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Topics - Deboche

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1
DF Gameplay Questions / Tantrum spiralling
« on: August 25, 2018, 04:30:19 am »
Hey guys I've been away from the game for quite a long time now and I remember when Discipline was introduced it was a hassle to get used to it.

But now that I came back I started a new fort and lost it to tantrum spiralling. My bad, I'd left corpses lying around, that's how you learn. Huge and out of the way refuse stockpiles next time.

But I did that now and I'm having the exact same problem. Once they get a little stressed they go all the way, then they start fist fights or kill themselves or whatever.

Also after I build a library and temples and so on, the dwarves start to miss their family and friends, how can I solve that? They used to all hang out in the same place.

They get stressed from working too much and not enough, civilians want to train their martial skills but any form of combat stresses them out. This really sucks.

Any tips?

2
DF Gameplay Questions / Is this possible or might it come to be?
« on: April 23, 2016, 01:10:59 pm »
I was thinking I'd like to have an independent multi-racial fortress whose main source of income is whatever's left by anyone who tries to invade it.

So anyone from a single adventurer or group to a necromancer with an undead army or a goblin/dwarf/elf/human army would come, attack, die and all the armor, weapons and supplies would be taken.

The fortress would need something to attract enemies, such as an artifact or a really big treasure. It might have its own diplomats and trade.

I thought I'd suggest it but since I hear you can take over entities in adventurer mode, maybe this is possible already or might be in the future?

3
I'm under siege, have the alert on but I leave my retracting bridges open to lure enemies into my traps. Sometimes a dwarf will just go outside of the safety burrow, with "No job" and not even run away when he meets the enemy. They'll only return to safety after getting hit once.

Is this because of the new booze?

4
DF Suggestions / Grimoires
« on: January 03, 2016, 10:27:13 am »
My first post on these forums was about making the magic system in DF emulate real life occult systems and it wasn't met with much aproval.

But I'd still like to suggest, now we have books, that grimoires would be a fun addition. We already have it in the game for necromancers but throughout the ages - and especially during the medieval period - grimoires were a big thing.

If this were to be implemented, there'd probably be a lot of secrecy surrounding these books or at least they'd be strictly controlled because unlike real life, everyone can read in DF.

These would be books about contacting and working with gods, demons, angels and all sorts of other entities, about doing specific rituals for specific purposes, creating talismans and amulets and so on.

Naturally, all of this depends on what magic eventually becomes. But even from a philosophical perspective, it'd be interesting. Research can have a lot of dead ends that end up being useful. Alchemy ended up producing some insights for later sciences, for example, and Newton was an alchemist which probably allowed him to look at the world in a different way and come up with all that stuff about physics. Some occultists would argue alchemy was not a dead end and is still alive and well though.

Perhaps grimoires could be artifact books. Makes sense that such knowledge would come directly from the source.

5
DF Gameplay Questions / Teeth stockpile and crafting issue
« on: December 23, 2015, 02:50:24 pm »
I have some refuse stockpiles above ground with teeth forbidden but they still get carried there. I also tried making refuse stockpiles where everything except teeth is forbidden, doesn't work. I even tried deleting my above ground stockpiles and no cigar.

Also, my craftsdwarf will sometimes use them but most often not. I have outside refuse hauling enabled in the orders. This might be related to the next tooth in line being from a sentient but can't be sure.

And by the way, I have plenty of teeth.

7
DF Gameplay Questions / Possible built wall bug or weirdness
« on: December 14, 2015, 12:09:35 pm »
Sorry if posted before.

I built walls to isolate dwarves that were bitten by a werecreature in my lower levels and got spammed with loads of haul cancelations.

This didn't use to happen right? After the current jobs were cancelled, the dwarves afterwards just ignored any items on the other side of walls. At least that's how I remember it.

They also seem to keep trying to collect webs in walled off caverns.

So I try to deconstruct the walls and they just ignore it. My guess is the hauling jobs are higher priority and they keep getting cancelled. Then I assign the deconstruction command with priority 1 and they finally do it but they definitely won't with priority 4.

Should I report this?

8
DF Suggestions / Lecterns, kids' books, ink
« on: December 12, 2015, 12:42:55 pm »
Since we have books now, why not lecterns? It's already been mentioned in another topic that it'd be cool if necromancers had them but why not everyone? Dwarves read to each other so it makes sense. People used to read while standing for some reason.

Kids' books, pretty self-explanatory especially if some sort of day-care or school gets implemented.

Kids' books would probably have drawings so you'd need ink of different colours, as well as quills, pens, brushes and so on. This has all been suggested before though.

9
DF Gameplay Questions / Random deaths
« on: December 11, 2015, 01:33:43 pm »
I didn't see a topic for this. In my fortress I've been getting random deaths every once in a while and I don't know what's happening.

At least one seems to have occurred when the person was in their bedroom which made me suspect a vampire but the message didn't say anything about drained of blood.

But lately they seem to happen in the tavern I made outside that's full of visitors. There are no reports of fighting before the deaths either.

Are these people dying of alcohol poisoning or bar fights that don't get reported or what? And how do I stop it?

10
DF Gameplay Questions / Annoying interface tweaks in the last 2 versions
« on: December 02, 2015, 07:05:54 am »
I don't know if these 2 little details were changed on purpose but I hate them.

In the last update, for some reason, I stopped being able to do a diagonal SHIFT + direction designation of treecutting and plant gathering. I mean when you put the cursor in the bottom right corner of the map, hold shift, up and left in order to select the whole map, possibly across z-levels. I can do it in one direction at a time only now. It's just mildly annoying.

