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Messages - Ngosp Umbabok

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1
DF Suggestions / Simple adventure mode improvements
« on: January 09, 2016, 11:48:10 am »
The latest Bay12 status report stated that both simple suggestions and adventure mode improvements were subjects to be worked on in the relatively near future and so I thought that now would be a good time to gather in one place a list of simple, logical, and easy-to-implement improvements to adventure mode that are widely agreed upon as being good improvements. I have thought up several myself but if anyone else has any they can think of feel free to share it so we have a good list going.

To clarify a bit further what I'm talking about is small peripheral or minor changes that would be easy to put into the game and wouldn't change it too much but would make the experience more rewarding and enjoyable or less frustrating. Adding in significant new things that add a lot of new dimensions to the game wouldn't be the thing to suggest here.


Some of the ones that I've thought of or remembered (a few of which I think other people have suggested before):

1. Allow the player to consume food and water while fast traveling - I think that this is a logical improvement to the fast travel system, if its cold enough to freeze the water then I think its still reasonable to force the player to stop and create a fire to melt the ice but if it is not cold enough to freeze the water and there are no dangerous animal or enemies nearby I don't see why the player should have to stop just to eat and drink. We don't have any means of insta-travel through boats or caravans or whatever and so on large worlds it can take a long time to go from one end to the other in search of a titan or something and it can get kind of irritating to have to stop every 2 or 3 minutes to eat and drink. We can already sleep and wait in the fast travel screen.

2. Allow the player to fast travel over rivers if they are frozen - I don't know how complicated this would be to implement but it only seems reasonable. Forcing players to exit fast travel to cross rivers in general is another subject that people seem to have a roughly even split of opinion on but if the player is just going to safely walk over the ice anyway then until we get to the point where there is a risk of falling through the ice I don't see why the player should have to stop to do that.

3. Allow the viewing of the different modes of the map while in any locations and while not in fast travel - The way the system currently works now is that when you are fast traveling within a certain distance of some objects it changes the fast travel map to a different view which can sometimes be frustrating. It would be nice to be able to toggle with a button what kind of map style you would like to view without it being conditioned on your closeness to various objects. There are also sometimes things that are helpful to see on your local map that you can't see unless you enter fast-travel, if you could see it without entering fast-travel that would be helpful, even if that means you can't see where various other travelers and creatures are on the local map.

4. Create some sort of way for adventurers to make visual markings on the floor or walls of indoor structures to help in navigation - in large and convoluted dungeons it would be helpful to at least be able to scrawl with charcoal on the floor which direction the exit is every so often.

5. Have sleeping bandits/goblins/kobolds immediately wake up, yell and fight back upon being wrestled with or struck with a weapon when they are sleeping - pretty self-explanatory, adding in what level of noise would wake them up could be a more complicated goal for the future but just having them wake up when they themselves are individually attacked seems to be an easy and simple improvement.

2
DF Suggestions / Town Square/Plaza in cities
« on: June 17, 2015, 10:58:28 am »
I think that it would be a good idea for there to be town squares in the middle of cities. Right now the cities are just a sprawl with the castle on one end, a temple somewhere and an area with food-sellers outside the castle gates.

This could be changed so that in front of the castle gates or a short distance from it there could be a "town square" or plaza. This could be made to be obviously some sort of special area compared to other open spots as there could be a large area of paved ground, or ground paved differently from other areas with decorative tiles.

Some specific objects and things that could be included include fountains, statues, gardens, benches, hangman gibbets, stockades, announcement boards etc. Larger cities could have larger and more elaborate town squares

Important buildings like the main tavern of the town or the temple could maybe border the town square. I feel as though this is a relatively simple cosmetic change that would add a lot to the feeling of the town being alive and fleshed out as right now it seems kinda lifeless. It would be nice to travel to the main area of the city to see whether there are any events happening in the square, what announcements are posted, to talk to people there, or even on the way to the tavern.

