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Topics - Orange-of-Cthulhu

Pages: 1 [2] 3 4 5
16
If this ever gets fixed, I'd propose to just change it so that the food the soldiers drop become "normal" status food that can be eaten or hauled by everybody.

I like the idea that the soldiers are arrogant and just drop food on the floor like "somebody else fix this."

(I believe the issue is that the food the soldiers drop is still "owned" by the soldier, so that nobody ever moves it.)

17
Bounties and bounty hunters were around in the Middle Ages as per my quick research in Google.

It would be a very fun thing to add both in fort and adventure mode. Also an endless source of starting weird chain of violent events.

System is:

Some character roles are able to place bounties on characters they thing did bad stuff.

This would be site rulers and lawmakers, like judges and sheriffs etc. I think all sites, also bandit camps, should be able to do it.

Bounties would be placed on thieves and murderers and so on. In adv mode, you'd get one placed on you if you steal stuff and kill people at a site. The worse the crimes, the bigger the bountry, thus hunters would be more frequent and more bad-ass the more bad stuff you did.

The bounty hunters is taken from the pool of adventurers in the world, the people that now are doing the search missions for lost artefacts.

Adventure Mode:

You can both take bounty hunting missions, hunting for the guy, as well you can be the object of bounties.

If a bountry is placed on you, you'd regularly be attacked by bounty hunters. (They should be made stronger for strong characters, as a trained character would just slaughter the standard npc adventurers.) I guess eventally you should be able to redeem yourself of crimes, but as for now I guess you'd just have to deal with them for as long as the character lives.

Fort mode:

You can put bounties on characters that have been to the fort. Alive-bounties would be usefull if you want to question somebody that left about crimes. The bounty hunter will then bring the guy and place him in the jail, and then collect the reward from the sheriff.

Dead-bounties should be for criminals or invaders or monsters (like a were-creature that shows up and leaves the map).

It should also be possible to put bounties on totally random characters for fun, like on the Elven diplomat or some visitor that left - the same way you can convict random characters for crimes. I think this would be hugely fun, and also a way to get the fort into trouble. Like you put a bounty on the wife of the king in a civ for fun - they're not going to like that.

As well, bounties can be placed on your dwarves, say because you send them on a raid and they're spotted stealing stuff.

It should also be possible for it to happen if a dwarf tantrums and kills some outsider. His people could then place a bounty on the tantrumming dwarf, and some day a hunter then might show up looking for him/her. In general, agression by your dwarves against people from other sites, like killing merchants or visitors should be able to trigger a bounty on the dwarf that did it.

18
DF Suggestions / Plant gathering quests for adventure mode
« on: April 20, 2023, 05:45:07 am »
Recently played Red Dead Redemption, and the game has a thing that would be awesome in Adventure Mode.

It's small missions where you need to gather a number, like 7-10, of a specific plant. It's surprisingly addictive to roam around the countryside looking for the plants.

Dwarf Fortress has a huge number of plants that could be used for more than decoration.

I suggest to create quests where you need to locate a type of plant, grab it and return it to start: "Go find me 6 leaves of Mountain avens and ye shall be rewarded".

I had huge amounts of fun roaming around the DF-countryside, looking at nature, and running into trouble and weird stuff on the way. BUT it would be even more fun if you actually had an in-game reason for the character to travel to some remote savanna or tundra and look around.

I think it will be so much fun that I suggest just adding it now with a placeholder system. Add naturalist scholars that should be fairly common and place them somewhere easily accessible like in human and dwarven taverns. They're just standing there pestering people to get them plants for their studies. You talk to them, they give you the quest to get some randomly picked plants. When you bring them back he says he's happy for them and he asks you for some more.

Further down the road, plant-gathering missions could be connectied to whatever functions plant are given - if they have a use for magic, the mission-giving NPC could be an assistant to a wizard needing plants for some spell. (Actually would love if necromancers needed plants for their horrible experiments.) Or if medicine is introduced, it would be doctors asking for plants to try them out in treatments. It could also be connected to religious rituals, like the Grand Orange of a religion needs random plants for the religious stuff.

As for the reward for the quest - well the usual reward of mission in adventure mode is a pat on the back, and I'd be completely content with that. Perhaps a new reputaton title like "Explorer of nature" could be added? This would be more than enough motivation for many players I think.

