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Messages - Broms

Pages: [1] 2 3 ... 5
1
DF General Discussion / Re: Future of the Fortress
« on: July 24, 2022, 11:35:10 am »
Hello! I have a bit of a difficulty settings question: is there currently a way to tweak how common visits that petition for mercenary/temple/tavern type are? I ask because I really enjoyed having a squad of humans/goblins/outsiders in the prior version and since when merc companies were added to world gen I haven't seen a single mercenary petition. That is something that would be really cool to have an option of having again some day for roleplaying/etc. Thank you for reading

2
DF General Discussion / Re: Future of the Fortress
« on: June 08, 2022, 01:08:29 pm »
Are there any plans for updating stockpile settings to either:

  • Allow stockpile priorities (Important/High/Medium/Low, defaults to Medium for example) - similar to Rimworld and other games
  • Change Allow stockpiles from both give/take from either linked or any, to allowing individual link/any options for either give or take? Ex: Main storage stockpile is set to take/give from all, and it is linked to give to bar stockpile #1. Workshops and such wouldn't be prohibited from taking from the main storage stockpile without a link to the main stockpile.

I bring up #1 because having a low priority central general stockpile has obvious benefits, allowing you to set up more targeted higher priority stockpiles elsewhere. It would make sense for stockpile links to override priority settings.

If option #1 is not viable, then I bring up #2 because it would be useful to have a central general stockpile, and occasionally link new more targeted stockpile to it somewhere else without limiting everything else from taking from the central general stockpile. At the moment once you've introduced one linked stockpile, you're essentially forced to establish links to every workshop or other stockpile that would have otherwise had access to the central general stockpile, making it an all or nothing choice which can cost someone a lot of time depending on the amount of workshops that might use that central general stockpile.

I think this is an area of opportunity that would benefit from some type of polish for new future users.

3
DF Dwarf Mode Discussion / Re: Military furniture
« on: May 24, 2021, 08:32:54 am »
I am pretty sure if you allow them to carry drinks with flasks/waterskins that they get a negative thought from drinking without a cup/goblet. I think it is best if you don't allow military to carry any food or drink but I could be wrong.

4
DF Gameplay Questions / Re: Soldiering petitions rare in 47.05 ?
« on: April 01, 2021, 09:04:41 am »
Took a peek into the entity_default.txt file and I am not even sure we can mod out mercenary companies, I only see an entry for Merchant companies which I don't think are the same.

5
DF Gameplay Questions / Soldiering petitions rare in 47.05 ?
« on: April 01, 2021, 08:56:52 am »
Hi all,

Since the advent of Mercenary guilds, has anyone noticed a decline in petitions for soldiers to join your fort? I miss having this influx of of diverse military strength and am considering modding the mercenary guilds out of various entities in my next world as I suspect they may be hoovering up all of the wandering mercenaries looking for word (but I don't know if this is the case or if I am just unlucky). Interested to hear everyone's thoughts if they've noticed this or may have any idea why this may be happening.

6
DF General Discussion / Re: Future of the Fortress
« on: February 24, 2021, 06:38:54 pm »
Any plans to allow the creation/filling of a wagon and sending it to trade off-site?

7
Mod Releases / Re: [47.04] Goblin Fortress v2.2
« on: December 30, 2020, 12:35:40 pm »
Has anyone found a way to create bones from corpse pieces?

8
Mod Releases / Re: Splint's Vanilla Expanded Mod v3 - Shapes and Seeds
« on: December 04, 2020, 01:47:16 am »
Will dwarves actually drink from barrels of water/offer it to resting dwarves or does that behavior only work for buckets?

9
In Kerbal Space Program this is sometimes referred to as "Unplanned rapid disassembly", lol.

10
DF Gameplay Questions / Re: Squad eq?
« on: July 06, 2020, 12:20:56 pm »
Pretty sure the weapon racks/armor stands containing equipment is bugged too. Hopefully some of the "forum elders" can chime in to comment further if "squad eq" even does anything right now.

11
This plugin is amazing! I hope Toady implements this during the QOL changes.

12
DF General Discussion / Re: Future of the Fortress
« on: June 05, 2020, 06:00:55 pm »
Are there any plans to expand the 'd'etail function to some of the older hard coded reactions like prepare meal, mill plant, mill seeds, or dye cloth? It would go a long way in terms of user experience and would save a lot of linked stock pile hassle.

13
DF Gameplay Questions / Re: Armor questions, materials
« on: April 19, 2020, 09:32:38 pm »
Usually you can't go wrong with steel armor and candy weapons. Steel being the most resistant to slashing etc, and adamantine being the sharpest and lightest metal.

14
It is always an option as well to wall off portions of the caverns, if there is cave moss then you'll have a safe pasture for your grass eating animals too!

15
Great read, looking forward to the next installment.

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