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Topics - profit

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16
Just as the topic says.  Quick setting in the squad screen that if set, the soldier stands in place and does not move even when enemies are seen, they will only attack when they are actually attacked.

Perhaps for ease of implementation this could just disable the dwarfs movement and they would attack anyone in adjacent squares only.  Whatever works and is simplest...

 I am sure this will result in FUN if you have axedwarves and they have archers, but if it is the other way around it may result in less FUN... Either way sometimes I want my axedwarfs to just stand some where and not move even if they see something to kill. 

And certainly would be nice if my archers would not go running out of the walls into combat when they run out of ammunition, unless I wanted them to.


17
DF Bug Reports / 40d16 - I have a ghost.
« on: November 18, 2009, 04:43:48 pm »
I am really not sure how big of a problem this is, but two external utilities (Stonesense And Dwarf Therapist 0.4.2) See a dwarf that does not exist.

He is the child Cerol Astoddodok according to Dwarf Therepist.  I found him next to a boulder in stonesense, but inside dwarf fortress he is not there.  He also is not in the units list or anywhere I can find.  (Including the deceased units.)

I have tried saving and reloading, but he still shows up.

I have a save of it in case anyone wants to see it.

* edit: found him in the game log

A kidnapper has made off with the Child Cerol Astoddod˘k!

Must have missed that as a tantrum spiral was taking my population from 157 to 18.




18
DF Suggestions / (Possibly) New megabeast behaviors are awesome.
« on: October 29, 2009, 06:09:28 pm »
I just want to suggest that you have been definitely going in the right direction with megabeasts, and I hope you continue with it. =)

I just had a dragon walk on the constructed floor/roof tiles of my courtyard, that keeps out arrows from higher levels.   Next thing I see is "Floor destroyed by El Dragonis" and the dragon comes dropping into the middle of my protected courtyard...   He luckily came down right in front of my archers behind fortifications, but a few steps away I might have lost my fort.

THIS IS AWESOME!

And it is definitely on the right track! The FUN we may receive with megabeasts using our constructed walls and floors as punching bags is unparalleled!

=)
* edit - Some think this may be a behavior of the megabeast destroying a partially constructed floor tile and then falling down... Could have happened, I admit I didn't check the floor to make sure it was actually finished...   I guess it really does not matter if it is, as what I perceived to have happened definitely adds more fun to the game.. no matter if the circumstances which it may have occurred do or do not happen often.

I have changed the title though because it was making one of the poor posters mind hurt to see it...


19
DF Bug Reports / 40d16 Furniture Stockpile seems to be buggy.
« on: October 26, 2009, 11:05:11 pm »
I am having problems getting my haulers to move barrels, and buckets to my furniture stockpiles.

I am not 100% sure the fault lies with the stockpile perhaps I had too many jobs or whatever.. but Just letting who ever know that for whatever reason my dwarves are not hauling buckets or barrels around.. they will however use them all for jobs and such still. 

Come to think of it.. I am also having the problem with sand bags... They are filling the sand bags and leaving them rather than hauling them to my stockpile that has sand bags accepted.



20
DF Suggestions / Move Quality Multipliers to a raw\objects text file
« on: October 24, 2009, 12:29:43 pm »
I know eventually every single thing is proposed to be modable inside DF, however I was wondering if for next version we could get a simple text file like this where we could re-balance the economy inside of a mod.

entity_quality_levels.txt
Code: [Select]
[QUALITY:STANDARD]
  [DAMAGE:100]
  [DEFENSE:100]
  [VALUE:100]
[QUALITY:WELL-CRAFTED]
  [DAMAGE:150]
  [DEFENSE:150]
  [VALUE:200]

(I just made up the value's for demonstration sake)

21
DF Suggestions / Changing the time scale to this or something similar.
« on: August 04, 2009, 10:37:33 pm »
I have thought about the time scales and here are the ideas I came up with. I know these changes may not be universally popular but I really think they would add to the game.