3
DF Suggestions / Re: Warnings for other things
« on: February 04, 2015, 12:04:58 pm »
Yes, I agree. I wouldn't want a dwarf to destroy some crucial lever or door without me knowing and then have the surprise of it not working when it's needed.

4
DF Suggestions / Re: Amputate Infected Bodyparts
« on: February 02, 2015, 02:46:04 pm »
This should definitely be an option.

5
DF Suggestions / Re: New Mining Option
« on: February 02, 2015, 11:55:50 am »
I'm a little confused, usually the miners will ignore damp stone when they come to it and a message will pop up that pauses the game and makes you unpause it. As far as I'm aware they will only dig into it after you have had this happen and you designate them to mine it again.

Either way, It is not bad idea to just have an option in the mining tab to direct all dwarves to ignore damp tiles even if you previously directed them to mine it and the job was cancelled.

6
DF Suggestions / Re: Should be able to back-fill areas, or "bury" things
« on: February 02, 2015, 11:52:02 am »
I agree that this would be good. Right now any dirt you dig up/through just vanishes into thin air. While that may represent how it just gets spread out all over the ground I think that you should be able to have the option of putting that dirt into any area. Maybe you could choose the option when digging through dirt to form dirt-clumps or dirt-piles nearby.

Right now there isnt really any purpose to doing this when you can just use stone but once we get to the point where you can choose a location to plant a tree or other type of plant then it would be helpful to be able to build an area to do that using dirt.

7
DF Suggestions / Re: climbing with handwear
« on: February 02, 2015, 11:48:03 am »
This is a good idea to make climbing more realistic.

Also maybe temperature could play a role such as climbing bare-handed in very cold weather would be difficult due to loss-of-feeling in the hands but that this could be negated by wearing leather gloves.

8
DF Suggestions / Re: More Lifelong Dreams
« on: January 30, 2015, 04:08:35 pm »
"Secretly dreams of vandalizing or witnessing/committing violent crime" (yeah, okay, maybe that last one is too creepy.)
Sure, but um, secret dreams oughtn't be visible on the status screen, right? I'd quite like there to be procedurally-generated dreams like this which are hidden from the user, so that we don't find out what will really make dwarves satisfied until it happens: this would provide an impetus to give lots of varied experiences to our dwarves.
Why not? Literally every other aspect of their tiny lives and minds are exposed to our view.

One example is that there may be dwarves with certain maladaptive tendancies or dreams and if the player were to know that about them then they could isolate or kill them on purpose. For example there could be dwarves with secret dreams to murder, steal, dig up the dead, profane temples, etc. As part of planning for any large community of people there needs to be things implemented that are designed to deal with these issues such as an effiecient justice system, recreation, and nobles who can provide counsel and guidance.

Allowing the player to see which dwarves need to be more closely managed or supervised due to harmful dreams would remove the incentive for the player to design their fort in ways that ensure maximum happyness and security.

Admittedly some of the stuff I mention hasn't been fully implemented or fleshed out but it would seem reasonable that if in the future there were harmful secret plans or dreams for some of the dwarves then the chances of those dwarves acting on those impulses would be less if they were happy and if they knew the fort was efficient at delivering justice and apprehending lawbreakers.

9
DF Suggestions / Re: More Lifelong Dreams
« on: January 30, 2015, 02:06:37 pm »
I think that adding more dreams and having some dreams be hidden are both good ideas and are not mutually exclusive in that they could both be implemented.

There are a number of realistic reasons why dreams could be hidden from the player such as the dream is an unconscious yearning for something, the values of the dwarf conflict with the dream so they suppress it or maybe because for whatever reason the dwarf believes it would be a bad idea to tell people about it.

The list of dreams per dwarf that are visible to the player could just be the dreams that the dwarf is  both consciously aware of and comfortable telling people about.

10
DF Suggestions / Re: "Everyone get inside" option
« on: January 30, 2015, 01:29:54 pm »
It's called a "civilian alert". You toggle an option on the military screen and everyone not on-duty to defend will move inside the selected burrow until you toggle it back.