But in this new version there's yet another annoying tweak. I've only tried it with the mason's workshop. You press "a" to add a new task, press "+" to scroll to the task you want and then press "a" + ENTER several times to add many instances of that order. But now when you press "a" it goes back to the top of the list so that you have to press "+" and scroll down to what you want every time.

EDIT: Actually, about the first one I can still do it in every direction except UP and LEFT which makes me think maybe the problem's with my keyboard keys or something.

11
DF Suggestions / Washing clothes and dishes
« on: December 02, 2015, 06:41:43 am »
The new thing with goblets for taverns made me think that they have to be washed or at least rinsed. DF doesn't have plates, bowls or cutlery yet but when it does, it'll make sense to have to wash them.

Same goes for clothes. A search through the forum turned up an old thread that nobody replied to about washing clothes:

http://www.bay12forums.com/smf/index.php?topic=3152

I don't know exactly how things went in medieval times. It seems that noblemen often found bonny lasses washing clothes by the river who "fell in love" right then and there, meaning "You just don't say no to a nobleman. Because you can't.".

In any case, at least nobles should get their clothes washed.

12
DF Dwarf Mode Discussion / Is this a tiny bug and should I report it?
« on: November 06, 2015, 04:07:59 pm »
Another tree bug. I noticed all the trees grow to the same height - which is kind of a bug in itself - but trees near the edge of the map grow taller.

I'm guessing there's a number of branches and leaves every tree needs to have and because they can't grow to the side that's near the edge, they grow taller.

This is such an insignifcant and irrelevant bug I hesitate to report it.

13
DF Dwarf Mode Discussion / The perfect final DF
« on: October 26, 2015, 09:14:01 am »
I thought I'd create a topic for imagining what the final version of DF will be like so we can share ideas, maybe come up with cool suggestions and argue about ridiculous little details. Let your imaginations run wild.

Let's assume, of course, that all current and future bugs are fixed and FPS is not a problem ever, no matter the population, size of the embark or any other considerations.

And I think at this time it's impossible to guess what the ideal number of dwarves for a fortress would be. Not so low that things like an economy, politics and standing armies don't make sense but no so high that it becomes unmanageable.

Military

Several rows of high fortified walls built against the side of a mountain, with spikes, traps and arrow slits, a metal drawbridge, catapults and ballistae built at strategic points, boiling oil to drop over invaders.

Enemies digging into your fortress doesn't seem realistic or interesting to me so I won't consider that.

There are ranks in the military. Pubescent dwarves are busy resuplying the marksdwarves, injured dwarves or corpses are carried to the proper locations.

If the enemies make it to the front gates, a device powered by animals and/or prisoners has moved the normal marketplace and inn - complete with kitchens, stables, main square and other leisurely buildings - and replaced it with a maze of narrow corridors riddled with traps. If after all this, the invaders still press on, they come to a huge room, walls too high to see the ceiling, arrows, bolts and rocks coming down on them and in a few entrances they see rows of dwarves making a stand with heavy shields and pike. Naturally, the floor is also trapped.

The important thing here is that all these defenses are necessary because of the numbers, technology and abilitiy of the enemies.

Economy

You can choose what type of economy you want. Close off your fortress completely or let foreigners come in to trade; have no poverty or create slums, crime, beggars and so on; let all classes intermingle or separate your fortress into several zones - one for rich people, one for nobles, one for scholars, one for artisans, one for other species and lowly rabble.

Garbage

At the moment, it's unsure whether there will be feces and urine but I'm assuming there will be other forms of garbage than just worn clothing and corpses. I think I'd make some holes in the nice streets to dump all garbage onto running water which shoots out the walls into the moat. In the not so nice streets, it'd be open air.

Alternatively, all garbage would be easily disposed of in the city and somehow end up in a big underground room where criminals scrape for food. When it fills up, we burn it.

Art

Most of us hate nobles but I like the idea of a dwarf rising to power on his merit. I would have an elite of the best dwarves living in a perfect city, away from the rabble, where everything is lavishly decorated and they spend their days reading and writing, dancing, playing and listening to music, with windows that look onto sealed parts of the caverns where animals frollick. They can also go hunt. Fountains decorate the streets, booze is stored in gigantic barrels built into engraved walls so that it appears to be coming out of animals' mouths and food appears as if by magic in communal or private dining rooms(Hopefully it can be done with moving fortress parts).



Feel free to make up your own categories of what you'd want to see in the mythical final version of DF. Also, I hope this topic hasn't been made already with much better ideas than mine...

14
DF Suggestions / Appreciating vistas
« on: October 10, 2015, 03:57:05 am »
That other thread about zoos made me think that it'd be pretty cool if dwarves could marvel at vistas rather than separate objects or rooms.

You can create a beautiful statue garden with ponds, benches, maybe even plants or mushrooms and it'd be the same, good thoughts wise, as a 9 tile statue garden with an artifact statue in it.

Similarly, you could make an actual zoo with carefully worked environments for the animals which the dwarves can look at through glass or aquariums or windows looking into the caverns and none of this would register.

I realize coding this would be a nightmare because coming up with the criteria for beauty on a large scale and have it check each dwarf's line of sight constantly would greatly lower FPS. But when has that ever deterred Toady?

Alternatively, you could define scenery appreciation zones for that line of sight problem.

15
DF Gameplay Questions / The newest biggest bug?
« on: July 13, 2015, 08:04:42 pm »
Hey guys I've been absent for a while but since Toady said he wants new releases to be more frequent(less than a year apart at least) I started thinking of the worst bug for me in the latest version and it's definitely the tantrums because of body parts. Does anyone know whether this will be taken care of or tweaked at least in the next version?

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