#1.  Cut the number of days in a month to 7.  *dont go crazy yet, let me finish

#2 Expand the length of a day by 3x. * so months would be aproximatly 21 of their current days long

#3 Keep dwarf movement speed the same as it is, but make most tasks 3x slower except eating and drinking.

#4 Slightly reduce food, drink and sleep requirements

#5 reduce a year by 4 months removing one from every season

I know this probably has a couple minor flaws in it but it starts to adress some of the timing issues inside of a fortress.

This addresses the speed at which craftsmen gain levels.  With their work slowed they will take 3x longer to reach legendary, yet material costs remain unchanged.

This addresses the fact children often have ZERO bearing on a fortress other than  they get in the way,  With year length reduced, some children may actually reach adulthood.

This addresses the parties going on through the year problem.   Parties will now take comparatively 1/3rd the amount of manufacturing time away (Because the manufacturing is slowed down), and will last hopefully only a couple days.

This addresses the hauling takes too much time comparatively issue.   Hauling will now be significantly less of a crafsmans time, and will be much more realistic.

This addresses the efficiency means everything problem.  With Dwarves comparatively walking much faster now, fortress can be a little less efficient and be more designed ascetically and still function.  You don't need to stack bedrooms on the dining hall on the booze stockpile.  They now have time to walk to each without it killing productivity so bad.

This addresses the extreme tunneling speed of miners problem.  Miners will now not be able to mine quite so much, so hauling blocks and such away will be a little more in balance.

This addresses a single craftsman can turn out bucketfuls of anything.  Well he still can but he will only be able to do 1/3rd as much.. Maybe you just might need two stone carvers to make stone trinkets to buy out a caravan... probably not but it would be a little closer to requiring 2.

This addresses the fact it takes days for a dwarf/caravan/siege to move across the map.  Should help make the game a little more realistic.

Surprisingly I believe this may even also address the lag issue.   With more dwarves inside their jobs and less pathing around it should make the game run better.. maybe up to 3x faster.


Thank you for taking the time to read this.










22
This is just a minor annoyance really... But For quite a while now in my fort, I have been operating a crematorium.

Now that I have decided to place some coffins for burial, all the dwarves that I have cremated are being placed in the coffins. *(I Say placed I mean they just take up a coffin even though their bones have been burned)

Would it be possible to track dwarves who's bones have been destroyed and not have them take up a coffin?

23
Just a very quick idea for a tweak.  When we enter the d-b menu to claim/melt/forbid items, can vomit and blood be hidden?
  While its not a massive problem its a little annoying because they are the same colors as the marked item overlay.

* or I suppose maybe just changing the marking colors would work as well.
http://en.wikipedia.org/wiki/List_of_colors

24
DF Suggestions / GAMEPLAY - Rename Constructions
« on: February 22, 2009, 08:41:44 pm »
Search Turns up nothing on "renaming constructions", "rename Constructions", "rename levers" or "Renaming Levers" I find it hard to believe it has never been suggested but 0 results so here goes.

Just a simple request.  I know we can add notes to levers and such, but I would prefer if I could just rename them.

I have thousands of objects, I would like to have descriptive names like instead of pitchblende bridge, I could name it "Entrance Pit Bridge" 

And if I have twenty levers I would like to be able to name them stuff like "Magma to Obsidian Chamber" and "Water to Obsidian Chamber" "Entrance Stone Supports" "Bridge to outside" "Noble Magma Shower" and the like rather than 20 "☼Obsidian Lever☼"

25
DF Suggestions / GAMEPLAY - General Ability Skills.
« on: February 22, 2009, 08:28:50 pm »
I know people have talked about this before, but I was unable to find a cohesive post on this in the suggestion forum.(Updating the current search feature is a suggestion in its own).

Suggestion:
#1 Create general skill classes that would modify all the sub skills.
#2 Place all the current skills under the general skill classes.
 *With the possible exceptions of things like mining. Maybe it could become the general skill, and have sub skills such as quarrying, gem extraction, ore extraction, and whatever else under that.  If we didn't want mining to become an orphan skill.

Example:

Create A Black smith Profession general skill level.

