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Messages - Mephansteras

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16501
DF Suggestions / Re: A number of suggestions
« on: February 19, 2008, 11:59:00 am »
Just remembered another major thought I had. This is due partly to the newest version and merchants getting caught up in my cage traps.

New squad command: Escort visitors. This command would send the dwarves out to meet caravans that arrive. They both help protect the caravan in case of attack, as well as guide them past any traps. An escorted caravan, then, would not need to worry about all our nice anti-goblin measures. Of course, they need to actually have some dwarves escorting them for this to work, not just lolling about the fortress eating or whatnot.


16502
DF Suggestions / A number of suggestions
« on: February 19, 2008, 11:25:00 am »
Hello, all. I've been completely sucked into this game for the last few weeks, and figured I'd finally played enough to warrant posting my opinions.

I realize that much of what I'm going to say has probably been suggested before, so just count those as me adding my vote to them.  :)

Soldiers
 Practice weapons - It's well known that letting your dwarves spar with iron/steel/etc weapons is asking for trouble before they are well trained in armor and shields. However, it's a real pain forcing them to switch between the wood swords you bought from the elves for practice and the steel ones when the goblins show up. I'd like to request that melee dwarves use the least damaging version of their chosen weapon automatically during sparring, much like the crossbow dwarves already choose bone and wood bolts for practice.

 Equipment upgrades - Dwarves should periodically check to see if better equipment is available for use. Perhaps every time the go from being off duty to on duty they'd check to see if they can upgrade some equipment. It's frustrating to see a bunch of your soldiers using lame wooden shields when you just got some superior quality steel shields off of the latest goblin ambush.

 New orders: Fall back! - I've had a number of military defeats because my soldiers insisted on running out to engage the goblins one by one. I really need an order that tells them to fall back to the fortress, even if they are engaged with the goblins already. I can sort of manage this with the Dwarves stay inside order, but that's sometimes too general. I'd like to be able to control the soldiers at a squad level, so my dwarves guarding the north side of the fort don't abandon their posts just because the ones in the west are being idiots.

Healing
 Add in a healing skill to go along with the health care. It'd be nice to be able to have a dedicated doctor at later points in the game who can quickly get injured soldiers back up and running.

 Add in medicine that can be created in the Alchemist's lab to aid in the process.

New material:
 Mithril: Rare metal that is as strong as Steel, but much lighter. Basically, same stats as steel but doesn't weight the dwarves down, so that a Dwarf in Mithril Chain would essentially be unencumbered.


That's probably more then enough for now.


16503
DF Suggestions / Re: Magic Multiplayer
« on: June 13, 2008, 10:32:00 am »
Yeah...DF is really more a mix of Fantasy Sim and Strategy. But I'd compare it more to a game like Civilization (in where it's headed) then to any RTS out there.

As for the suggestion...it's kinda cool. But so limited in usefulness that honestly I'd rather have Toady focus on everything else he already has planned then this.

Oh, and as far as cheating goes...who cares? It's a SINGLE PLAYER GAME. If you want to cheat because that makes it more fun, go ahead. If you refuse to cheat because that takes the fun out of the game for you, don't. It's not like it effects anyone else anyway, so I don't see why people make such a big deal out of the idea. *shrug*


16504
DF Suggestions / Re: Making Nobles useful
« on: April 16, 2008, 08:10:00 pm »
Well, I browsed through the dev page and didn't see any of this. Of course, there are hundreds of items, so I may have just missed them.

And I started after the game went to 3D. Were nobles even more useless?


16505
DF Suggestions / Making Nobles useful
« on: April 16, 2008, 07:34:00 pm »
Some thoughts on nobles and how to make them suck less to have around.


The dungeon master. Since he/she is really a very cool noble (as nobles go), we should give the dungeon masters some more interesting stuff to do. For one, you should be able to designate a room with ropes and chains as a dungeon for their use. Possible things to do in a dungeon:
 - Interrogate prisoners to find out things like fortress locations, strengths, etc
 - Tame & train exotic pets (rather then just at the kennels)
 - Strange experiments on fantastic creatures that are captured, including vermin like demon rats (probably for when magic is added)
 - Possibly add in the ability for the Dungeon master to make special weapons/armor at a forge in a dungeon. Golems, perhaps?

Nobles in battle: Here is another thought on nobles. Historically, one of the few things nobles did have to go do is battle. Since combat is a very dwarvenly trait, it makes sense that with the war arc the nobles would have to show thier worth on the battle field. Maybe have the king call up the noble and his guard (at least) to participate in campaigns on the global map. Any unit led by a noble would get a morale bonus to their fighting, since they have to keep the noble alive to preserve thier honor.

