most certainly not merge them with magic/music/writing. And why are they useless atm? If you dont like them, let them join another guild, problem solved. Take apostle to guildhall, join masons guild, thats it.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

vcordie

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #254 on: June 25, 2013, 10:15:32 pm »

issue is if you get one on embark, you've now been crippled with 6 dwarves instead of 7.
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