Bonus 1: The same thing could be done with hunting animals. "Get me 6 hides of giant cheeth."

Bonus 2: As a high-tier difficult version of it, there could be asked for underwater or underground plants. These should not be mixed in with the normal surface missions. Maybe when you max out your rep of the surface missions or did 20 of them, the NPCs would then switch to underground plants and underwater plants. Locating a cave entrance and managing to get in and find your way back out with 5 specific plants would be SUPER challenging to me - much more than killing a megabeast.

19
DF Suggestions / A workshop that deletes items
« on: January 23, 2023, 10:34:39 am »
The workshop is called something like "Garbage Burner". It needs some fuel, obviously, but the items should also count as fuel. So you need some fuel to get it started, but when you load it with socks or whatever, they count as fuel as well so it won't use a lot of fuel.

How it works: You can mark items with a b for "burn." Items markes such creates a hauling job where the dwarf carries the item to the Garbage Burner. A job then is created to "burn item", and when the job is done the item will be deleted.

The goal is to make it easier to get rid of unwanted items without having to do tedious manual clicking of dump them and then pull levers to atom smash them.

It should be possible to set item types to auto-deletion such as xsockx. The player should be able to select to auto-destroy items of x, xx, xxx or not as desired. Same with rotten items and body parts. There should be a screen somewhat like the stocks screen where you can select types of items for auto-destruction or not as desired.

The Garbage Burner workshop should not be able to destroy items made of stone and metal but everything else it should be.

If desired it can create an item "Dirty ashes" / 20 items burned which maybe can be used to create low quality fertilizer.

Stark raving mad dwarves are liable to rip the clothes of a random dwarves and burn them as garbage as well as pick up random wooden furniture and do the same.

20
In polytheism, nearly everybody would pray to a bunch of gods, depending on what was going on in our life. Say in Norse religion, you wouldn't "follow" some god and like pray to Thor all the time for all purposes.

In Norse religion you'd pray to Thor for Thor-stuff and to Odin for Odin-stuff and to Frey for Frey-stuff, but it wouldn't make sense to like "follow" one of them. You wouldn't pray to Thor to like cure your cow, because Thor doesn't do that sort of thing - Frey does though.

I propose thar for praying purposes it is made less important which god a dwarf is following and more important what happens to the dwarf.

Mechanic:

Create lists of connections of the existing game events with the spheres of gods.

Example: "had to drink vomit" relates to spheres misery, muck.

A game event happening to a dwarf then triggers a need to pray to a god related to a sphere connected to the event / a god with spheres opposed to the event.

So dwarves drank vomit and then they want to pray either to the god of misery or the god of happiness about that. But they're not going to pray to a god of minerals after you drank vomit, because the god of minerals doesn't give a shit about what you drink.

Is a temple for a god of the sphere not available, the dwarf isn't able to process the event properly, he's got to go instead to the all-purpose temple and do the praying, and you get bad thought/memory like "Wasn't able to pray properly about drinking vomit."

Example 2: A dwarf becomes a parent > family or longevity or pregnancy - to say "thanks" or to pray for luck for the child/the new family.

Example 3: Caverns are breached > a bunch of dwarves want to pray to caverns, mountaint, minerals to deal with it

And so on so all the spheres get events and all the mayor events are assigned.

Result:

It would depend on how the fort plays out whch gods that were popular. It would also change with time.

Like if you invaded or do raids or conquests, gods with spheres war, courage, fortresses etc get a rush of popularity as an aftermath. So you could see like "whoa look they're all down there in that temple after the raid."

When you open caves, gods with spheres caverns, earth, minerals etc get a rush.

The point of this:

-To make some temples important or not important to build, depending on what happens. You should get screwed over to the degree if you haven't got the relevant temple, making it for instance important to build a cavern-temple before breaching the caves or a war-temple before you raid your neighbors.

-To create change in which temples are used the most. IMO it would be satisfying to see a rush to the god of war after an invasion.

-It would reduce randomness of religion where dwarves meditate about stuff that isn't related to what happens in the fort. By defiinition what they pray to/meditate about is random and not related to the fort.

