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Messages - Waparius

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196
DF Suggestions / Re: Emigrants
« on: May 24, 2012, 10:22:04 pm »
Dwarves taking stuff they own makes sense - hopefully shops will make a return by the time this comes up. Also, they take their families, or send for them later. Morale could also be tied to this, with dwarves feeling bad if their friends leave (or good if their enemies do...), thus increasing the likelihood that more of them will head out. Dwarven sociability could be a factor in this - dwarves who like making new friends could get a happiness boost from new migrants arriving. Even just the likelihood of taking one's family increases the problems of letting dwarves have families, though, just like the problem of spouse/friend death does currently...most dwarves should be upset if they don't have a family or friends and seek them out.

197
DF Suggestions / Re: Emigrants
« on: May 24, 2012, 07:28:06 pm »
Perhaps when dwarves start getting unhappy, one or more should group together. The leader then has a meeting with the manager, demanding some improvements, lest the dwarves in their group leave, with a hefty stock of supplies, and maybe a wagon or two if they can get it.

Demands could include things like, "Increased patrols" if too many dwarves are being ambushed or thieves are making off with too many goods; better housing; higher-quality food (not just raw plump helmet with raw plump helmet, and not just dwarven ale to wash it down); more work of a given type, or perhaps enough time off that there's a party. This would give players more options when the fort's getting seriously upset. If you take the, "how can you leave when the drawbridge is up? HAH!" approach, the malingerers should stage a rebellion. Yes, even if there's a goblin siege - sneak them out the caverns.

Of course randoms should leave with the caravans when they get the chance.

198
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Unfortunately, in 10 years some people will undoubtedly be saying "This game was better in 34.whatever!!"

Clearly you mean back when it was 2D.

199
DF Suggestions / Re: Auto-forbid option for auto-dumped items.
« on: May 20, 2012, 04:14:26 pm »
I think he means for track stops, which is something I'd like to see as well.

200
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The Sliding Scale of Difficulty:

Impressive. I especially like the point that dwarves at the "7 Sods In A Hole" stage should be hardworking and more tolerant of adverse conditions, with the lazier dwarves showing up later.

Barony Stage -
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At around this point, you should also be able to start just plain zoning land for sale.  Dwarves would be able to buy their own land out of your hands, and set up their own homes (which they pay property taxes on instead of renting) and set up their own workshops (where they buy raw materials from the fort but own the finished product), and have the ability to sell those products back to the fortress or to any travelers. 

This may be too hard, though it would be appealing to zone levels 6-8 to a dwarf who loves natural beauty and find he's built a big, breakable window in the side of his cavern-top dining room. If that's the case, perhaps this could tie into interacting with hill-dwarves - you plan and command the fortress, but you can send nobles into the hills to dig as they like, and zone their lands via a map screen. Of course they'd demand apartments, offices and other space in the mountain home. In the fortress itself you could probably get a compromise by digging out the needed space and assigning a noble to run a burrow, at which point the noble is responsible for enticing a population.

201
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 19, 2012, 01:15:52 am »
A pair of necromancers show up at my second post-minecart-update fort, complete with a hundred-odd undead.

"Oh no! I only have two squads of militia! Everybody inside! Raise the drawbridge!"

Pause.

"Where's the lever that raises the drawbridge?"

When I was down to three dwarves, I ordered the militia to run to the edge of the map, so I could at least imagine they had a chance of survival when I hit "succumb to the invasion". The original expedition leader was the only one able to fight his way through the horde of shambling undead and escape, though one of his comrades wound up stuck on top of a pillar for some reason.

202
DF Suggestions / Re: Ballistae and Catapults
« on: May 18, 2012, 11:38:31 pm »
IIRC, siege engines do fire in an arc - it's just triangle-shaped. On the other hand, does the command to "Fire at Will" result in siege operators actually firing at enemies, or do they just pound away? I think it's the latter, and if so changing that would make a lot of difference.

