Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Hinaichigo

Pages: [1] 2
1
It would be nice if one could issue a station or attack order and have the milita dwarves immediately try to follow the order, rather than trying to pick up equipment first.

This would be useful, for example if trying to group up before attacking a forgotten beast, etc.

2
DF Suggestions / Juvenile Animals in Wild Packs
« on: September 17, 2017, 07:38:15 am »
It seems that when one comes across for examples a herd of water buffalo or a pack of wolves, they are all adults. It might be more interesting if some babies and children could appear too.

3
DF Suggestions / Artifacts Associated With Positions
« on: April 06, 2017, 05:03:52 am »
It would be cool if there were artifacts associated with various positions.
For example, "The Crown of the Mountainhome", an artifact crown worn by the current dwarven monarch and passed down in the line of succession.
Or, an amulet worn by the high priest of a certain religion, a sword wielded by the city executioner, etc.

As far as I know there isn't anything like this planned for the next artifact update, but it would be cool if there was.

Edit: Also, there could be positions derived from artifacts. For example, "Bearer of the Stone Sword", "Keeper of the Heavenly Key", and things like that. In other words, positions that depend on the artifacts themselves.

4
DF Suggestions / Waterskins/rations for miners/hunters/woodcutters
« on: March 18, 2017, 06:13:01 am »
Mining, hunting, and woodcutting often require traversing long distances from the drink and food stockpiles. So I think it would be nice if miners, hunters, and woodcutters were able to bring filled waterskins and rations with them so they could drink and eat in the mines, hunting grounds, and woods.

Tangentially, maybe they could even bring bedrolls or tents or something to sleep in the mines, hunting grounds, or woods.

Someone actually mentioned this a while ago:
A dwarf should be able to have a waterskin and a bag assigned to him, and keep rations of food and water similar to a soldier. Obviously it wont increase their mood much, and 1 meal in each 3 has to be a 'proper' meal (in the dining room), but it would keep dwarves working instead of crossing half the fort to take a sip of something or other
But I thought that, with it having been a while ago, I'd bring it up.

5
DF Gameplay Questions / Retiring in a Lair
« on: March 14, 2017, 10:28:35 am »
I killed a hydra and then tried to retire in its lair. I only had the option to give in to starvation.
So I tried claiming the site in my name (to one of my zombies) but I still only had the option to give in to starvation. I seem to remember being able to retire in lairs...

Is there any way to do this?

6
DF Suggestions / Construction placement like designate menu
« on: February 18, 2017, 01:33:58 pm »
Building a large structure out of constructions requires many keystrokes and you can only build in rectangles at most 10x10 in size. So if you want to build an 11x11 building it is a bit tedious.
I think instead it should function like the designate menu. So you could select a material (eg. mango wood logs - the material selection menu would show all of the available materials and their quantities) and a construction type (eg. wall) and then paint like the designate menu allows with digging, etc. And you could use the mouse like the designate menu. This would make building things out of constructions easier.

To clarify, something like this:

Now designating: mango wood fortifications.
54 mango wood logs available
[m]: change material
[t]: change construction type

When you'd press [m]:

Select material:
(54) mango wood logs
(314) limestone blocks
(82) walnut logs
(72) forgotten beast soap
...

When you press [t]:
Select construction type:
walls
fortifications
up/down stairs
up stairs
down stairs
...

And your cursor would be the same as with the current designate menu.
It might also be possible to designate constructions without access the material in question, ie. some material that you don't currently have. Then your dwarves would select the specific building material and attempt to build the designated construction as it becomes available.

7
DF Suggestions / More drugs, hormones, pheromones
« on: February 08, 2017, 07:52:49 am »
I think that more psychoactive substances should be added into the game, similar to alcohol. For examples, including some ideas suggested by others in the thread:

Drugs:
Coffee and tea, once made brewable, could contain caffeine which would have mental effects on your dwarves in a similar way to alcohol, as well as delaying tiredness with a crash later or something like that.

Fantasy substances like something analogous to the substance smoked by the h******s in The L**d of the R***s, etc., witches' brews, various psychoactive potions, etc. Potions have probably been suggested elsewhere.

Drugs like opium or hashish or marijuana, things that have a relatively long history of use and would fit in the historical setting. Think like hazy opium dens as an alternative to taverns in a human city where you can find knowledgeable people, quest objectives, etc.

