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Messages - Brisbane Dave

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DF Dwarf Mode Discussion / Re: Athel Dastotistam vs the goblins
« on: June 07, 2007, 09:13:00 am »
Oh, I've had some battles go badly, slMag. The first time I broke into a demon pit it had several of the fire throwers. The dwarves didn't like the result but I think the demons had a pretty good time.

Following up on your comment about hammerin' marksdwarves, I experimented with cross-training them to wear chainmail and spar with copper hammers, but I abandoned that fortress before they got very far.


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DF Dwarf Mode Discussion / Re: Athel Dastotistam vs the goblins
« on: June 03, 2007, 07:14:00 am »
Well, not only couldn't I figure out how to post the image, I don't know how to edit a post.

This is the link to the pic I wanted: http://img248.imageshack.us/my.php?image=df1dm4.jpg

It's just some dead goblins.


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DF Dwarf Mode Discussion / Re: Athel Dastotistam vs the goblins
« on: June 03, 2007, 07:12:00 am »

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DF Dwarf Mode Discussion / Athel Dastotistam vs the goblins
« on: June 03, 2007, 07:08:00 am »
The first goblin siege for my current fort came in early autumn 1055, the same time as the dwarven caravan. I had plenty of traps but only two non-guard military dwarves. I set the orders for ignore wood and outdoor refuse, and soldiers only to go outside. I set the better fortress guards to regular military duties and stationed a small squad of marksdwarves and other of swordsdwarves behind the front gate traps. I figured the caravan guards would kill most of the goblins. There were about 10 invaders and only one with a bow. I figured at worst I'd have a casualty or two.

Well, the swordsdwarves showed up but only one of the marksdwarves. I went looking via the unit list and found Athel the marksdwarf taking on the goblins by the end of the road. He won.

He was equipped with his old (iron crossbow) and bronze bolts. His skill level was professional. I deactivated him when he ran out of ammo, but the goblins were broken and fleeing by then.


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DF Suggestions / Re: Our city has no place for you
« on: May 30, 2007, 10:02:00 am »
JT, you and I must have pretty different playstyles. In the early game I want every immigrant I can get and don't mind managing them individually. Thanks to the wiki I've never had serious food problems. No, my problem with migration has more to do with:

A. Slowing the game
B. Once I get to about 80 or so dwarves, I'm less interested in fiddling with individuals
C. Dwarves with unneeded skills wind up unhappy due to work shortages when I make them haul refuse

It's absolutely true that there are ways to get around all these. Unfortunately, other than changing the init file, they mostly involve micromanagement, which I welcome in the early game and dislike in the middle game. I can't comment on the late game because I've not got that far, but I doubt I'll like micromanagement better.

Also, and this is again down to differences in playing style, I usually don't have a military in the early going. Once I start playing more difficult maps I probably will. As it is, I don't need military dwarves until the second year.

Lastly, it just seems sensible to me that a noble would have the right to dictate immigration. Maybe rather than giving the ability to a particular noble, it could go to whichever noble is most senior, the one highest on the nobles list. That way as soon as you got one, you could start, and you wouldn't have to worry about a particular noble dying on you.


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DF Suggestions / Re: Our city has no place for you
« on: May 28, 2007, 11:14:00 am »
I like the idea of being able to affect migration. Out of the ideas I've read here, I best like requiring a noble and requiring a military. I don't know which noble should be responsible, but many of them could use fleshing out. I think it's a good idea to tie it to having military dwarves because it makes sense and encourages having a military. Seems a lot of players get by without one.

I'd prefer it was macro-managed, though. Picking out individual dwarves seems contrary to the spirit of the game.

I think something similar to the settings in Tropico would work. IIRC, they were open door, closed door, and skilled workers welcome. The first two are self-explanatory, the last was you got fewer migrants but they were more likely to be educated. Of course, in dwarf fortress, skills aren't always what you want, so maybe a setting to encourage peasants to migrate, maybe call it "huddled masses".

Also, it would be nice if you could request particular skills from the dwarven city representative-- for a price. As it is all you can ask for is an anvil, seeds, and I forget the other one. A bit skimpy.


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DF Suggestions / Re: Physicians and surgeons
« on: May 28, 2007, 03:32:00 pm »
ReWolf, you might be right about one skill being better. Still, there's already a good deal of complexity in the game, and I like how the two skills balance each other. It's also more or less how the medical profession was divided during the middle ages. You could always give both jobs to one dwarf.

Tamren, I disagree with the idea of making a doctor noble. I don't see a snooty dwarven noble patching up lowly peasants. Also, in pre-modern times, healing wasn't  a particuarly exalted job. Surgeons were called barbers and did many of the things modern barbers do, in addition to surgury and dentistry, and they held much the same social status then as barbers do now. Physicians had higher status, but no better than, say, a merchant. I'm going by stuff I read a long time ago, so I suppose I could be off base.

If there weren't already too many nobles, a royal physician might make a good addition to the entourage of royal nobles. It could make interesting demands like gathering a particular plant. But a royal physician would only treat royalty.

I don't know why you brought up the plague, but I agree that it doesn't sound like a fun addition to a game. Anyway, if the healer dwarves were as useful as historical doctors, they be of no use at all.

I haven't read your post because I never saw it. I might like to, though, if you linked to it.


8
DF Suggestions / Physicians and surgeons
« on: May 28, 2007, 10:38:00 am »
Greetings.

First off, great game. I actually took a day off from work so I could have more time to play.

I went to check the development page to see what other suggestions have been made already but I gave up after browsing around a little. Maybe that should be my first suggestion: an index for the development page. Does it have a search feature?

But my real suggestion is to add medical professions. I've read a few posts now where people have mentioned that how dwarves heal up is less than ideal, and I tend to agree. I'd like to be able to do more than decide to lock up hopeless cases.

So, my idea is two new skills, surgeon and physician. Dwarf surgeons would amputate mangled limbs, dwarf physicians would be of little practical use in curing anything but their visits to injured dwarves would inspire a positive thought. Possibly visits from either or both types would impact the time spent healing, depending on practitioner skill. Surgury attempted by a dabbler could kill the patient, too. Obviously, getting a limb cut off or undergoing another operation while conscious and without any pain killer beyond alcohol would inspire unhappiness, so the physician balances the surgeon.

Another possibility is prosthetic limbs, which would, you'd think, be made of wood, but given that this is a fantasy game could be forged. Sounds sort of cool. I don't think they should be as effective-- as in better than natural limbs-- as they are in IVAN, if you know that game.

Also, after the dwarven economy starts, dwarves could spend money visiting healers for services physicians and surgeons historically provided-- bloodletting, cupping, tooth removal, etc. I suppose shaving is out in this case. This could be a safer way to raise skill levels.

I suppose this is a good example of what's called bloat, but I was rather taken with the idea. Apologies if there's already a better plan in place to deal with the healing problem.


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