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Topics - Teiwaz

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DF Suggestions / Suggestion: Implement eternal suggestions.
« on: April 11, 2011, 09:06:52 pm »
I'd like to suggest that some of the eternal suggestions be implemented. Pick any of the top 12 or so, really.

I've taken quite a break from DF, and have come back to find... no hauling. No standing production orders. No improved pathfinding. No support for graphics sets that don't replace rivers with doors. But there are bees and moose now. I know, Toady gives the game away for free, makes it for fun, etc etc, but I can live without bees. Graphics support - the bare minimum: namely, separating the text, overland map and fortress view tilesets, could spark a DF renaissance. Heck, even fixing the military would be a pretty good step forward!  Instead... yeah.

2
General Discussion / Donating via Paypal?
« on: July 30, 2010, 09:44:13 pm »
Now that DF basically works again, I was going to send another donation as I've been playing it a lot recently.

Unfortunately, Paypal won't let me use my credit card to donate, and instead insists that I link a bank account to my paypal account, which I'd rather not do. I know the card works, and I made a paypal payment with it not 5 minutes before trying to donate to Bay 12. Anyone have any idea about why this might happen? Is it a "donation" specific thing, maybe?

3
I recently took down Cethutha, a "massive, iron boar with poisonous gas" after a 3-month bombardment of crossbow bolts, and a final valiant charge of my axedwarves.

I now have "Cethutha's Iron," a 72,000 pound mass of Iron, which one of my injured soldiers hauled back from the fight. I'd really like to melt it down and replace the massive number of iron bolts I used on taking down Cethutha, but the corpse isn't meltable, and doesn't seem to count as an iron bar. Does anyone know of any way to make use of this thing, to recover the iron? If I melt it, would it congeal into a massive "blob" of iron? Is it even possible to melt iron? (Magma's not hot enough, right? But could I use some coal in an iron box?)

Thanks.

4
Now that the military is equipping themselves and Marksdwarves shoot things, I'm running into new problems.

I order my marksdwarves to posts which look out fortifications to guard my fortress. Unfortunately, they're prone to standing nowhere near the station point (often up to 5 tiles away) and so can't see out to shoot. I've tried issuing them individual orders, but getting them to stand where they can actually shoot is still hit and miss. Does anyone have a decent solution for this, short of rebuilding all my fortifications to have 1-wide hallways?

5
I've found the military bugs have made all the 2010 releases so far unplayable, the worst being Dwarves never putting down equipment they've been assigned, and just gathering more and more arms and armor, but then refusing to use any of it because they still have a wooden training axe. I haven't seen any mention of this in the dev notes, and the bug tracker is... inconclusive. Can anyone confirm whether the military works, yet?

6
DF Gameplay Questions / Getting dwarves to STOP TRAINING!
« on: June 18, 2010, 11:50:08 pm »
I have 2 dwarves which won't stop training. They're both peasants, and I'm trying to get them to work some pumps to build stamina and gain a noncombat skill so they don't complain about their squad going on leave. But nothing I can do will stop these guys from training - including removing them from their squad! I tried re-adding them to the squad, stationing the squad, and then removing them from it while they're on station, but they just go right back to individual combat drills.

...Also, they keep collecting more and more equipment. Multiple mail shirts, multiple axes, multiple shields. These dwarves are seriously OCD, or something.

Any ideas for fixing these guys?

7
DF Suggestions / Let us name squads!
« on: May 10, 2010, 03:21:10 pm »
Please let us (optionally) name our squads using the "name your fort / group" interface. It's annoying having to create and delete squads over and over just to get a name that sort of makes sense. If we could enter the squad names, it would help organization - so I cold call my archer squad which is on duty the "bowdwarves of summer" or something like that rather than have them called "paddlerash the tombs of mystery," which sounds like some bizarre frathouse initiation ritual.

8
DF Gameplay Questions / Keeping the millitary happy
« on: May 06, 2010, 12:58:52 am »
I have a millitary problem.

If I leave them on duty, they get upset about being on duty for too long, and throw tantrums.
If I leave them off duty, I have no military, and they don't train.
If I give them a schedule which gives them off-duty time, they get unhappy thoughts about "being relived of duty" and go berserk even faster than if I left them on duty.

Has anyone figured out how to keep their military happy / avoid "relieved from duty" unhappy thoughts? Do I just bite the bullet and build a mist generator in all the barracks?

