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Topics - Orange-of-Cthulhu

Pages: [1] 2 3 ... 5
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 / 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.

3
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.

4
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.

5
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.

6
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.

7
DF Suggestions / Platforms for the Elves
« on: August 25, 2023, 06:36:49 pm »
If the concept of Elves sleeping in trees is kept for Steam-Adventure Mode, I think there should be added some platforms for them to sleep on. made out of grown tree I guess.

I feel like an Elf can't sleep in a tree like a bird. Even a squirrel doesn't just lie and sleep on a branch, they find a hole.

8
So in my current fort I have workshops set permamently to decorate with shells and bones.

A side effect of this is that I cannot trade with the Elves, as pretty much everything is decorated with shell and/or bone and they don't take that.

Anyway, I have ignored the Elven caravan for like 6-7 game years as t's no use trying to trade with them anyway, and noticed I am not getting any Elven diplomats either since I traded with them like 8-9 years ago.

I got one warning about curting trees down, since then I have logged most of the surface a couple of times and there's logs lying everywhere and didn't even get another warning. (I just cut the trees for fps, but have coal and lignite for the furnaces.)

So I am just wondering if the Elven diplomat mechanic depends on you trading with the Elven caravan?

9
Simply to toggle between

a) Run right to the station place as you are
b) Gear up before you run to the station place

Suggesting this as my dwarves mostly gear up when they get a station order but sometiimes choose not to, thus getting legendary masters rushing into battle without their steel gear and getting themselves killed :)

The "gear up before you go" should probably be the default.

10
DF Gameplay Questions / Neded change for station order (marksdwarves)
« on: June 27, 2023, 10:34:46 am »
The station order seems to make them stand in a random-looking way within like 5 squars of where you place the station order.

IMO it needs to be changed.

I walled of the caverns with a nice long wall with fortifications. Then 100 serpent men attack from this place and end up crowded together behind the fortifications.

So seems like a PERFECT job for marksdwarves with like 100 defenseless serpent being sitting ducks in a crowd.

But NO - they only shoot if they're standing right next to the wall. And the station order doesn't get more than 1 or (if lucky!) 2 dwarves standing next to the wall, the rest of them are standing a few squares away just looking at the proceedings. You can shuffle them around, but all it does is switch who's the 1 or 2 guys shooting and who's doing nothing.

It was going to take simply forever killing 100 serpent men that way - so even though conditions seem 100% ideal for markdwarves with a humoungous crowd of helpess enemies behind fortifications, they utterly failed and I had to try cave-ins instead to deal with them.

Solution: Make it possible to station the dwarves IN A LINE.

You can choose between a right-left angle or an up-down angled line. So when you click you either get 10 dwarves in a line filling 9 squares east of where you clicked OR you get 10 dwarves in a line filling 9 squared to the south of where you click.

Even cooler would be if you could simply paint the shape you want them to stand it, that way you can place them as you want. Like maybe if your fortifications aren't just a simple line, only being able to paint the formation would make it possible to get them to shoot.

This makes it possible to build fortificationed walls and get the dwarves to shoot through them.

Tbh fortifications are kinda useless if you can't get the dwarves to shoot through them.

(Yes I know at a certain skill level, they can shoot through also if standing away. It doesn't help, fortifications should be usefull also if you just draft a bunch of random dwarves.)

11
The discussion board on Steam IMO is now a negative thing for the game.

There's a ton of trolls in there that for some reason hate DF and want to devote their time to trolling it. So so much of the stuff in there is trolls hating on the game, claiming it is unplayable/horrible due to various troll-reasons.

And in general, the mood in there is just like vile. If there's is a bug, it's immediately like "the devs stole our money and don't want to work on the game" and such stuff.

Steam obviously is not able to moderate it. It's not going to happen that they deal with it.

I suggest deleting it and replacing it with a link to some nice communities with moderation.

I feel like, it is sad that new players looking for advice or the community or whatever then enter a troll den. It would be better to get players away from that foul place and get them into the community.

Tbh I am not sure if I would have played the game if the first discussion place I see is full of people claiming the game is unplayable due to crashes, the devs don't care ever to fix anything in the game, the people playing the game are crazy cultists, and in general nothing works and nothing is fun.

Even if I was aware they're making stuff up, I'd stil feel like "whoa the people around this game are super toxic and vile", maybe I better stay away from this product."

If it's not possible to just delete it, which I think would really be the best - Then AT LEAST out up a sticky with links to some nice places and a warming that the Steam forum is toxic and not representative of the DF-community.

