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Messages - muldrake

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256
DF General Discussion / Re: Is Armok the one and true god?
« on: October 10, 2020, 07:48:15 pm »
Armok doesn't actually exist in the game.

257
DF General Discussion / Re: *We need your help with game ending stress*
« on: October 10, 2020, 07:47:12 pm »
Am I alone in this?  I am finding "game ending stress" just to be something I don't experience any more.  Now, I do a lot of micromanaging, starting out each fort with a list of preferences of every dwarf, and continue this practice well into the game, also routinely checking everyone for stress, moving everyone who seems bummed out into a room of their own, with every dedicated set of quarters smoothed, engraved, and if at all possible, I move every dwarf into a set of quarters personally designed for them out of materials they like.

And if someone seems to be losing their mind despite this I exile them, along with their entire dumb family.

And almost all my dwarves are in like the high 10K+ happiness levels.

I think guilds really help too, turn off all the restrictions on them and let everyone use them.

258
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 10, 2020, 07:40:24 pm »
Dwarves can eat sand.

I foresee a problem there, unless Toady One changes the game so as that sand tiles no longer create infinite amounts of sand.
Sand tiles now constantly create more sand tiles.

It's too bad sand is so useless.  Yes, you can make green glass out of it.  Who wants green glass?  To make any glass worth anything you need pearlash and that stuff is precious.  My personal practice these days is noble chambers get submerged in magma, surrounded by crystal glass.  Another good thing about that is it's pretty easy to flip a switch and get rid of the nobles if they start making annoying demands.

Sorry I forgot this was actually the terrible suggestions thread, not the good ideas thread.

259
DF Suggestions / Re: Slaying children and the emotional burden
« on: October 10, 2020, 02:23:54 pm »
In fact a casual glance at history will show that infanticide was actually an extremely widespread practice up until as recent as the 1800s.  Keeping a baby around meant another mouth to feed for years until they were able to do work, so killing babies - especially weak or deformed ones - was a very common practice.  In poor countries, it is still done regularly.

That's really depressing.  I prefer my fantasy races to have better ethics.  I want the world to be better than it is.

260
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 10, 2020, 01:27:48 pm »
Dwarves can eat sand.

I foresee a problem there, unless Toady One changes the game so as that sand tiles no longer create infinite amounts of sand.

"51 fat dwarves cured."

261
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 09, 2020, 06:55:54 pm »
"Blob" forgotten beasts split into two half sized blobs, when hit by any weapon. Those half sized blobs have the same characteristic.

This was unironically a Nethack exploit where you would engage in pudding farming because you could gain useful intrinsics (like resistances) by eating pudding-class monsters, so you'd just farm them by splitting them in half and eating the corpses until you gained all the intrinsics.

Elves hybridize with everything. Theyre the slutty dnd dragons of dwarf fortress.

This is canonically where all the animal people come from

So basically they're the Slaanesh of DF.

262
DF Suggestions / Re: Slaying children and the emotional burden
« on: October 06, 2020, 10:02:02 pm »
I don't think that inter-species thing really works. At least most humans seem to have no problem killing children of other species.

Also seeing children not as small adults is quite a new concept as far as I know.

Dwarven ethics about torture and killing and butchering and making trophies universally forbids it when done to sapients, even hostile sapients.  I'd imagine the dwarven ethics system, if it addressed killing children, would consider it especially heinous.  I'd think as with most evil things, goblins would consider it a matter of personal preference.  Child snatchers might consider it bad, too, as they have a culturally mandated use for them. 

Human ethics tend to be fairly close to that of dwarves.

Elves, of course, would certainly have some utterly degenerate, delusional ethic reflecting their insanity.

263
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 06, 2020, 09:57:36 pm »
If you name a dwarf "Karen," he or she immediately begins constantly demanding to speak to the manager whenever dissatisfied with an interaction.

264
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 05, 2020, 08:03:34 pm »
Ballistas have a chance to fire backwards into the dwarves manning them.

Dwarves now actually fire ballistas by loading themselves into the ballista and firing themselves at enemies.  If they are wearing spiked helmets, they get an enormous damage boost upon impact.