Animal person tribe shamans etc. or maybe even elves could use/administer magical potions/substances or things like peyote, mescaline, psilocybin, ergot (à la the hypothetical kykeon of the Eleusinian mysteries), etc. for their rituals and ceremonies. Taking these could cause hallucinations or connections to the spirit world, etc. depending on the specific case.

Hormones:
Adrenaline should be released from the kidneys in appropriate situations, which would make dwarves or adventurers react differently after being surprised/ambushed, or a mother sees her child in danger, etc. And having impaired kidneys could affect this.

Pheromones:
Substances emitted by creatures that can influence other creatures. This might also include exopheromones, pheromones that can influence across different species. Although it is a bit tricky to think of in-game-viable examples. Perhaps as a mediator of lust?

8
DF Suggestions / Marketplaces in Fortress Mode
« on: February 01, 2017, 04:59:44 am »
I guess this might already be planned for the economy release, but it would be cool if you could establish a market similar to the ones that exist in human towns.
It could be a location like a library or temple or tavern, and merchants could come to sell their wares, and you could tax them/charge fees for using your market. And then other visitors and your dwarves could trade with them. Maybe your dwarves could trade their own belongings/money for things they see in the market, beyond the player's direct control. Also you could trade manually like the current trade depots. And thieves and such would also come. It might have a lot of interesting emergent gameplay.

Edit: You could maybe also appoint dwarves as merchants to work in the marketplace too.

9
I like to generate world with 4 complete edge oceans.
Sometimes, volcanic islands will appear at the edge of the world map. When one goes there in adventure mode, for example, the walkable edge of the map on land will be adjacent to the edge of the world. This gives the impression that there is more land beyond the edge of the map, something I like to avoid. So I often have to regenerate the map a few times in order to get no volcanic islands on the map edge. It would be nice if setting 4 complete edge oceans would either prevent volcanic islands from appearing on the edge, or put a coast on the edge of those islands in those cases.

Also, it would be cool if you could generate worlds with looping map edges. So if you go east, you end up west, etc.

10
DF Suggestions / Hunting With Spears or Other Weapons
« on: June 15, 2016, 10:38:31 am »
Perhaps it's dwarven culture to use only crossbows to hunt, but people used spears as well didn't they?

I suggest adding alternative ways to hunt, such as with spears, possibly depending on culture.

11
DF Suggestions / Alteration to Building Destoyer AI
« on: May 07, 2016, 11:53:27 am »
I feel like the current building destroyer AI could use some work in terms of making them less systematic about destroying buildings.  For example while the rest of the siege goes forward the building destroying elements among them will be distracted and destroy every table and chair in the dining room before moving on.  Perhaps they could put building destruction on a slightly lower priority than attacking, or something.  And maybe not be so systematic about it.  For example: destroy buildings that they come across or ones that block pathing to more lively targets.

12
DF Suggestions / Stone Bolts
« on: April 24, 2016, 06:31:39 am »
I think dwarves should be able to make crossbow bolts out of stone.  Makes sense physically to me.

13
DF Suggestions / More Varied *spoiler* Scenarios
« on: April 28, 2015, 08:07:15 am »
It seems like in DF 2014 the demons raise a slade spire and stay there if they can, one per goblin civ.  In DF 2012 a few extra spawned and they could become the leaders of human civs and wander around and such, if I'm correct.  It'd be cool if that could happen again, like a few "free" demons would spawn/escape and go about doing what they will.

14
DF Suggestions / Tongues Being Required for Speech
« on: April 16, 2015, 09:57:04 am »
Especially that speaking is more fleshed out in this version, it'd be cool if you could cut out someone's tongue :P and render them mute. :-X Maybe adding a larynx organ too.  Could be a tag for body parts in general so it could work with other stuff.   

15
DF Suggestions / Ability to Tear Off Body Parts Via Wrestling
« on: July 23, 2014, 11:48:15 pm »
What would be fun is the ability to tear the limbs off of creatures while wrestling them.  Something like, a blind cave ogre grabbing both arms of a dwarven child, and then having the option to pull on them in opposite directions, which could result in torn ligaments and tendons and muscles, or in cases of a relatively weak victim and a relatively strong assailant, the parts could be torn off and remain in the grip, similar to how you can do it with biting currently. 

Pages: [1] 2