DF Suggestions / Re: More emotional ups and downs
« on: January 21, 2008, 06:01:00 pm »
Reasoning: Dwarves who worship the god of blood shouldn't get all huffy when someone dies.
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Reasoning: Dwarves who worship the god of blood shouldn't get all huffy when someone dies.
In adventure mode, having your companions come back from the dead to attack you, or even seeing a former adventurer coming back from the dead.
That would make for some cool scenarios.
Also, a good source of food for adventure mode.
DO IT!
It makes no sense at all, and is completely backward. The outdoor farms should be dependent on seasons, and indoor farms should be able to grow anything anytime.
quote:
Originally posted by Lyrax:
<STRONG>Yes on training weapons, but no on 10% damage. 50% is as low as I'd want to go with the base weapon.No matter how you pad a weapon, if it handles like the real thing, then it can hurt someone. Badly. Not as badly as the real thing would, no not nearly. But still.</STRONG>
That's true, but this is meant to be a training weapon. When you spar, you probably aren't going to actually be fighting with the weapons, just "pretending" and coming close to hitting, so 10% would be better, I say.
They would use a doctors workshop to create bandages out of cloth to heal bleeding wounds and organ damage(not 100% effective, but will speed up healing) splints out of wood and cloth for broken bones, and other simple things like crutches out of 2 wood for broken legs.
I hate having a broken arm make a dwarf useless, so a simple doctor profession would be essential. You wouldn't need many, maybe 1 or 2 for every 50 dwarves.
Something too complicated would make it a hassle of micromanagement to get a dwarf all fixed up, but something too simple makes dwarves expendable.
The doctor wouldn't heal a dwarf completely, just lessen the possibility of death and speed up healing alot, as well as get dwarves sorking again, albeit a bit slower, and only for the lesser of wounds.
I think that elite soldiers should automatically become drill sergeants though.
Perhaps, salt water goes in one side, and water comes out the other: like a pump.
That way you won't lose your fortress.
quote:
Originally posted by sphr:
<STRONG>Jibber</STRONG>
Thats a great point actually. My current fort is in a good position, with lots of resources. Going to a barren land would make food much harder to get.
Most of us here have been thinking of this from a point of view where farming seeds are everywhere.
In a harsher climate, it may be harder to get.
Still, some food tweaking is needed. Especially the "luxurious" and "simple" meal stuff, as well as insane amounts of farm output.
quote:
Originally posted by Capntastic:
<STRONG>The game is still in early alpha. Bickering about balance issues isn't very productive. There will soon be a lot more factors involved with every aspect of the game. Give it time; things'll sort out.Or try living on a super haunted lava monster zone, in the open.</STRONG>
I think it is good that food is easy to get, rather than hard. If food became as hard to get as it currently is easy, the game might be near impossible.
As of now, getting food when you first play is hard. Right now, I have a fort that has possibly 4 thousand extra food crap, and I have actually cut down the ENTIRE 3x3 map of wood, just to make enough barrels and coal, the only things I was using wood for (admittedly, lots of coal was being made). But I am still running our of barrels, and have at least 3 very very large (at least 20x20 in total, each) food stockpiles, all full.
However, I think that food should be easier to spoil, and be eaten by vermin. This would make cats much more useful, as well as making a bunch of food that lasts for years much much harder to do.
Although food in freezing climate should go bad slower.
I don't know, it would be hard to make food harder to get.