- It would be cool to have to prepare for stuff. Like before you breach the caverns experienced players would build a temple to a cavern-god in order to prepare for the rush to that god. Or you'd build a war-god temple before you start raiding, so you're not caught pants down and war-minded dwarves not having a place to pray to the war god.

-You'd see what you were doing reflected in more stuff in the game. Like if you were constantly raiding, the dwarves would meditate about raids more than they meditated about minerals or murder.

21
DF Gameplay Questions / Steam: Dwarves seem to bond way easier?
« on: December 29, 2022, 08:51:36 am »
IDK if it's just because I have problems getting migrants because I miss the caravans and diplomats --- but I'm now getting forts that stay stable at low pop of dwarves, and they're really becoming close friends and kindred spirits and marrying and becoming lovers.

I already had a couple of marriages in forts, which I never managed to make happen in former versions.

I find that if you turn visitors off in meeting areas, the relations between the dwarves build of REALLT fast. With visitors it is way slower, as the dwarves then socialize with random bards and thus the fort becomes more like superficial cocltail-party with everybody being "acqquianted.".

Seems like it becomes so much easier to create happines with the "friends and family" thing is you let all the dwarves in the fort become friends.

On the other hand, maybe you risk some spectacular meltdowns if a bunch of dwarves see their friends dying.

I find it great that it's another thing you have control over.

22
It's a suggestion to limit the somewhat excessive amount of monasteries.

As a bonus, sites get more interesting stories.

The proposed mechanic is:

When a religion gets to the point of creating a monastery, a check is made for monasteries with 0 pop starting from the oldest monasteries.

If one is found, the new religion moves in the empty place.

The former culturally-specific-stuff like statues etc are removed and thrown in a junk pile and replaced with new statues. If there are differences in buuldings, the specific buildings are left where they are abandoned, and new are build.

If the same thing happens again, the monastery goes back into the pool of "available" monasteries and the process is repeated.

It could be used to have very interesting sites emerge. They could have a bunch of overgrown not-been-used-in-centuries altars.

23
I've got just 17 dwarves and noticed my civ just has 1 site apart of mine with less than 10 dwarves.

Wondering if it is a lost cause or if I can do something? I want to get to like 50 dwarves.

The world has 1 dominant civ that I'm at war with and I want to fight back. But I don't see it possible with just 17 dwarves. I loose 1 each time I conquer a site, and I can't even afford that.

Only get 1 or 0 visitors a year so that probably won't work.

I was wondering if I became the mountainhome then I'd get the king entourage and maybe an economically linked holding if I am lucky? (They're still alive somewhere.) But can I become a mountainhome with just 17 dwarves?

24
DF Dwarf Mode Discussion / Steam: Did invasions become more common?
« on: December 21, 2022, 11:44:21 am »
Just on the second fort. Both of them get annual "mini-invasions" of 5 units from a necromancer starting after I get 1 migration wave.

 1st fort it was zombies, 2nd it's experiments.

I wonder if this is new? They're coming so fast I haven't smithed any armor or weapons let alone set up military.

So I hole up and end in a sorta cosy situation with 15 dwarves holed up for years & unable to get new migrants because I'm permanently in "invasion"-status.

It's new to me. I'm used to getting invasions when I'm at like 50 dwarves and have a beginning military squad. Steam-version I get invaded when I have like 10 dwarves and am setting up the essential infrastructure.

Also I'm more used to like 50 goblins or nothing. I'm curious if mini-invasions of 5 units is new or if I just for some reason never got them?

25
So you used to be able to construct them and then pick the cages from a list that showed who was caged in the cage.

But in Steam, when I build a cage I just get a list of cages by material, but no info as to which cages have prisoners in them.

I obviously want to move the caged prisoners to reload the trap and kill the prisoner, how do I do it?

26
DF Suggestions / (some) annoucements need to be more prominent
« on: December 15, 2022, 07:36:26 am »
Maybe it's about getting used to - but I miss most of the annoucements on the left of the screen. I guess there's so much going on in the game so your attention is focused on the middle of the screen.

I for instance miss most of the caravan annoucements :) So I don't really trade a lot as the caravans come and go and I don't even know.

I also miss moods. I mostly just notice a dwarf has a mood if I want to build something directly in a workshop and I notice some dwarf took it over - and since I don't know how long he's been there craving missing items, I don't do anything about it since he might just have a day left before going mad. Or I notice the announcement of a dwarf completing an artefact, and I'm like "whoa, didn't even know you were working on one!"

