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Messages - Footkerchief

Pages: 1 ... 651 652 [653] 654
9781
DF Suggestions / Re: Levers - what happens when I pull this?
« on: February 29, 2008, 06:50:00 pm »
quote:
Originally posted by Flok Speargrabber:
<STRONG>
Or you could draw an IRL diagram.</STRONG>

I resorted to this.  I've got a lever room with 19 levers for various plumbing, bridges, traps, etc.  I really wish the game would just tell you what they're linked to.


9782
DF Suggestions / When assigning war dogs, show how many already assigned
« on: February 28, 2008, 03:50:00 am »
Title says it all.  I know you can check assignments via the Animals screen, but going through the whole list to figure out whether one dwarf has war dogs or not takes far too long.

9783
DF Suggestions / Re: The simplest solution for all that rock
« on: May 21, 2008, 12:15:00 am »
For me the problem IS purely cosmetic, i.e. I want to examine the cool engravings (i.e. the ones with dragons or whatever) but I can't tell which ones those are without using the K-menu to examine each tile.  Also they seem to sit "on top" of stockpile bins, which is annoying as I can't tell at a glance how big my stockpiles are.

9784
DF Suggestions / Re: Bulk Melting
« on: March 27, 2008, 04:26:00 am »
quote:
Originally posted by Earthquake Damage:
<STRONG>Cooking is not the only way to prepare food.  Maybe for meat.  Not for all food.  What if a dwarf wanted to make himself a cheese sandwich at the kitchen?  Not a grilled cheese sandwich, but a plain ol' cheese sandwich.  There's no reason to consume fuel for that.

Silly reasons aside, the gameplay would suffer if we started adding fuel and tools and other requirements to everything.  At the moment, a great many things are abstracted and it works.  Some of this abstraction is simply because it's easier to implement a simple system that can be expanded later.  I like to think that much of it remains the way it is because Toady thinks it's fine as is.  If it ain't broke, don't fix it.  Something like that.</STRONG>


Read the OP.  It IS broken.  Melting a single coin takes an entire unit of charcoal.  Granted this won't be as bad a problem once items restack, but it'll still be an issue.


9785
DF Suggestions / Re: Quit-without-saving
« on: March 27, 2008, 12:44:00 pm »
quote:
Originally posted by Capntastic:
<STRONG>I'd like some more confirmation on ctrl-alt-deleting not messing up saves, please.</STRONG>

Confirming, never messed anything up for me.


9786
DF Suggestions / Re: More realistic water freesing
« on: March 21, 2008, 05:42:00 pm »
oops, double post

[ March 21, 2008: Message edited by: Footkerchief ]


9787
DF Suggestions / Re: More realistic water freesing
« on: March 21, 2008, 05:37:00 pm »
quote:
Originally posted by benoit.hudson:
<STRONG>Water -> Thin Ice -> Ice.

Thin ice forms when it's about 0.
Ice forms when it's, say, -5.
Step on thin ice, it becomes water at 4 degrees, and the dwarf falls in.  Then the temperature system will slowly freeze it back up.  The dwarf had best get out before being entombed.

In deep water, you'd get ice on top of water.  So you can go ice fishing, and lose dwarves to thin ice / getting dragged through the hole by roving bands of carp.</STRONG>


I like this suggestion, it fits in with the current idea of floors vs. tiles.  An ice floor could form first (above) with the tile still filled with water.

[ March 21, 2008: Message edited by: Footkerchief ]


9788
DF Suggestions / Re: "Workshop profile" for siege engines
« on: March 19, 2008, 10:35:00 pm »
quote:
Originally posted by winner:
<STRONG>disable the skill on the legendaries and then re-enable it when there is a siege

and do the opposite for the novices

[ March 19, 2008: Message edited by: winner ]</STRONG>


I already do this.  As the people above said, the point is to eliminate this kind of tedium.  I have like 20 siege operators and get 2-3 sieges a year.


9789
DF Suggestions / "Workshop profile" for siege engines
« on: March 19, 2008, 09:39:00 pm »
I'd like a system for selecting who can and can't use siege engines just like is currently in place for workshops and levers.  It may seem strange and unnecessary, but it would actually be very useful.

I have a bunch of catapults that I use for training.  About half of my siege operators are legendary already, and I don't need them training on the catapults -- I'd rather leave the catapults free for the novices.  Workshop profiles could handle this automatically (Max - Grand Master or whatever's right below legendary).

Similarly, I have a bunch of ballistas I use for actual defense.  I don't want the novices trying to operate those in a siege situation, so there, Min - Legendary would solve the problem.


9790
quote:
Originally posted by Derakon:
<STRONG>Actually, one possibility would be to simply have a "toggle stone" designation like we currently have "toggle engravings". Most of the time you don't really care where stone outside of your stockpiles is, so why bother showing it? It should still default to "display" so you can tell if you're managing to successfully extract <foo> from the wall as you mine, but you'd be able to turn it off for the parts of your fortress that you want to look nice.</STRONG>

Holy shit this is a really good idea.


9791
DF Suggestions / Re: Multi-Player Dwarf Fortress
« on: March 17, 2008, 08:50:00 pm »
Congrats, you've completed the rite of passage, now let's never speak of this again.

9792
DF Suggestions / Re: Artifact suggestion...
« on: March 17, 2008, 08:56:00 pm »
quote:
Originally posted by Sowelu:
<STRONG>Why?  Are you psychic?  Maybe in dwarf mode but definately not in adventurer.  And what happens if an artifact that's not from your fortress gets brought onto the map somehow?

If the artist decided to put that info on the artifact, maybe.  But it's certainly information that belongs in legends.  The people you control might not know anything about it.</STRONG>


Haha, what?  Have you ever looked at masterpiece items?  Their descriptions all say who they were created by.  It's a little weird for artifacts not to include that as well.


9793
DF Suggestions / Re: Dwarfs need fresh air too... Don't they?
« on: February 28, 2008, 06:46:00 am »
Actually I just saw a few animal suffocation deaths the other day, as in "The stray puppy (tame) has suffocated."  I have no idea how or where it happened.

9794
DF Suggestions / Re: Squad addition: "non-lethal sparring" + traini
« on: February 26, 2008, 06:14:00 pm »
Seriously, training weapons are a complete no-brainer.  Getting a soldier to legendary in anything other than wrestling/marksdwarf is just not worth it right now, which is a real shame.

9795
DF Suggestions / Find dwarves by skill type/level
« on: February 24, 2008, 08:01:00 pm »
The "Tekkud Dwarfson, Farmer" type descriptions are only slightly helpful if you're trying to figure out which dwarf you should turn into your main potash-maker or whatever.  It gets even worse when your potash-maker is in the 20-man fortress guard and you have to check each one of their profiles to find the one you want.

I would love a "Skill List" screen arranged somewhat like the Stocks screen -- on the left, a list of skill types, and on the right, the list of dwarves with the selected skill, sorted in order of skill level.  Ideally the screen would also have the usual "press C => zoom to dwarf" as well as toggles for military and guard recruiting.


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