203
DF General Discussion / Re: How Did This Happen?
« on: May 18, 2012, 07:45:30 am »
Honestly the game DF most reminds me of is Ultima IV. There's a hell of a lot in it you can point to and say, "This is really awful and should have been fixed before adding that thing that doesn't do anything", but the game feels enormous in a way a more traditionally-designed game does not.


204
DF Suggestions / Re: Pastures
« on: May 18, 2012, 07:35:48 am »
Really after all the "The stray foal/calf/etc has starved to death!" announcements I'd settle for the option to have all offspring of a pastured animal be assigned to that zone automatically.

205
DF Suggestions / Re: Ballistae and Catapults
« on: May 18, 2012, 07:30:18 am »
The easy solution would be to put your catapults outside or, as suggested above, use a ballista. It becomes easier to put said catapults outside when they can shoot vertically as well as horizontally, since they can sit on towers, behind walls, and so on. For underground work there's always minecart and (when they get implemented) rolling boulder traps.

206
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Rubble could be taken to a stockpile with wheelbarrows, and then carted out with minecarts and dumped, but I can't see how that could be fully compatible with a semi-fluid rubble model. IDK, I guess it could work but just not the way I expected it might.

The thing is that they are pretty fantastic at turning crappy micromanagement into interesting macromanagement, like the Militia interface.

E.G, my current fort, built into the side of a huge mountain, has a garbage chute that could be adapted pretty easily for dumping rubble - I built a tube jutting out the mountainside until it's over the lowest z-level, with a looped minecart track inside rigged to dump the useless remains and unbutcherable corpses that would otherwise clutter up my refuse stockpile. It helps that dwarves can ignore outdoor refuse, of course - maybe if minecart stops come with the option to forbid dumped items in future?

While the chute depends on having a handy mountain, it's easy enough to build a big silo with the cart track winding up the outside - just tell your haulers to push their carts to the top and ride them back down again. When one fills up, build another. Alternately, fill the caverns.

That said, I was surprised how well the quick-fix of "25% less boulders, 400% products" turned out. Suddenly I'm building with blocks!

207
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: May 14, 2012, 04:20:07 pm »
I've constructed a track and created a route with the hauling menu, but it keeps saying, "! Set dir/connect track".

The track is built out of NS, EW and one corner to connect them, with a stop at each end. I designated each stop in the hauling menu, set the directions (guide south when full at one, guide east when full at the other) but it drew a blue line through some solid rock. I tried putting a pair of stops on the corner with relevent directions, but the dwarves keep pushing the minecart along the floor instead of the tracks.

tl;dr, how does minecart route link with constructed minecart tracks?

208
I have to say, I'd rather have rubble to deal with as well. Reading through Kohaku's suggestions already has me thinking, well, if I want a huge fortress without the overground turning into rubble, I could always build a huge fuck-off silo tower and dump it in there with all my goblin prisoners, or maybe stuff some of it into the caverns if I really want some magma right now... - but then again I've done a few Realism Challenges where I actually did pile up my stone, dig airshafts and sanitation and a few other things like that, so yeah.

I mean, setting up things like that and then watching my dorfs scurry around to make it happen is kind of the point of this game, whether it's designing the fortress interior or scheduling my militia or playing with magma. The additional infrastructure option is just more potential for fun.

The only real problem with making it an Init option is new players won't be able to turn it off without looking through a tutorial. Having an options menu that let you toggle that sort of thing - along with sieges, population cap and the other basic YES/NO stuff - would be great. But then you can't even play DF without the wiki, and that's likely to stay the case until the Interface Arc.

209
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: April 04, 2012, 01:21:50 am »
...and minecarts, bags and wheelbarrows are in according to the devlog.

210
DF Suggestions / Re: Add arches
« on: April 04, 2012, 01:20:53 am »
What I'd like to see is arches, even in a crude, stepped form, required to avoid cave-ins in large, open areas. Something to do with how much open space there is around a given ceiling-block, rather than the "one pillar per 7x7 square" or whatever it was that was in the old 2D version, so there's actual value in building big vaulted chambers.

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