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Messages - The-Moon

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451
DF Suggestions / Re: Composting Stock Pile
« on: February 15, 2008, 05:40:00 pm »
Im sure composting dated back a long time.

Native American's used to add fish into there soil to increase crop yields.

I'm sure it even date's back to the ancient Chinese when they use to go poop in there rice fields.


452
DF Suggestions / Re: Composting Stock Pile
« on: February 15, 2008, 05:36:00 pm »
I have no idea myself, i don't know enough on what dwarfs did and didn't do.

I'm just thinking about what would add more fun or depth to this current amazing game!  :)

I'm not really worried if my suggestions are historically correct to how we think about dwarfs.


453
DF Suggestions / Re: Composting Stock Pile
« on: February 15, 2008, 05:32:00 pm »
Playing by the rules of History is not always fun   :)

Also, What history do dwarf's have, humans made there history up!   :D

The only history they have, is what we make up for them, or what has already been made for them.

[ February 15, 2008: Message edited by: The-Moon ]


454
DF Suggestions / Composting Stock Pile
« on: February 15, 2008, 05:17:00 pm »
Organic Matter can go here, such as rotten clothing or dead creatures, as well there could be scraps from cooking and such.

Items in this stockpile decay, then turn into a fertilized which you can use to fertilize your farms.

Once a carcase decays its bones separate as well so you can retrieve them.

This would be good if you could not make potash.

[ February 15, 2008: Message edited by: The-Moon ]


455
DF Suggestions / The "d" Menu, Is it in its right place?
« on: February 15, 2008, 01:45:00 pm »
(The d menu is the menu where you select mine, channel ect...)

Okay so i'm suggesting that the d menu is not in its right place.

I was thinking, i have 2 or 3 area's i'm mining from right now. They are pretty far apart from one another.

My workers will get done one job in one area, then move across the map to get to another job.

Now i know you will say "Do one mining area at a time so that they don't walk back and forth"

Well yeah ok that works too, but when i have 10 miners, and i only need 3 in one area then that kinda sucks that i have to have 7 miners sitting around waiting for this job to get done so they don't walk back and forth.

Okay on to the real point of this topic.

Rather then Selecting Area's to mine or channel, and the game figuring out who should go do the job.

Maybe have it so the (d) menu is accessed from (v) (p). When a area is selected for mining, it gets automatically set as a job for the person you had selected.

The player "d" menu would have Reclaim Items, Forbid items and set traffic area's removed.

The Normal "d" menu would remain untouched, and would still function the same. You select a area to mine, the game figure out who gets to go mine.

So what i'm suggesting mainly is a way to tell what miner to do what job, by having a second "d" menu in the (v) (p).

This will allow jobs to get done faster. As well as reduce CPU usage alot, as people do not have to pathfind back and forth from area's  :)


456
DF Suggestions / Re: Your most absurdly over-the-top yet "realistic"
« on: April 25, 2008, 04:40:00 pm »
quote:
Originally posted by Draco18s:
<STRONG>No.</STRONG>

 

quote:
WHEN REPLYING TO A SUGGESTION

   * Try to make a contribution. If you like a suggestion, say why you like it and try to refine it if possible. If you don't like a suggestion, say why and be civil about it.


If you cant follow the rules toady has set in place, then don't post Draco.

Mikademus: We would be better off with steam power, then nuclear  :)

[ April 25, 2008: Message edited by: The-Moon ]


457
DF Suggestions / Re: Emigration
« on: February 15, 2008, 06:56:00 pm »
Brain Storm...

Dwarfs have there own agenda's.

Each dwarf has its own needs and wants.

Depending on that dwarfs personility, depends apon weather he leaves or not.

Each dwarf should have there own thoughts and beliefs' is the point of this reply.

Someone may think alcohol is important first off, some might think work is.

Its up to the dwarf. Toady just needs to program it so dwarfs have personality's and those personality's work with the system.

[ February 15, 2008: Message edited by: The-Moon ]


458
DF Suggestions / Re: Emigration
« on: February 15, 2008, 06:28:00 pm »
quote:
Originally posted by Fenrir:
<STRONG>I disagree with three and four. Alcohol is important to dwarves. It's bad enough that I have to recruit useless fortress guards to please the mayor; I don't want my dwarves packing up and leaving because we don't have carp-bait wandering the fortress and getting themselves hurt.</STRONG>

Well its open to debate on what comes first.

In fact, its all up to toady, i was just presenting ideas.

I just don't think it would be productive for dwarfs to sit around drinking, yet not working.

Do not dwarfs like to work?

I was under the impression dwarfs liked working.

If they have alcohol but no work. Id assume the would be unhappy, and move to another fort that has work, and alcohol?

Whatever works tho.

Does anyone know where i can go find/figure out what toady is planning for hte next update.

I rarely see him talking here with us rather then the bug reports.

I think he should be more involved with the community, Such as posting in this topic right here. This is a major issue. Don't you guys think?


459
DF Suggestions / Re: Emigration
« on: February 15, 2008, 06:12:00 pm »
quote:
Originally posted by Sowelu:
<STRONG>I didn't really read your reply in depth before.  I don't think work is that important though.  Some dwarves may be workaholics and be unhappy if they don't have work, that's a fine use of personalities...Maybe most dwarves are workaholics even, but there's surely plenty who are not.  Work, for many, is just a means to an end, and that end is GOLD.

