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Messages - Orange-of-Cthulhu

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1
I did a lot of razing missions to sites with <10 inhabitants with the result "Your dwarves search the site and found nothing."

Aparently the inhabitants can hide and avoid combat. (I can tell they're there because when I occupy the site and the squad is added th the site the <10 becomes <20.)

I think for the player the message "you found nothing" is confusing in a counterproductive way - you're just not sure what happened. Did the mission even work, is the world map info inaccurate, is the site is deserted? You get the same when sending missions to actually deserted sites, and I think the messages should be different.

I suggest changed the line it to "You found signs of activity, but no inhabitants" so as to indicate clarly that what happened was that there's somebody there, but they managed to evade the squad. Like they find hot ashes but don't find who made the fire.

It changes the situation from a bare "wtf!" to a more juicy "omg those suckers are hiding, I will get them later!" or something like that. Also prevents players thinking it's a bug.

There's also a line "They rampaged through the site." I find that line a bit silly in the case when the inhabitants hide. I imagine it a bit like a western with drunken cowboys riding around like YEE-HAW through a ghost town. I suggest changing it to "They torched it before leaving" or something like that.

2
DF Suggestions / Re: A thing with goblins seeking parley
« on: September 16, 2023, 01:21:24 pm »
I mean, you could just attack the parley'ing goblin outright. There's nothing stopping you attacking first.

Yeah I do. But sometimes dwarves go to pick up socks in the middle of the goblin army while the military is running up the stairs to attack. :)

Usually I hold off the military to give the sock guy time to get out, because if he's in the middle when the fighting starts the goblins will attack him.

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 15, 2023, 09:26:28 am »
Got attacked by a forgotten beast made of lead and with webs and I was so pumped up, I never seen one before.

Thinking my dwarves were no match for it, I was preparing to turtle.

The beast was killing everybody on it's way with it's webs - and then the human merchants that happened to be at the trade depot summarily killed it.

Now the merchants are all crazy and stand there forever, but I guess they're just a free layer of defense for the fort.

4
DF Suggestions / Re: Rags - the end stage of clothes
« on: September 15, 2023, 09:22:48 am »

Rags could also be used as replacement wound-dressings, after they've been Cleaned with soap. They (or regular cloth, but obviously rags would be cheaper and likely plentiful) should also be a required component in making splints, as the limb must be bound to the wood with something.

I think cleaning wounds with a pear of old underwear should increase risk of infection a lot, even if washed in soup. Maybe they could disinfect it with booze?

But it could be something that was done if no clothes were available, or maybe also something orderlies and doctors with low skill did?

I agree with the splints.

5
DF Suggestions / A thing with goblins seeking parley
« on: September 15, 2023, 09:18:21 am »
When they're standing there all peacefull BEFORE you clicked deny or accept their petition, the dwarves seem to regard them as entirely harmless and will happily go into the middle of the goblin army and pick up socks to store in bins.

I feel like the sight of a goblin army waiting for a parley should make the dwarves think the water buffalo feces are about to hit the blades of the windmill and scare them so they run away.

6
As for the "be with friends" need I noticed some dwarf that got it dien't really have many friends. So if a dwarf is depressed and not seeing his friends seems to be important, I make them tavern keeper - as I noticed the tavern keepers make a lot of friends.

My idea is to sort of circulate the tavern keeper function to create many friendships. This also increases the chance of a positive mood boost from socializing if they run into their friends.

7
DF Suggestions / Rags - the end stage of clothes
« on: September 13, 2023, 03:54:56 pm »
Cleaning jobs require a rag. A dwarf will search for XXXclothesXXX, if none found he wil search for XXclothesXX if none found he will take a fresh piece of cloth. When the job is started the XXpiece of clothXX looses it's identity and becomes a rag.

The rag is consumed after cleaning 3 squares and vanishes into nothing.

Rags can also be burned in a wood burner to create ashes.

The mechanism makes old clothes go away organically, and actually is a fairly realistic simulation of the fate of old clothes.

8
DF Suggestions / Re: Beast Mode - be a forgotten beast!
« on: September 13, 2023, 03:44:30 pm »
I wouldnt mind treating it sort of like a sims house where you have to try to manage some of the sentient and nonsentient needs alongside the actual rampaging part. We already have adventuremode crafting out of wood for building and placing zones (47.05 mind you, what adventuremode 50 will bring is unknown, but there's already more zones than there was before but probably just not the coding to have a adventuremode camp with a pasture, barracks, or a dungeon)

Bunch of subterrenean dwellers/kobolds you've successfully subjugated could stand guard and live in a little barracks area zone while you sleep so that your beastmode game isn't cut short by monster-hunters, running in declaring their intent loudly to slay you or other monsters trying to edge in on your turf in increasing waves.

There's also these cults that worshp megabeasts. You could try to impress everybody and become a false god and have your cult protect you.

9
DF Dwarf Mode Discussion / Re: Face Palm moments you had in Dwarf Fortress
« on: September 06, 2023, 06:14:48 am »
Built a drawbridge where the parley-seeking goblins usually stand. Some goblins show up, I set the bridge lever to get pulled on repeat.

So they retreat when enough of them got crushed - but one badly injured goblin is sitting in a tree. The guy cannot stand or grasp due to spnal injury and has an open artery.

But he's unreachable in the tree, neither melee dwarves nor marksdwarves can get at him. Nothing works, the terrain is irregular so it is hard to undermine it with the miners spotting the goblin though holes or meeting the aquifier.

