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Messages - slMagnvox

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556
DF Suggestions / Re: 'k' should provide construction status
« on: May 24, 2007, 09:03:00 am »
'k' has enough to do already

't' has probably got you covered

go 't'! check it out!


557
DF Suggestions / Re: Outsiders
« on: May 29, 2007, 08:28:00 pm »
quote:
Originally posted by Keilden:
<STRONG>Would that mean he is about to hammer me?  :)</STRONG>

You have to ask?  Isn't it always Hammer Time somewhere?

Back to the Outsiders, allowing a Human settlement in the foothills of your mountain could open up some really excellent gameplay.  Humans have access to many materials Dwarves do not.  Horn, Ivory, Amber, Coral and surely more in the works.  Forestry is more the domain of "above ground" Human Types and you could request your neighbors supply you with plenty of things like beds and charcoal for our steel industries.  Since a cave is not such a great place for a cattle ranch, your human neighbors might take on the role of supplying leather and leather goods as well.

Just as important would be their access to the above ground crops.  Hide Root and Blade Weed for dyes, longland grass for my favorite beer and hopefully critical access to some rare plants like Valley Herb and Kobold Bulbs we can make extracts from.  Golden Salve, Gnomeblight and potential others could play an important role in future dwarven industry.  Such as medicine, potions and possible magical reagents.

You could trade for these supplies with the usual crafts, coin, etc...  Or make demands certain supplies be Tithed.  On a regularily scheduled basis.  Meanwhile, supplying the Humans with weapons will make for well armed allies against the inevitable invaders.  And since the Human Town will be the first thing razed in a siege you could consider having your Masons build them a wall, your Mechanics to build them a gate and even assigning Soldiers to aid their defense.

Or leave them defenseless and subjugate them with outrageous demands.  When the siege comes they can huddle behind your fortifications and rebuild their hovels on their own.

Should remind you of that relationship between River Town and .. and that mountain Smaug had taken over in the Hobbit.  The one those dwarves we so fond of.  Lonely Mountain.  The King and the local Bard character could hang out a couple days a year, a kind of Holiday.  Would be awesome to see the King marching out to the Human settlement, replete with entourage and Royal Guards, to partake in feasting at the Human Leader's Keep.


558
DF Suggestions / Re: Outsiders
« on: May 28, 2007, 05:07:00 am »
Doren Onulreg, Hammerer:  I am flattered, but I have no need of you.

559
DF Suggestions / Re: Outsiders
« on: May 28, 2007, 05:00:00 am »
quote:
Originally posted by Keilden:
<STRONG>Or get rid of the local elephant army.</STRONG>

All adventure quests are assignments to kill some creature or beast.  Currently only named beasts.  When one of my adventurers was killed by some skeletons in the ruins, my next adventurer talked to the mayor and he said: In 1057 Safari Whacklion was struck down by Gibberbluster the Human Skeleton.  yadda yadda, go kill Gibberbluster.  If we get visiting adventurers our Mayor could give them quests to kill Tusklords the Elephant.  In 1061 Mafol Ingishcog was struck down by Tusklords!  Or even more general assassinations, maybe generate a list to kill any local monsters/beasts on the unit list, and when the hearty adventurer meets with our mayor we'd get a dialogue to pick what kinda quest to send him on.  That'd be ten kinds of fun.


560
DF Suggestions / Re: Outsiders
« on: May 25, 2007, 06:29:00 pm »
quote:
So for example in the spring 1056, a group of 7 humans show up, they speak with the trade minister. It is agreed that they may set up a village just to the north of the entrance to Mount Skarcrafted.

These are excellent ideas, and closest to how I imagine migrants interacting with the fortress.  Largely autonomous, village relations would be conducted via nobles and buildings like shops and trade depots, building a road, building their town hall, etc..

Visiting adventures could meet with your Mayor or Baron, buy some gauntlets from one of your shops, crash in the barracks for a couple nights, maybe kill a few ratmen if they're in the right place/right time before wandering off.