I THINK some dwarves die because of not having supplies for their artefacts, but I never knew it happened. The whole thing of "mood, no silk cloth, madness, death" can happen and all I know of the little drama is that "a bedroom is empty now, somebody or other must have died for whatever reason."

I feel like caravans and moods and maybe some other things (deaths? fights?) should get the "big" announcement where the game is paused and you get a text box.

Maybe players should be able to toggle which announcements they want as BIG and which ones they just want on the left screen. (For instance animal births, it's cool that it gets a little thing on the left you can look at when you want. But'd I'd like to know if it was this year or last year lol. And I guess some players don't care about caravans at all, so it's great for them they're sorta invisible now.)

Also when I get around to seeing the announcements that somebody died or there was a fight or whatever, I have no clue if this happened yesterday or months ago.

So I think they need a "happened x days ago" column so you get some more clues as to what happeed. As it is, I just shrug like "some people fought at some point in time for whatever reason" and close it. I have too little information to even know if it's something I can do anything about.

I THINK the annocement system makes me more sort of distant to some of the things happening in the fort. Before I felt more like part of the fort, now I feel more like I'm a manager of a factory in another country and I only know like the most general info.

27
DF Suggestions / Steam: Stocks screen badly need improvement
« on: December 15, 2022, 07:03:43 am »
So I used to use the z-screen to unforbid forbidden stuff like weapons left by dead non-citizens and to dump junk like fruit puts and xxitemsxx.

This has become difficult now. All objects are listed individually and for some reason you can only scroll at a snail's pace. So it takes forever to scroll down through 635 pear pits to find where the 263 bayberry seeds start to dump them all.

The lists of items also get super long. For instance gloves get broken up in a gazilion categories due to wombat leather gloves get their own category and dog leather gloves also get their own category. So for a lot of these different leather type gloves I only have 1 or 2 of them in the fort, and that means 2 wombat leather gloves get a headline so they take up 3 lines instead of 2 and so on. That makes the list significanly longer, as like 1/3 of it is headlines for categories containing just a few items.

I suggest:

-Increase the scrolling speed. This is the easy fix I guess.
-Make the categories more general. For me, it would be better just with "leather gloves", and then wombat leather gloves and dog leather gloves are together as leather gloves.

A more luxurious fix is:
-Improve the search function so you can toggle to see:

status - forbidden/unforbidden, dumped/not dumped
degradation - new, x, xx, X etc
quality

EXAMPLE: You had an invasion and the dead invaders left a lot of bronze shields scattered on the map. It would be SO easy to sort that out if you could first select "all shields > unforbid." and then "all shields xqualityx and worse > melt." The the dwarves would (eventually) gather all the shields that are OK in the armor stockpiles and melt all the broken ones.

And you could do the same for the clothes they leave.

This is actually important, because junk items suck FPS.

So making it easier to get rid of thousands of junk items that suck FPS would mean fewer players lost forts because of FPS-death.

As it is now, if I want to dump all xxglovesxx and atom smash them, I have to go through a huge list manually and unforbid and dump. It takes time that could be better spent striking the earth.

COMMENT: It is my impression that a lot of players didn't know you can dump and unforbid and melt from the stocks menu. I think the check mark boxes that make it obvious you can do that is a huge improvement, as it's now quite obvious that it's a thing you can do.

28
DF General Discussion / mispost
« on: December 15, 2022, 07:02:08 am »
whoops wrong category.

how do I delete a post?

29
I can't find weaponsmithing, armor smithing, furnace operation and a lot of other stuff in the screens where you can turn it on or off for dwarves and groups of dwarves.

But weapons do get made and ores melted anyway. I just can't figure out how the game decides who does it?

Is smithing now just something everybody does by default?

30
DF Gameplay Questions / Steam: Do undead ignore cage traps?
« on: December 13, 2022, 11:49:53 am »
I just had three undead waltzing through cage traps, ignoring them like bosses.

Is that normal or do these specific undead have some new freakish power?

One of them was an intelligent undead, the other two seems to be regular zombies.

Is there some change to cage traps regarding which creatures they work on and which they don't?

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