The dying goblin essentally grinds the fort through a halt while he's sitting paralyzed in the tree bleeding to death. He's caused the fort way more problems than the last attack by a web-slinging forgotten beast made of lead. It ends when he FINALLY bleeds to death in his tree.

10
DF Suggestions / Beast Mode - be a forgotten beast!
« on: September 06, 2023, 06:08:58 am »
I suggest to add a whole new mode to the game so that you can play as a megabeast.

I think it would be hugely fun to assault sites as a beast and watch the inhabitants flee in terror. The thought of attacking as a forest retreat as a dragon and watching the flames consume everything is also very appealing to me.

You could also assault your own retired forts.

If beast mode pulled numbers from legends so you get a list of the most deadly and destructives creatures in the history of the world plus the most deadly rampages, it would surely be fun to try and be the top beast of the world.

Also you can challenge yourself by playing as a forgotten beast made of vomit or fire.

11
DF Adventure Mode Discussion / Re: Tower of Necromancers
« on: September 04, 2023, 05:57:09 am »
I found a necromancer tower, and was going to raid it, but when I walked in and looked for a necromancer, I found 2 in the same room. Since I am a vampire, they didn't attack, and I was able to talk to them. They seemed like normal necromancers but didn't attack each other and didn't leave, and each one had its own room and books they wrote but only one secrets of life and death (that I found.) Overall, there are 3 necromancers (I killed one but no one cared,) is this normal game behavior?

Yeah sounds pretty normal. You can find a whole bunch of them in there.

Also they're not hostile if you play an experiment character.

The book thing is also normal. The original Secret is kept as a slab, books with the secret in them is just if the necromancer feels like writing that insead of writing his usual book about his own site.

12
DF General Discussion / Re: Future of the Fortress
« on: August 29, 2023, 04:24:59 am »
About the Steam release of Adv Mode - I wonder if the intention is "just" to do graphics and fix the many UIs, and then release it with pretty much the gameplay of the pre-Steam version - or if the goal is to streamline it some more before release by filling out some the "holes" in the gameplay - such as the impossibility of geting clothes and armor for very large/small animal people?
Not meant as an answer, but you can make the stuff in a fortress and have your adventurer visit to pick up his change of clothes.

Sure, but it's very inconvenient.

I also meant the armor thing as a handwave at all the other stuff that is "missing". Like you can murder and steal freely in towns with no law coming after you, you can get quests to other continents you cannot reach with some races, money is pretty much useless, healing is weird with fast travelling being the only "cure" available and so on. All these things will get fixed superbly at some point yeah, but I guess not for the Steam release.

My thinking is just about the balance of trying to more like meet the general expectation of a wider audience of an action-adventure fantasy game versus the goal of sticking to the overall development plan. I love Adv Mode as it is, but I'm not sure how the wider audience will react when they do stuff that normally is good to do in fantasy games like amassing money and then it's a dead end sort of.

13
DF Suggestions / Make many more dye colors + improve dying interface
« on: August 27, 2023, 02:41:35 pm »
The wiki says there's just 4 colours - blue, green, red, black.

I propose to add all the rest - white, yellow, orange, purple, pink, grey, brown and so on. Lots of colors.

Give them a variety of origins, so you can't just get your hands on all of them. Orange is from a plant only elves can grow, yellow is from a tropical plant, purple is from a tropical sea slug that can be fished on tropical coasts, pink is another elven plant, and so on.

So that you will need to trade and go on the lookout for the dyes if you want them.

Secondly, improve the interface for the clothiers shop, so that after choosing material you can choose colors. For instance -

"Make silk hood" becomes (in the case the player has dyed some cloth blue and yellow)

Make any color silk hood
Make uncolored silk hood
Make blue silk hood
Make yellow silk hood

This makes it possible to customize the color palette of your dwarves. You can like give them blue clothes with a yellow hood and cape or green above the was and red below. You can make them look like your favorite sports team or just roleplay them looking in a certain way.

(The shop change on it's own would make it possible to customize the look. You could choose to spare the blue dye from dimple cups for cloaks and then you can get a fort of blue cloads if you like that.)

In theory it could also be used to make it visible what sort of dwarf you're looking at. If it some day becomes possible to choose who wears what, you could have yellow hoods for nobles, red hoods for soldiers, blue hoods for valuable workers and white hoods for peasants and cheesemakers, or whatever the player wants. I'd find that nead and practical myself.

14
DF Suggestions / Redesign citadels for better FPS
« on: August 27, 2023, 02:01:27 pm »
Citadels in towns are nice and all, but sadly I can't really go there. All the people crammed into the tower grinds the game to a crawl, often times also crashes it.

I suggest redesigning the citadels to space out the residents more, and hopefully this can help enough with the FPS so it becomes a joyfull thing to visit them and not an activity of anguish.

1) Make the tower taller, like twice as tall. Then they have more levels to hand out on.

2) Create maybe 3 different towers. One for the white-collar workers like architects and lawyers. One for the ruler and his closest people, like his family and bodygards and the most high-up people. And one for the sort of lower hangarounds like the religious people.

3) Maybe some of the citadel-dwellers could be put out into the town as such to decrowd the citadel and spice up the city. The religious people could hang in temples, the law-oriented people could be in some sort of justice hall etc. I think cities would be cooler without it being like so divided with the town has just like shop keepers and peasants and the citadel is just jam packed with "important" people. It would be nice to sometimes spot an archtect or a judge on the street or in the tavern.

15
DF Suggestions / Re: Platforms for the Elves
« on: August 27, 2023, 08:12:51 am »
Don't the (larger) trees have platforms already? Or am I just remembering wrong?

There's some yeah, but you find many elves just perched on branches when they sleep like birds.

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