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DF Gameplay Questions / Re: How does Urist decide what weapon she grabs?
« on: January 08, 2014, 09:48:59 pm »
I'm almost sure its value. I've had them grab the dumbest things because of decorations.
March 6, 2024: Dwarf Fortress 50.12 has been released.
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I do recall talk (can't currently remember how much was Word Of God and how much was player speculation/suggestion) that pipes will feature as buildables, later on.
To the extent of having pipes either allow the passage of liquid through the middle of corridors without flooding them or making them impassible, or alternately having pipes through liquid through which dwarfs/etc might be allowed to crawl and remain dry/unmagmated. (A variant, whereby water could be allowed to flow through pipes surrounded by magma and thus produce steam sounds more along the lines of speculation along the lines of the usual Steampunk Wishlist fodder.)
However, as already mentioned, none of that is yet, even if it should be officially planned for the future.
Improved Mechanics
Better traps
Stone traps should require the stone be placed above the tile that is targeted
Stones should be able to roll (perhaps if they are started from or land on a ramp tile)
Weapon traps should be multi-tile and require a spring or other potential energy source -- automatic resetting should require some explicit establishment of a feasible mechanism
Large pipe sections -- walk on them or crawl inside them, allow passage for fluids
Moving fortress sections (lifts, crushing traps, etc.)
Waterproof axles through some mechanism
Rock grinders? Fans? We'll do some other machines around this time -- whichever feasible ones are the most entertaining for dwarves and treasure hunters
Come on, how do people not know this already?
Pastures should be made large enough to provide ample grass and to prevent animals from being stacked on top of each other. Animals crammed into one place for too long can become grumpy and violent, but the animals will stay in the pastures without much tending