EDIT: Wait, if you already knew about burrows then why...?

You're aware you can extend a burrow across multiple z-levels and extend it over as much area as you want right? A good civilian alert burrow shouldn't interrupt any work inside.

I wasn't aware of that it seems I was incorrectly using burrows, thanks for the tip. That being said even with burrows it wouldn't hurt to have this option anyway.

11
DF Suggestions / Re: Temple ideas!
« on: January 30, 2015, 01:27:05 pm »
With regards to the post about the pharaoh game and the ways there could be a similar system implemented in dwarf fortress I think those are some good ideas but if they were to be present in the game they should be toned-down and pretty rare.

Right now the atmosphere in the game is that while there are fantasy-based creatures in abundance, true magic is rare. I don't know exactly how prevalent Toady wants magic to be but I think I recall him posting about he wants to avoid the whole "industrial magic" feel where magic is everyday commonplace and people don't think much of it.

For the temple in a players fort to cause the gods to enact some sort of miracle should be a rare and momentous event that is recorded in history and maybe happens once or twice in a forts existence, if that. That way it would keep divine acts significant instead of feeling cheap and arcadey. It should be an exciting suprise for the player when it happens instead of the player feeling like "okay I've done this and that so this god did so-and-so and now I have to do this in order to get this god to do that".

12
DF Suggestions / "Everyone get inside" option
« on: January 30, 2015, 12:58:07 pm »
I think it would be a good idea if there was a button you could press or an option through one of the menus for all dwarves located outside the fortress to get inside immediately when for example a squad of goblins appeared. Right now as far as I am aware the only ways to get all dwarves inside the fort quickly is to use burrows or a time-consuming method of canceling outside jobs and ordering new inside jobs specific to each dwarf outside the fort.

This would seem better then the burrow option in that it would leave the people inside the fort but still outside the burrow undisturbed and free to go about there work instead of having to go the burrow despite already being inside the fort. With regards to the second option it would just be faster, easier and more efficient.

There could maybe be an option for everyone to get both inside the fort and underground or dwarves who were outside could also just get inside the walled and door-protected area right outside of the forts entrance.

13
DF Suggestions / Re: We need better military
« on: January 30, 2015, 12:35:57 pm »
One simple improvement that could probably be implemented easily would be to make the option to order a squad of dwarves to "engage enemy with ranged weapons".

This way if you have a group of of dwarves out in the open and 70-80% of them were armed with crossbows then instead of them all attacking and the melee dwarves getting ganged up on then what they would do is the dwarves with crossbows would shoot at the enemy while the melee dwarves would stay back and guard the marksdwarves and only attack enemies that came with 8-10 tiles of the squad.

This would make things alot easier for the player.

So basically ordering dwarves to hold position and not move?

Something that I have noticed is that if a squad of dwarves is ordered to hold a position in the open and goblins are within range then they won't attack unless the goblins get relatively close. In order for the squad to fire at them from a longer distance you have to order them to attack. I would like to do that without the melee-weapon squad members leaving the other marksdwarves.

14
DF Suggestions / Re: We need better military
« on: January 29, 2015, 01:25:35 pm »
One simple improvement that could probably be implemented easily would be to make the option to order a squad of dwarves to "engage enemy with ranged weapons".

This way if you have a group of of dwarves out in the open and 70-80% of them were armed with crossbows then instead of them all attacking and the melee dwarves getting ganged up on then what they would do is the dwarves with crossbows would shoot at the enemy while the melee dwarves would stay back and guard the marksdwarves and only attack enemies that came with 8-10 tiles of the squad.

This would make things alot easier for the player.

15
DF Suggestions / Re: adventure mode and fortress mode arena
« on: January 29, 2015, 01:16:56 pm »
This is a good suggestion although it has already been suggested before. Before posting a suggestion it is advisable to use the search bar in the top right to search for threads relating to tournaments. Then you can read what has already been suggested in regards to tournaments and add you're own input.

This helps everyone's thoughts on a certain subject be consolidated to one area.

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