Hmm, actually, that is a pretty interesting other angle.  People who like to be surrounded by ever-increasing wealth.  As long as the fortress keeps expanding, they are somewhat happy, as they live in a better and better place.  But even better is increasing your personal fortune and your family's fortune.  If you can't work, you can't do that, most of the time...

A very wealthy fortress with truly expert craftsmen may have a life of leisure with good food, good drinks, and mostly sitting around idle.  If you can get paid the same for a day's work in that fortress that you can for a month's work in another place, why work fulltime?  You certainly wouldn't feel compelled to leave!

Of course, that's just one angle on dwarven motives.  It seems easy enough to tie into general happiness, and actually it probably already is tied in pretty well...  So, eh.

It'd be pretty interesting if whole families immigrated/emigrated together though.  Not just father/mother/children, but grandfather, great-uncle, great-great-grandmother, the whole line.  If you had to keep grandfather happy to keep him from dragging his brood to another place, it'd be very challenging!  It would *also* be the perfect person to make into an assigned noble, and give posh quarters and well-paying, low-stress work...</STRONG>


What i think your saying is personality's. Which is a very highly contributing factor of course.

But for dwarfs, wouldn't work and alcohol come first?

A Peasant is going to want work alcohol and food.

A Noble is going to want the same but also a good room and wealth.

Each dwarf will have there own basic needs for if there going to stay in your fortress or leave.

Classes would be a nice thing to implement.

Lower, Middle and upper class.

Each class would have its own do's and don'ts for if someone will leave or stay.

But bottom line. The player who plays the game needs to be alerted in advance that someone is unhappy and going to leave if things don't change.

Does anyone disagree with this one point?

quote:
Also: The-Moon, you know, that little 'pencil on paper' icon up and to the right of your post? That's the 'edit' button. You can use it instead of making a second post.

I know. I just wanted to make a second post to point that out, otherwise i would have not double posted.

[ February 15, 2008: Message edited by: The-Moon ]


460
DF Suggestions / Re: Emigration
« on: February 15, 2008, 06:04:00 pm »
Double Post, my bad, but this is important.

When someone leaves. They should drop anything which is not basic clothing.

That way there not taking anything you need, Like full steel plate armor  :)


461
DF Suggestions / Re: Emigration
« on: February 15, 2008, 05:24:00 pm »
Also if you read my reply....

Recruits would be less likely to leave since they always have jobs. When you put jobs above everything else, it would take a lot to get recruits to leave.

The only time they would be likely to leave is when you remove them from active duty and make them workers again. Then there is a chance they will not be working.

[ February 15, 2008: Message edited by: The-Moon ]


462
DF Suggestions / Re: Emigration
« on: February 15, 2008, 05:11:00 pm »
Sorry about that.

If anyone played stronghold they would realize its more of a arcade game then something you have to think with.

I don't see a point as comparing that game with this one, or even using it to make a point. Theres no points in stronghold 2   :) Horrible game, game series was destroyed once they got rid of the game play and added in 3d graphics. As which happens with most 2d games. 1503 or something, i think it was did the same thing :\

Sorry Draco18s if i offended you..... My bad.

So you want something a bit more on topic from me?   :)

Alright lets see if i can bring some positive thoughts to this thread...

Emigration Policy....

Question: Why do dwarfs want to live in your fortress, when they can move to another one.

1:Work, if there is available work, dwarfs should be a lot less likely to leave
2:If there is not enough work, dwarfs will leave when they have not worked in a while. They will leave to find work.

These 2 factors should be the main things which effect weather Dwarfs leave or not. Dwarfs will leave if theres no work for them to do.

3:Alcohol, While alcohol is important, it should not be a single factor which makes dwarfs leave the fortress.

4:Security and Military. If the fortress is secure and there is a good military, then people would be less likely to leave. If dwarfs feel un-protective they should tell your Trader/sheriff/Head Dwarf that they will leave if something is not done.

In Fact.

When dwarfs have problems, or unhappy for any reason, it would be good for them to contact your head dwarf, and let that dwarf know(IE send you a msg) that, the dwarf is unhappy and will leave if something is not done about a certain thing that the dwarf is unhappy with.

5:This would of course be food supply.

6:Anything else which i didn't mention

(I may edit this reply)

[ February 15, 2008: Message edited by: The-Moon ]


463
DF Suggestions / Re: Emigration
« on: February 15, 2008, 03:42:00 pm »
I don't think anyone cares that much here about stronghold 2 to acctally read through all of that.

Stronghold 2 was a completely different game then this one...


464
DF Suggestions / Re: Skills Reduce in time if not used
« on: April 15, 2008, 07:20:00 pm »
I suggested this mainly because, id like to get rid of the skills which come with migrants, which they don't need.

With the new conversation skills patch, which allows everyone to have conversation skills. Don't really need those unused skills in the list  :)


465
DF Suggestions / Re: Skills Reduce in time if not used
« on: April 12, 2008, 03:33:00 pm »
Maybe a option for each person to learn, or unlearn skills?

Also a skill cap for each dwarf  :)


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