Also, younger sons/daughters and consorts could also decide to join the military. They'd always require that they were in command of thier squad, and would pick thier own weapon and armor types. Again, they'd give a bonus to the squad they were fighting with.

Functional/logical mandates - I know mandates are just sort of random to give the game some flavor right now, but it would be interesting if nobles had some real purpose and logic to the mandates. For one, they should never mandate anything that can't be made with the resources you have available. If they really want something you don't have, they should create a trade mandate that requests the merchants who visit to bring items of that material/type. They would then get really upset if a trader brought the item but you didn't buy it.

For other mandates, they should make sense. For example, if you don't have your soldiers in full gear, they mandate that you make boots or whatever they're lacking. Or, if you have lots of trade goods lying around on the floor, they may mandate that you make more bins to hold things and and make everything more orderly.

Other ideas that people have?


16506
Isn't that what backpacks and waterskins are for?

I think the only thing that needs to be fixed there is filling the waterskins with booze instead of water so you don't end up with soldiers who can't remember the last time they had alcohol.

In the meantime, I just put all squads that are on duty with orders to carry water, and all squads off duty to not. That way they at least drink booze when they're off duty so the effect isn't as bad. I also tend to have a dining hall next to the barracks so the soldiers don't have to interrupt their training for too long just to go eat or drink.


16507
B. I get decent framerates (20-30) on large maps with large fortresses, but I'd hate to try to play at a framerate less then that.

16508
DF Suggestions / Marksmen need to reload in combat
« on: April 14, 2008, 11:54:00 am »
I've been having issues lately with marksmen standing around at their posts doing nothing because they are out of bolts. Currently, they only seem to go get more bolts if they can't see any enemies. Which means that my wonderful kill zone, with a walled in area and archers up in a high tower, ends up with a bunch of frozen marksmen staring down at a courtyard full of targets with no way to get to them and no bolts to shoot them with. There is a stockpile of bolts nearby, but they don't go reload. Even putting them off duty doesn't seem to help. Really frustrating. The only thing that seems to break them of it is the need to go sleep. Then they pick up bolts on their way back and get back to shooting.

So, my suggestion is that marksmen who cannot physically reach or be reached by an enemy who run out of bolts should immediately go find more before returning to their post. I think that's a better default behavior then having them stay on duty doing nothing.


16509
DF Suggestions / Re: Declare an end to trading
« on: April 14, 2008, 12:32:00 pm »
Hmm...the Inn idea is actually really good. It would give the traders somewhere to go, your dwarves could go there on break to chat, get news of the world, etc. Which could give happy thoughts, depending on the dwarf. You could also have the quality of the inn be a factor in the number of traders who visit the fort with the caravan.

And while Elves probably wouldn't stick around, the possibility of having caravan members stay in your fort from the Dwarven caravans makes sense. Maybe even have Human guards offer to join your force as mercenaries.

As a long term thing, having a small human settlement outside the fort would be interesting.


16510
Yeah. In order to tell my normal dwarves from the new comers, I end up nick naming everyone. Which is ok, but I really like the idea of a job designation screen. It'd be even better if you could give dwarves priorities on it. Like, tell a dwarf to do carpentry unless there are no jobs/wood, then go cut wood, then gather plants, etc. basically just a work importance system per dwarf.

16511
DF Suggestions / Plant gathering when hungry
« on: March 13, 2008, 04:36:00 pm »
I just had one of my herbalists stop gathering plants because she was hungry and started chasing vermin. That...makes no sense. Dwarves with Herbalism and nearby bushes should go pick berries to eat. Much easier then chasing down rats.

16512
DF General Discussion / Re: For the 2 Adams
« on: June 12, 2008, 10:07:00 am »
So, I have a question for Toady.

What if one of the forum members who talks about giving you millions to develop the game as you see fit did it? I mean, they won $100 million in the lotto and could actually afford to throw a few million your way, and said something like "Ok, you get $2 million to develop the game. Do as you please, only requirement is that you have to actually complete it."

What would you do? Would you even want to hire some additional programmers, get some artists, any of that? Or would you turn it down? Maybe just take what you'd need to live on for next few years and keep going as you have been, but secure in the fact that you don't have to worry about money?

I know this is a silly pie-in-the-sky type question. It's really not likely to ever happen, but every time someone mentions it I have to wonder how it'd really play out.

And, for the record, if I ever do get super rich, I'll give you that offer.  ;)


16513
DF General Discussion / Re: What has dwarf fortress taught us?
« on: May 27, 2008, 11:16:00 am »
I've learned an insane amount about rocks and rock layers. Rather nifty.

16514
DF General Discussion / Re: Why we seem to love the name URIST.
« on: May 07, 2008, 01:13:00 am »
I've always been fond of the name Zas. Although that's probably influenced by the fact that I had an awesome NPC in a D&D game by that name...

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