561
DF Suggestions / Re: Clear area.
« on: May 23, 2007, 04:53:00 pm »
If they can't get the Rest job, they are probably doomed.  Its behavior is still pretty buggy.  If the injury is red and they get to the Rest job, they'll essentially become a convalescent.  Even yellow wounds can take well over a year to recover from.

562
DF Suggestions / Re: Clear area.
« on: May 23, 2007, 03:52:00 pm »
You can get pretty creative to clear a door tile.  Easiest is a single door, just tear it down and re-install it.  You can make it high priority by giving one of your fastest Dwarves nothing but furniture hauling.  If it is a double door or something keep in mind that dwarves installing furniture will move a rock North by preference, then South, then East/West.  They'll drop a stone on any passable tile, including buildings, unless its a building awaiting construction.  You can place a building and suspend its construction to keep a dwarf from dropping rocks there while they construct something else.  This helps when its a two-wide double door in a vertical configuration.  Suspend the door without a rock under it and the dwarves will move the rock under the first door either east or west.  Then finish the second door.

code:

#######
...#...
.......  Place both doors and suspend the top
...o...  The dwarf installing the bottom will
...#...  move the rock east or west
#######


Another excellent strategy is to build a Craft/Mason/Mechanic Workshop very near and have your favorite dwarf make a run of rock items.  If you built the shop out of a block, when you tear it down someone will eventually haul the block to a block stockpile leaving a nice rock free area.

I take it to a whole other level when I play, I really don't like any blinking furniture tiles and get pretty obsessive about clearing the dining room and bedrooms.  Mostly I use traveling craftshops, rebuilding them as needed to keep them nearest trouble spots.


563
DF Suggestions / Re: Possession
« on: May 22, 2007, 01:54:00 am »
quote:
Originally posted by Veroule:
The only artifact I have ever had a dwarf drop while alive was an idol.  He dropped it after getting beaten up a bit by a mandrill.  I guess he gave up on whatever entity possessed him to make an idol to it.

I bet they just mangled the hand/arm he was carrying it around with

quote:
Oddly that idol sat outside of my fortress for 2 years before someone brought it in, and mandrill's tended to not walk too near it while it was out there.

Hah

[ May 22, 2007: Message edited by: slMagnvox ]


564
DF Suggestions / Re: Possession
« on: May 20, 2007, 08:37:00 pm »
There are a lot of contradictory reports about dwarves dropping their artifacts after 5 years and its hard to get data on it because a 5+ (and one year for first artifact, so 6+) year fort takes an awful lot of realtime.

It'd be great to have an artifact we could do something with and possession created artifacts are a perfect candidate.  Easy to implement and opens up some neat new gameplay.  Simple idea, I like it alot.


565
I looked up an older thread where Toady discussed assigning both squads to a particular barracks and weapon racks / armor stands to particular dwarves.

dwarves w/ permanent injuries won't spar

Also,

quote:
Soldiers: A soldier is a commissioned warrior who spends ALL of his time keeping his skills up to shape. ....

This is kinda already in the game, once a dwarf becomes Great in a weapon skill or wrestling (I don't think Armor/Shield User count) they become Elite Marksdwarves or Hammerlords etc.. They spend the rest of their lives as professional soldiers and can never be returned to civilian duty.  Takes a long time, perhaps as it should.

[ May 19, 2007: Message edited by: slMagnvox ]


566
I had a Bowyer go Fey in one of my best games, he made a crossbow and it was awesome.  I bring a Prof Bowyer each game now because Masterpiece Steel Crossbows are the deadliest weapons in the game.

However, missile weapons need the most attention if combat is going to be balanced.

An example, A goblin siege shows up on top of the Human Caravan.  I had a sizeable army, several of my troops quite capable, but I wouldn't risk them against the half dozen goblin archers about to slaughter the humans.  I would love to have met the goblins out on the field but could not in good conscience because missile weapons will insta-maim my favorite warriors.  (Also, a few too many were asleep, but hey.  Heh)

The solution I always had in mind was to make shields give a much larger boost to deflect missiles.  Giving armor a little more resistance (not too much) would be good also.  This works both ways, as most goblins wield shields and chainmail so you'll need melee warriors to counter their warriors.  Damage dealt and rate of fire can be left as is, wild animals, unarmed civilians, frogmen, should naturally be very vulnerable to a bolt to the spleen, while trained soldiers with appropriate equipment can shrug off several hits before suffering a Mortal Injury.