265
DF General Discussion / Re: *We need your help to save the noobs!*
« on: October 05, 2020, 07:58:39 pm »
Work assignment is probably the most important thing to fix for new players. It's a core mechanic but convoluted, time consuming, and tedious, and a beginner will be lucky to find where to do it at all without a wiki. You check what a dwarf is capable of in a different submenu than where you select the work, personality facets you might want to consider are somewhere else entirely, andthe work assignment menu itself is unwieldy and poorly subdivided.

Tooltips that pop up (in some kind of tutorial mode you can disable) when you assign a task and no dwarves have that task enabled might be nice.  Something like Clippy.  "You just tried to build a workshop but no dwarves have X enabled.  Do you want to turn that on now?"  And then take the player to the menu where you do that.

Combining this with some kind of labormanager-like default mode that has some baseline sanity settings that should be good for a starter fort would also be good.  Some changes in the defaults might be nice too.  I think I could really live without that "automatically have dwarves go into the caverns the instant they're open and start messing around with giant cave spider webs" thing.

266
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 04, 2020, 04:54:57 pm »
-Medicine is a joke, any exposure to pathogens is a terrible idea and most doctors are butchers.

The only medicine that actually works is soap.  If you don't have soap and get so much as a hangnail, you mysteriously die within weeks.

This game is actually propaganda by Unilever.

267
DF General Discussion / Re: *We need your help to save the noobs!*
« on: October 04, 2020, 02:40:47 am »
Mod support is great but if you want the game to be accessible to new players -- specifically popular Steam audience players -- you need to make things like Dwarf Therapist the default option when a new player boots up the game for the first time.  Said another way, if the Steam version is adding an additional design goal -- "accessibility" -- then that design goal needs to be implemented by default. That doesn't mean you can't include the less-accessible modes as a toggle option, but it does mean that (for example) the default mode should be graphics, not ASCII.

The thing about DT specifically is I see noobs being immediately intimidated instead of assisted by being faced with a complicated spreadsheet-like app when starting the game.  And the in-game version is even more intimidating.  I think things like the dfhack plugins autolabor and labormanager, by handling some of these tasks automagically rather than requiring something that looks like office work, would probably be more helpful.

Even these aren't perfect, because while autolabor/labormanager both do some things well, they do other things poorly, and if you don't already have experience with something like DT you don't know how to go into micromanaging it.

So while I think most players who stick with it ultimately will, at least at times, want something like Dwarf Therapist, just seeing it at the outset is scary.  (From what I've seen on the Steam announcements the UI is definitely increasing in clarity though which might seriously reduce some of these problems.)

268
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 02, 2020, 03:04:58 pm »
All dwarves are completely obsessed with socks and refuse to wear any other items of clothing, just putting on sock after sock after sock after sock until they suffocate to death under the weight of all the socks.  Also the most common tree, and fastest-growing, in every biome is sock trees that produce an endless supply of socks.

269
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 02, 2020, 12:40:23 pm »
Every dwarf that appears with a migrant wave is a new DLC that has to be downloaded separately for $1.

270
DF Dwarf Mode Discussion / Re: No shell for moods?
« on: October 01, 2020, 02:34:09 am »
There are some shelled vermin you can catch, not just pond turtles but oysters and mussels.  Giant snails leave shells, if you are lucky enough to have them.  Apparently you can actually create a pond with the bucket brigade method and if you do it outdoors it might generate pond turtles eventually, probably not in time to save an already moody dwarf, though.  I think you need the pit/pond zone designation and some water.  I've never actually done this on purpose (other than to muddy rocks for farming), so I don't know how effective it actually is.

Annoyingly I think shells actually eventually decay.  They're the most annoying of all mood related items.  Apparently you can edit the raws to add shells to other animals, or to use other materials in lieu of shells, but that's probably cheating.

You might also somehow be able to manipulate moods by training other skills that don't use shells higher, or just outright get rid of dwarves with a preference for shells.  I'm not sure if this is really practical. 

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