Have the Black smith skill modify Armor smithing, Furnace Operating, Metal Crafting, Metal Furniture Making, and Weapon Crafting.

So if Someone was a legendary Black Smith, but had never made A Suit of armor before, they would have much more ability to do so than the peasant who has never touched a forge before.

This could also be implemented for military skills.
   If someone had a legendary General Military skill, and they had no skill with an ax,  It could modify their ax wielding skill up to represent that even though they had never used it before they still understand the principles and basics of warfare and would do far better then (once again) the untrained peasant.

If someone wanted to suggest some decent general names I think it would add some realism and perhaps even some fun to the game.




26
On my brothers open tibia server, he basically accepts bribes to allow players to get their way... I personally find this kind of behavior reprehensible on a MMORPG, but it is HIGHLY effective motivator to the people on his server to donate and a HIGHLY effective motivator for him to keep improving it.

Since Dwarf fortress is a single player game, I find such things much more in line with the spirit of the game.

Everyone here suggests things, I have 5 or 6  things myself I think, but no real way to prioritize it other than that "eternal suggestion" list...

What if people could quite literally put their money where their mouth is.

How about having a "Donate for a feature" Feature of the website.

 Now this would obviously be non-binding to the toad, but it would be a real way to tell where the priorities and real support of the game lie. 

We have 14 pages of chatter about if a mug can break or not, why not let people who want mugs to break really bad be able to donate 300$ to make toady know it is REALLY important to them.

If I could donate 20$ right now at this minute to creating an efficient multithreaded dwarf fortress, I would.

I bet there are others who would donate $$ right now if they knew it would cause the creators to step up and take notice.   

Oh... And because I like a lil competition, How about having a constant updated graph like the polls showing which suggestions have the most currency support on them.  So people will know when their idea has no monetary support they either break out their cash or it will remain priority zero.

Of course though toad will have the final say, and he will probably not allow certain topics at all, this would help with the bickering over things that don't matter and let toady know what we think is really important by something other than thread length or a loaded forum topic.

27
DF Suggestions / GAMEPLAY - Add a "P" menu to archery targets.
« on: February 09, 2009, 11:24:23 pm »
It would be handy, under certain circumstances, if the menu that workshops have for determining minimum and maximum skills and dwarfs that can use it was spliced into an archery target.

Specifically I would like to set the maximum level at the archery range to grand master, so I would not have legendary crossbow users machine gunning my bolts into the target continuously.



28
DF Bug Reports / [40D] Possible Barrel bug. Possible Heat tracking bug
« on: January 17, 2009, 07:34:01 pm »
I have a stockpile were barrels are spontaneously breaking.

They are not getting any damage modifiers to them, they are just disappearing and leaving their contents.

The door is locked, so no one goes in or out.

Heat tracking is off (To increase speed)



It is so close to the lava I was thinking maybe they are breaking because of that, but heat tracking is off so if that is the case there is still a little heat tracking going on.


29
DF Suggestions / USABLE ITEM - Flask
« on: January 12, 2009, 11:59:14 pm »
Add a flask item to the glassworks and metal forge.

Item yield is 2 per inputs. So 2 flasks per bag of sand+fuel or 2 flasks per metal bar + fuel.


add a creature clothing slot for a flask to be stored in so it does not take up a hand.  Or to be more precise if it is desired, create clothing with pockets as containers.  These could store flasks and coins.

Give dwarves the logic to find a barrel containing alcohol and collect a few drinks of it inside the flask.

When the dwarf is thirsty and they have a flask with alcohol in it, they immediately drink from it instead of going to an alcohol barrel.
 (handy for on duty military dwarves. Somewhat handy for the rest)


30
DF Suggestions / Tower caps are green !?!?! (aka drop mud from tree's)
« on: December 29, 2008, 10:17:00 pm »
I never knew tower caps were green until I had one mysteriously grow on an unmuddied area.



They look odd, but got me thinking of a bug/new request.  Any tree that grows from muddied ground has mud on it.  I think tree's should drop their muddied tag after they are no longer saplings.


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