This tweak will give your Speardwarves a new, revitalized, role:  Clashing with the Goblin Macemen for the glory of the Mountainhomes!  Marksdwarves and archers will still play a significant role.  Enough bolts will eventually find a vital organ, there will still be a chance the first bolt will tear out your liver, but it won't always be the first bolt if you've got a good shield and some chainmail.

New weapons are great, I'd love to let my Sworddwarves use something more fun than a short sword, Scimitars and Sabres would be my personal favorites.

Having the Bowyer's shop get a new job, Complete Bolt, or Reinforce Bolt, would be cool also.  Let him take a stack of bolts and a piece of bone/obsidian/metal and create a <<bone>> This is a stack of finely-crafted bone bolts.  The object is tipped with a superior obsidian arrowhead

But I'd be happiest just using my +Steel Bolts+ and meticuously stockpiling my ammo, chasming/trading the singles, creatively equiping/re-equiping my Marksdwarves as appropriate and patiently waiting for stack management and Military Management to get more fully implemented.

EDIT: It should be noted I like playing with minimal traps and a large entry hall and spend a lot of time micromanaging my troops to spar effectively and equip good stuff.  Its kinda just my personal dream to have a sweet Dwarves vs Goblin battles and currently I go through great lengths to design a way to engage the Goblins effectively.  Other play styles, magma defenses or trapped death halls are much more successful against sieges and wouldn't benefit much from weapon balance.  Just letting you know where my perspective comes from.

[ May 18, 2007: Message edited by: slMagnvox ]


567
DF Suggestions / Re: The Arkenstone.
« on: November 27, 2007, 04:40:00 pm »
I kinda like it as a unique stone to be mined ... Down around the adamantium say, there'd be a named artifact gem in the walls.  Every Mountainhome (dwarf capitol) would possess their own unique stone, and if you found one in your fort you could become the capitol of a (new?) dwarf civilization.  Or you could go in adventure mode and try and steal the Arkenstone from another fort.  They'd hate that.

Either every map could have a magic stone hidden somewhere or else only adamantium maps.


568
DF Suggestions / Re: Anvil Creation
« on: May 17, 2007, 03:35:00 pm »
I had a Mayor a couple games ago who made monthly mandates demanding Iron Anvils be constructed.  That was obnoxious.

Most of these gameplay suggestions do not affect the player who has not lost his anvil, only complicate construction.  Don't lose the thing.

Bridging the outdoor river before the Smithy arrives means he'll be able to carry it very near your gate, if not get it all the way indoors.  Don't take it across the river until after the Fall flood, if its the 5th of a new season, you know whoever is hauling it is just gonna fall asleep on the bridge.  Don't take it across the chasm on a rickety 1-wide bridge, you know a troglodyte is gonna spring from ambush and hurl your anvil down the chasm.  Also, don't drop a drawbridge on your new Smith unless you really want to.

Its that important, look after it.


569
There are several other threads about this.  See the one from last week, Dont pull the floor out from under you for a couple less than optimal work arounds.

570
DF Suggestions / Re: Designating areas to be cleared
« on: May 30, 2007, 06:51:00 am »
quote:
Fastest and easiest way I've found to get unsightly boulders out of my farms and dining rooms is to use temporary mason's and mechanic's workshops.

I heartily endorse this method.

However, Craftdwarves making Rock Toys has alot of advantages over a Mechanic making mechanisms.

1 rock becomes 1 rock toy (weight 5)
20 rock toys in a single bin

Mechanisms weigh more and cannot be binned.  Sure, you can make traps and stuff out of them, heh, but I can't imagine placing as many traps as I've made chalk mini-forges in my most recent fort.  That'd be alot of traps.

A Mason making furniture and rock blocks is also excellent.  And blocks are just as fun to put in bins.

Go bins!

In the future, we probably will have a way to designate an area to be cleared of rock and debris.  But short of chasming it all, we'll still have to put it somewhere.  Familiarize yourself with good stone management today!


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