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Topics - stickadtroja

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1
DF Gameplay Questions / Forbidding doenst work...?
« on: March 17, 2013, 01:13:39 pm »
on my map i have a river. after getting the basic fort up, i started to get a bunch of job cancellations spams, task getting interrupted, and i check to see whats happening. turns out some dwarf must have dropped a foodbarrel next to a giant sponge sitting in the river. not knowing what giant sponges are, i sent my woodcutter there to clear up the mess. one masacared woodcutter later i read up on the wiki and found out i cant kill those damn sponges. so i forbid the barrel, and the dead woodcutter and all hes gear.

but the dwarfes dont care! i keep getting those job cancellations, and when i check, i find a dwarf running back and forth, getting scared from the giant sponge, running a couple of tiles, then running back to get scared again. the jobs that get cancelled are of all different kinds, from store item in a barrel, to eat.
im pretty sure i havent missed to forbid any item since i used the d-b-f command and make it into a huge square to even fit the dead woodcutter. i dont have to manually forbid all the food items in the barrels do i?

what should i do? my makeshift solution is to have a burrow that covers the entire fort and always have the civilians on alert, and it works, but it still bothes me a lot...

 

2
DF Gameplay Questions / burrows and hauling
« on: March 02, 2013, 07:16:31 am »
so i have some burrows set up around my deep down magma forges and smelters, to have all my weapon smiths and crafters hang out there. But i run into the "Dwarf cancels Store Item: Item inaccessible" spam all the time. so i have disabled all hauling for all the dwarfes in those burrows. but it keeps happening... why is that? what can they possible have to do that is outside those burrows? they have food and beds in there. the only thing i can think of that would call four an outside stockpile is maybe cleaning?

another annoying thing is that, i have a foodstockpile down there so the burrowed dwarves dont starve, which makes some of the other dwarves run down 30 levels of stairs to drink, instead of goind to the main stockpile up in the fort. how can i stop this from happening?


so what is the best way to handle this? what do you guys do to have an efficient metal smelting and production?

3
DF Suggestions / Mystic wanderer
« on: February 07, 2013, 05:28:03 pm »
This the first time i post here, and even though i have had my fair share of ideas that i think would improve the game, they all have been suggested by someone else, in way better words and in greater depths than i could ever manage. english is not my first language and im not very good at express myself with words, so... try to pretend that this is all written in some super elegant, poetic way.

alright here goes:

Picture for yourself, a tall, hunched figure that slowly comes walking towards your fortress. Clad in simple clothing, it would be mistaken for a beggar or vagabond, but there is something different about this creature. There is a majestic presence surronding it and all who comes close is filled with awe.

So, the creature "Mystic wanderer" arives at your fortress. It is announced in the same way as a caravan or megabeast, and it immidiatly goes to see your expedition leader for a strange proposal.

It wants some kind of boon, a bunch of items that is hard to get, but not very valuable, like 50 turtles shells or rare gems or something. This is suppose to be a gesture of welcoming, a gift from the dwarves to the mystic wanderer.

after this request is granted , it will give you a proposal; "I will take one of your young ones, to wander with me, and learn the ways of old. The young will return here before when its grown and know things no other can."
So you then are able to choose one of the dwarfen children, not babies, and the mystic wanderer goes to fetch the child. It travels  to the edge of the map and disapears.

So one you have lost one of the dwarven children, it seems. To some weird stranger. The parents of the child react as if it died and get a bad thought and greif or drink or whatever they do.

BUT!
One day, after some time, always enough so the missing child would be a grown dwarf, it returns!!! HURRAH!
Two things are different though.
1. the former child, now dwarf, is legendary in at least one skill.
2. the dwarf has a mark, which is discibed in the thoughts tab.

the mark is of a certain type, elements if you will, and has its corresponding skill.

the idea was that the wanderer is somekind of deity, mage or elemental or something and has great influence over certain elements in the world. and this is what it teaches the child in some manner.

the elements should be something that has a useful skill corresponding to it, and i have thought of these ones so far.

mechanics
animals
farming/growing
stoneworking
metallurgy
clothing?

so say for example that the wanderer that arrives, is some long lost mechano god. the child which is chosen then returns with the mark of mechanics and is a legendery mechanic.

or the wanderer is some kind of wood watcher, entlike creature and teaches the child the way of animal training.

so, so far this is basically like fey moods for children (maybe they can have them already?), but this is not all.
the mystic wanderer is not some softhearted pansy like armok, the wanderer can cast curses. and it will do so in these cases;
you for some reason lure it into your traps
you deny it the welcoming gift
the chosen dwarf with the mark dies a unnatural death.

since chosen dwarf bears the mark of the mystic wanderer, it will not appriciate you putting the dwarf in the front of a suicide squad during a seige, or as a magma exploring miner.

now, the curses also is of the same nature as the mark and the skill. it belongs to the element of the wanderer. so if you killed the dwarf with the mark of mechanics, all the levers in the fortress are pulled by some unseen force, all at once, possibly flooding the dining hall with magma or removes the drawbridge under the caravan. if the mark was that of animals, maybe your tamed dragon is not so tame anymore, or all your cats gets hostile. here things could get really fun, like the curse of stone, which makes all your miners to break their hands or turn all your precious metalls into slate.

so maybe its not worth it? after all, you might as well train a regular dwarf to legendary, without the threat of magma flood or broken miners hands...
but heres the thing;
the dwarf with the mark isnt just any legendary dwarf. he can do stuff others cant. like planting longland grass underground with the mark of farming, or make stone beds with the mark of stone. nothing super amazing that you cant live without, just some neat thing that sets him apart.
just make sure he lives hes whole life and dies happy, or the mystic wanderer will punish you and make you taste the CURSES!!

i think this my whole idea. i kind of wanted something in the world that is not super dangerous, to give it more depth, and i thought it could be neat if something came to the fortress that wasnt useless caravans or blodthisty goblins.

one last thing; there should be a desciption when the wanderer arrives, or you press k and look at it, from which you should beable to figure out what element it belongs to. so the mechanic wanderer "moves with jerking movements, to the sounds of ticking and gears turning". birds could flock around the head of the animal wanderer and so on.


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