Also, is there any way to get dwarves to use training weapons automatically? They seem to ignore them, and I've lost a number of dwarves to sparring accidents.

9
I don't understand the new military screen at all. There are lists of dwarves where I can change them between white and green. What does that mean? Anyone understand the "positions" screen?

I hate to say this, but the new military screen is a new standard for confusing UIs in a game of confusing UIs.

10
DF Dwarf Mode Discussion / "Dealing" with Children.
« on: December 19, 2009, 08:23:15 pm »
In my current fort (14 years old) I've been restricting population growth via INI setting, as I usually find what kills forts for me is getting overwhelmed by immigration and having to spend all my time digging new apartment blocks intead of working on crazy projects.

My fort is quite mature at this point, and I'm working on preparing for a king and enhancing my exterior defenses as the Gobins are getting troublesome. It's taking a while... and I think the cause is that of my fortress population of 155 dwarves includes 57(!) children.

Does anyone have any good way of dealing with this? It's like a catsplosion of beardless little dwarflings. Obviously, I can't deal with them in the same manner as kittens (butchery and magma) without causing a tantrum spiral. I'm okay with waiting out the current gen, but my dwarves - particularly my military and my nobles - keep popping out kids like mad. Short of !!Kitten Tallow Condom||s for all, what options do I have?

11
DF Gameplay Questions / Getting animals out of the dining room.
« on: November 25, 2009, 01:21:10 pm »
My fortress is being overrun with cattle. While I cull their numbers regularly, I find it quite annoying that they all gather in my meeting halls and statuary gardens, blocking thoroughfares and, presumably, pooping all over the place.

In the past, I've tried designating animal pits with securely closed doors, but every time I have a cull, the butchers end up letting all the animals out and I end up wasting a bunch of time having to designate all the animals for re-pitting again.

I've also tried chaining the mothers up to keep the babies in line, but that takes a lot of maintinendce, a lot of chains that could be made into armor and weapons, and as my population grows I keep having to do it all over again.

Does anyone have a reliable method of getting the cattle out of the dining room that doesn't take quite so much time?

12
DF Suggestions / Power, Mechanisms & Traps overhaul
« on: November 22, 2009, 10:55:58 pm »
I was just thinking about a way to improve control over mechanical devices, and give a much-needed nerfing to early defense strategies that make it easier to make an impregnable fortress than it is to train a basic military.

Basically, the idea goes something like this -

Make it so there are two kinds of power. Let's call them "clockwise" and "counterclockwise." One is just the opposite of the other, and all connected components of a network of gears and axels are powered with the net difference - so if you hook up a 50 counterclockwise source and a 30 clockwise source, you end up with 20 counterclockwise force, so it's generally best to avoid doing this.

Power sources, when created, are set to provide either clockwise or counterclockwise power. Add a new gear type which reverses the power type when toggled via a lever.

Buildings which currently just magically work (like drawbridges, gates, floodgates, etc) can no longer be operated just with a lever. Instead, if clockwise power is hooked up to them, they do one thing, and the opposite if the other direction of power is hooked up to it. Bridges, in particular, require power in proportion to how large they are to function, and what they're made out of.

Weapon traps now require power. A trap has to be "wound up" to function (or could be done manually, like resetting a cage or stonefall trap), by being provided power in a given direction. However, while recieving power in this direction, they can't fire. If receiving power in the opposite direction, they just keep going off continually, harming anything in their square.

Add new manual power sources - treadmills, winches, etc. So that powered systems are easier to set up. (These can be toggled on the fly.) Would also make it easier to set up basic defenses - so you *can* set up a drawbridge, but the easiest solution is to have it connected by a winch which may take a couple dwarves to operate, and more if you've made it really big and made it out of stone.

Mechanical systems are in general controlled by turning power on and off by toggling gears or starting or stopping the manual power generation. For example, a basic drawbridge setup would mean the drawbridge, a nearby winch, and some means of transmitting the power from the winch to the drawbridge - the way the drawbridge is raised is by assigning dwarves to work the winch.

I'd also suggest adding more uses for power - in particular, other kinds of mills. Medieval europe had a lot more kinds of mills than just flour mills - there were "hammer mills" with mechanical hammers driven by water for more efficient smithing, "fulling mills" that made the finishing of wollen cloth faster, furnaces driven by bellows which were run by water, etc. Most kinds of workshops could be made more efficient by powering them.

