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Messages - dhoonlee

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1
DF Suggestions / Re: Improve mass-forbiding through stocks screen
« on: July 21, 2008, 10:27:34 pm »
Agreed!

I would also like an option to have all items dropped by fallen combatants, auto-forbidden.

2
DF Bug Reports / Re: Mechanisms - Furniture storage??
« on: November 05, 2007, 08:45:00 pm »
This puzzled me too in the old 2D version. With the addition of mills, pumps and other machinery, maybe Toady will decide to create a new storage type.

3
DF Bug Reports / Re: Wells causing lockups?
« on: November 05, 2007, 12:11:00 am »
There have been many bug reports related to wells. I think they are best avoided until a fix is found.

4
DF Suggestions / Re: Option to exclude materials in construction
« on: November 05, 2007, 09:09:00 pm »
Agreed. Maybe a good place to set this is in the workshop profiles screen?

5
DF Suggestions / More threats to fortress please
« on: November 05, 2007, 09:33:00 pm »
I would like to see more military threats against the fortress in the next versions. Similar to enemies that would spawn out of the river or magma in the old version, similar to dragons and bronze colossi.

Toady's imagination is better than mine, but here are some ideas:

Roaming bandits

Evil human wanderers

More thief type units

Goblin/kobold siege parties, after a couple failed siege/raids, should start to bring with them units designed to break trap heavy defenses. I can see this happening in a couple ways that wouldn't be difficult to code.
1. Units that ignore traps, thieves already do this right?
2. Small fodder units that get stuck in traps, sent ahead of main party.
3. Large, "dumb" units with massive HP, that absorb trap damage but have very poor attacking power.

Units with special skills (such as the goblin baby snatchers)

More creatures dwelling within the ground/rock that spawn when their homes are broken into (similar to what is seen in chasms and magma in 33a, but closer to ground level and easier to defeat, for some challenge in the early-mid game)

-> A couple suggestions related to above
1. Unit gear shouldn't be too high in value, for example, kobold and goblin infiltrators drop items that have 600-700 in value, making future trading too easy.
2. Option in the game to make items dropped after death, by enemy units AUTOMATICALLY FORBIDDEN so that our dwarves don't die in an attempt to take them to storage, and can be reclaimed an a later convenient time.

Thanks for listening. It's a great game already!


6
DF Suggestions / Re: Trading improvements
« on: November 05, 2007, 08:55:00 pm »
I have to agree. If you agree to pay a hefty premium for certain items, doesn't it make sense for the caravan to carry many of that item to earn large profits? Prices could also be set dynamically, making an item more expensive the next year if you buy significant quantities.

If no trade agreement is made or no specific items requested, I would like to see more varied and random selection of items carried. Typically they bring way too much cloth and leather.

Also, I would like to see the traders drive a harder bargain, or an significant increase in their prices. It is very easy to buy out every caravan that comes by making only rock crafts.

This becomes even easier once the goblins start attacking, because their gear can be sold for incredible value. Now, sure in 33a this is not an problem since the goblins are bugged, but once their behavior is fixed, I think something should be done to reduce the value of their gear.


7
DF Suggestions / Re: Health/Status
« on: November 05, 2007, 09:07:00 pm »
Taking your suggestion a bit further, the units screen could display alot of information. Maybe a table including skill levels, status, happiness, current activity, and strength/agility/etc.

Would be nice if one could hit tab and alter the sorting of the units, from alphabetized occupation, to date of immigration, happiness, etc.

Another very key addition in my mind, is the ability to go DIRECT BACK to where you left off in the units list, after pressing "c" to zoom in on a unit.


8
DF Suggestions / Re: Speed game up option?
« on: November 05, 2007, 09:03:00 pm »
Maybe what the OP meant was a way to modify the max-FPS setting in-game. I think that could be useful.

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