12
I managed to get furniture gem-encrusted without too much hassle.

The beds got various attention by the jeweler, resulting in some of them being encrusted over an over again, raising their worth to like 3K dwarfbucks. They actually look like artefacts with many spkes, images and so on. I guess they sometimes get so encrusted because I make the beds some time before I need them, so they get to stay longer in the encrusting area.

So you slap one of those bad boy into a 2*2 smoothed bedroom, and it's a grand bedroom just from the bed.

I'm more worrying now about ending up with a lot of bedrooms that are so good the nobles will get angry about it.

What I did was:

- Only one stockpile in the fort set to accept cur gems and the furniture I want to encrust, beds, statues, chests, cabinets.
- Stockpile must not have bins, otherwise they get encrusted.

The gemcutter is right next to the stockpile.

The manual part of is that once in a while, you need to toggle the gemcutter shop from only taking from the furniture stockpile and encrusting, and when it runs out of gems you switch it to take from everywhere and cut gems. I have another jeweler on the other side of the stockpile set to cut gems in perpetuity to replenish the gem/furniture stockpile.

As a bonus, I built workshops crafting workshops set to decorate with bone, ivory, shells, hoos. And a metalsmith set to stud with [which ever metal I don't need for anything else really, like led or zinc.] I didn't chain these or anything, but just banked on them hitting the furniture from being next to them. And it works. They do decorate the furniture, along with many random items. They seem to prefer crafts, armor and clothes.

But it's not a problem to me. It's actually mostly usefull, as all the non-worn clothes are getting so much bling-bling that an xsockx becomes worth like 300. So I can fulfiill my trading needs almost only with worn clothes that I want rid of anyway. I haven't checked if anybody gets happy thoughts from wearing super-expensive armor or clothes.

So the furniture has like gems, bones, shells, studs in copious amounts. It's a breeze to get high quality bedrooms. It's also easy to get the temples to 10x value, just make a few statues once in a while and they get so decorated they're worth a lot.

As a negative effect I almost can't trade with the elves, as pretty much everything has got shells or bone on it, which means the elves won't take it.

All you need to do is to check on the encrusting workshop every now and then to se if you need to toggle it. For me this is an easy way to get high quality bedrooms - especially in this fort because I haven't found gold or platinum yet.

13
DF Dwarf Mode Discussion / Good setup for encrusting furniture?
« on: May 22, 2023, 07:12:45 am »
I made a stockpile for furniture and gems and linked it to a gemshop set to encrust.

The problem is that the stockpile run out of gems all the time, as the dwarves are taking their sweet time moving gems to that stockpile.

I am cutting the gems first as it seems you can't encrust furniture with rough gems anymore. So the gems tend to linger in the gemshop for cutting.

The manual workaround I did was to regularly deconstruct the gem-cutting workshop as it makes the dwarves move the gems to the stockpile. But it's sorta inconvenient. I wonder if there is a way to stream line it?

I intend to also bone-decorate the furniture later on. I guess I'll get the same problem with the gem-encrusted furniture lingering in the workshop and doesn't get moved along for the next step in the process.

14
DF Suggestions / Adv Mode - UI for telling stories
« on: May 05, 2023, 09:35:35 am »
It's very troublesome when you want to tell about your exploits.

If you killed 7 night trolls, you have to search for the story and then tell it 7 times. This you need to do every time you get to a new site and you want to increase your rep.

I assume the search will be fixed in the coming update.

BUT can we get added functions like:

1: "Favorite stories". Have 10 slots of the stories you usually tell. This way you can skip the searching and just click "Tell story > Favorite story > and BAM."

2: Really big meta stories!

As it is, you never really can tell people how awesome a hero you are. If you have 130 kills, well good luch with telling about all 130 stories in a tavern. You'd need like a spreadsheet to cross of the ones you'd told, and even if you managed to do that, it would take really, really a long time to tell 130 stories. IDK, like an entire day IRL.

So if you could co like Create metastory > Enter story name [My kills] > Add stories to metastory > Save.

Then you could tell about ALL your 130 kills in one go, and you'd get the recognition you deserve.

For RP it also feels weird that it's literally impossible to say "Hey guys, I killed 130 goblins! How cool is that?". And instead you need to be like a super boring guy, telling the details of when you killed goblin 23, 24, 26 .... 130.

It's also a mechanic that doesn't work. It's intended you tell about your exploits and get rep, but you can't do it due to the UI. If you have like 140 kils you're proud of, I tell about like 2 or 3 before I get tired of hitting ................. to get it done.

15
Just wondering if the community knows where it came from exactly? It must be from the Bay12Forums. I'm guessing somebody used the phrase in a forum post and it caught on and sorta became the DF-slogan.

Somebody wrote somewhere Zach said it first. It seemed like mere rumour, but it piqued my curiosity.

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