As a more advanced feature, there's potential here for things like counterweights and the like for "storing" power - set up a counterweight that, when released via lever, provides power for a short amount of time, for instance. That way with a little more setup, you could make a drawbridge that can be raised by a single dwarf operating the counterweight, but just takes a lot more work to lower again.

The end result should be that automated defenses should take a lot more setup and forethought to implement - a solution for a mature fortress, and not an easy defense for small camps - while adding more options like rigging "blenders" out of weapon traps that go off as long as they're powered, and other "prone-to-fail," absurdly complex mechanical schemes.

Biggest problem I can see is the calculation of how power is transmitted.- particularly in circumstances like having power reversed and put into an endless loop, or something, and it starts to look suspiciously like a flow. (You'd probably have to calculate it like a flow, but the advantage is that it wouldn't have to be updated unless something changes in the system.) I think the easiest solution is when things go strange, just have mechanical components fail, break, etc, if something goes wrong with calculating power.

And on a tangent, it'd also be nice to have pumps which can be set to pressurize water (for increased power consumption/exhaustion). Just make it so that when the pump tries to put water into its output square, let it search for empty squares up to its own Z level + a setable pressurization value (Though only if it can't flow down first, of course). This way we could pump water into pressurized systems to raise its level rather than having to build huge stacks of pumps - this would have both the upside of saving us setup work (the most efficient ways of which really show off how dumb dwarves are when you're trying to channel and they keep insisting on doing it from the wrong side) while adding the *spectacularly* dangerous possibility of runaway pressurized magma! Nothing's surer to cause "fun" than a system of tubes to carry pressurized magma throughout a fort.

13
Just a couple of little features I'd like to see:

First of all, why are we forced to abandon our fortress to use the Legends mode? With the enhanced worldgen stuff, there's all sorts of neat stuff happening in the background... but let's face it, with thousands of historical figs, you don't care about any of them all that much - until, of course, you want to look up the background of that titan you just killed, or find out the background of the Goblin regional leader you just captured. Unfortunately, as it stands now you have to savescum and abandon the fortress to look up the backgrounds of creatures you meet, which realistically is the only time you're likely to spend much time poking aorund in legends mode. Since legends mode is read-only for regional data, could we be allowed to access it without having to abandon our fortress, please?

Another thing I'd like to see is scheduling of duty shifts. (I mean the "on duty"/"standing down" setting from the view squad option on the military screen.) I'd like to be able to set my squads to automatically stand down during certain seasons, similar to how you schedule what is planted in a field. That would mean I could rotate squads on and off duty automatically to give them downtime, time to train, etc. (As it is I rotate my wall guards after every siege, which is both a pain in the ass and means it's my less experienced fighters who are always my first line of defense.)

Also, bug time: for as long as I can remember, the "Dwarves can go outside" order appears to actually refer to "Dwarves can go aboveground," not "Dwarves can go outside" as the text would seem to indicate. They turn back when they hit aboveground tiles, *not* outdoor tiles. This means that if you've build a structure, or a tower sticking out of the mountain, dwarves won't use it if they're ordered to stay indoors. (This is a pain in the butt as I often build structures outside  to defend my fortress entrance once my fort matures, and I often build a network of guard towers with marksdwarves in them connected by underground tunnels to guard caravans) I've totally pooched a number of fortresses because I extended the main stairway of my fort aboveground into a tower: if I order all dwarves to stay indoors (to prevent the fortress/royal guards from making suicide runs during sieges) then nobody can use not only the aboveground part of the tower, but the entire length of the stiarcase as it's considered indoors, but aboveground if it was ever exposed to the air (and this is IMPOSSIBLE to fix with constructions, as they won't change the underground state.) The same thing also happens for water freezing in winter - an underground river won't freeze, but if you open it to the sky - ever - it will freeze even if you pu a ceiling back on it again, and again, there's no way to fix it.

14
DF Gameplay Questions / Closing floodgates when submerged?
« on: March 09, 2008, 05:46:00 pm »
The only source of water on my new fortress' map is a brook. So I built a central shaft (the entire fort's below water level) to flood with water - the plan being to have floodgates up the height of the shaft which would close when the channel beyond (which would serve as the water supply for the floor) was mostly full.

Unfortunately, I don't seem to be able to get pressure plats to close a floodgate when submerged.

I tried linking all the plates to their floodgate, and then opening the floodgate with a lever. I tried opening the floodgate with a lever *BEFORE* linking the pressure plate. (This is the method described in the Wiki) and nothing seems to work. Anyone have any ideas on how to rig this? Is it possible any more?


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