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1
DF Suggestions / Re: Dwarven Wishes/Happiness
« on: May 19, 2010, 11:04:43 am »
I'd like to see this integrated with the economy and for you to be able to reserve raw materials and craftsdwarves for fulfilling wishes.

That way, instead of manually handling all the requests for all the dwarves in your 100 dwarf fortress, you can have your dwarves handle something like half the requests on their own.  The wishers would be able to commission the reserved dwarves for the item they want through pay the dwarf through the economy.  Rooms and wishes using resources that you want to conserve would be left entirely up to your jurisdiction as a result.

Give the manager a role in this.  Have a setting which allows the manager to automatically authorize work orders to produce requests (perhaps with limits such as "Only if we have more than 25 of the required material in stock", or "materials for item cost less than 10 DB").  Then have a lower automation setting which requires you to access the manager screen to authorize requests (this would also be how you authorize request above the automation limits), and gives you information on requests which the system can't automate (Dwarf requests a Decent bedroom, and you don't have any such bedrooms currently available).

Automation via the manager could also be linked to the bookkeeper, where the manager can't authorize requests because the bookkeeper hasn't provided the relevant counts for the request.

I like these ideas a lot and it seems more relevant to put the whole system under the manager screen than the noble screen.

2
This idea is actually fairly redundant since I think Toady is planning on making immigrants show up on the world map eventually, in which case immigrant waves will actually be immigrants from other fortresses, also what is likely when that happens is that dwarfs who are unhappy will simply leave your outpost, that's the plan if I'm not mistake.
This idea is actually pretty relevant in either case, because even after this change you're talking about, which might happen this year or in four years, there will still be plenty of players who are interested in regulating how many immigrants arrive at once.

Yeah but having an init option when eventually you'll have roaming bands of immigrants is kinda stupid, why waste toady's time adding an init option that'll eventually be obsolete when he can use it much more effectively somewhere else.
A better idea is to wait for the caravan arc so we have roaming bands of immigrants and then ask toady to give an option on immigrant wave to accept or decline to take in immigrants one by one, that way you not only can choose how many immigrants you want to keep but which ones are most useful to you and send the rest packing.

3
DF Suggestions / Re: New type of constucted wall: Fancy wall.
« on: May 16, 2010, 01:13:11 pm »
This isn't any different than the hundred other threads requesting engraved constructions, it's even on the voting page

4
This idea is actually fairly redundant since I think Toady is planning on making immigrants show up on the world map eventually, in which case immigrant waves will actually be immigrants from other fortresses, also what is likely when that happens is that dwarfs who are unhappy will simply leave your outpost, that's the plan if I'm not mistaken.

5
DF Suggestions / Dwarven Wishes/Happiness
« on: May 16, 2010, 02:58:40 am »
At the moment dwarfs don't require much, some food, some booze, a bed, and maybe not being outside in the rain too much is usually enough to keep dwarfs happy even if a loved one dies.

I was thinking that perhaps there should be an extension of the nobles screen(or perhaps it's own section but god knows the main section is bloated enough).
Every dwarf would be listed with a list of his permanent and temporary requirements sans nobles who are already listed in the nobles screen with their demands and mandates.
A dwarf's wishes would be:

A) NOT MANDATORY -- This is important to differentiate between a noble's demands and a dwarf's wishes. Any wish could be stricken down by you at any time, the only downside to this is a mild unhappy thought.

B) Fortress Dependant -- A dwarf living in an outpost will not request the same things a dwarf living in the mountainhome will request. As your fortress evolves from Outpost -> Barony -> County -> Duchy -> Mountainhome requests will become harder to fulfill and perhaps(if the code allows it) more elaborate.

C) Skill Dependant -- StoneCrafters won't ask for what Miners want and Miners won't ask for what Smiths want. Dwarfs might ask for a labor item such as a pick for a miner or an axe for a woodcutter or they may ask for items that they like(obsidian mug anyone?). The higher their highest skill the more they'll ask for different stuff.

D) Noble Dependant -- Nobles can strike down requests made by dwarfs they have grudges against or inversely can mandate/demand you fulfill a dwarf's request.

E) Military/Civilian Dependant -- Military dwarfs should probably have less requests and their requests should be solely to do their job better on account of how military dwarfs are spartan and usually only think of the next gobbo head to be chopped/crushed/minced.

These wishes could be dependent on a LOT of things, there's plenty of room to play around with this idea which is why I'm intentionally being vague. For instance Toady could make the requests harder to fulfill as you create more wealth or based on population.

Below I'll list an example. THIS IS JUST AN EXAMPLE, IT IS NOT WHAT THE FINAL PRODUCT SHOULD/WILL LOOK LIKE:

You set out with 7 dwarves, they don't want anything.

Your created wealth is up to 50,000 DB and you have 20 dwarfs, 1 is High Master in Mining and another is Grand Master in Stone Crafting.
The miner requests a meager room, the stone crafter requests an exceptional iron flask. You supply the miner with his room but refuse the stone crafter because you haven't set up a working smith's industry yet.

A Baron shows up, half of your 45 dwarf population request meager rooms(you only supplied one to your miner). A few dwarfs with Expert and Adept skills request items.

Your created and imported wealth goes over 250,000 DB, a few legendary dwarfs ask for modest bedrooms, your quirky legendary smith asks for a zoo. Half the population is yammering for odds and ends, you get annoyed and clear the whole list with the push of a button, your population is pissed off.

Your Baron is promoted to Count, your legendary brewer requests an exceptional microcline(in a perfect world the game checks what you have in stock) table, but unfortunately the Count has a grudge against said brewer and strikes down this request himself. The masses make their usual rounds of requests which you promptly ignore.

...
...
...

This continues until the king arrives, most of your population is in modest bedrooms, some have meager dining rooms and graves, a few dwarfs with 3+ legendary skills are in quarters with modest dining rooms and servant's burial chambers. You are flooded with requests, you hunt numeral down and shoot him.

6
DF Suggestions / Re: More threats
« on: June 06, 2009, 01:21:05 pm »
I'd like to see goblins start burning down trees as they work their way to your fortress for some added fun

7
DF Suggestions / Re: Greenstone
« on: June 01, 2009, 01:05:18 pm »
Jade weaponry isn't in the game, some civilizations used to make tools out of jade.

flint is probably more common as a weapon source, flint arrow heads, knives etc etc etc
toady really should add SHARP and make it possible to make arrows with flint :P

8
DF Suggestions / Re: New Weapons Based on Skill
« on: June 01, 2009, 01:02:58 pm »
How would legendary skills achieved through artifact creation affect this?

hrm, he put out a few ideas, would depend which one you're talking about

a) two skills, one for forging and one for knowledge: only one will become legendary

b) subskills: one knowledge based skill to legendary and either basic smithing to legendary or a boost to general smithing(artifact creating gives 20000xp if I remember correctly, could give 10k instead)

or maybe someone has a better idea how it could work :P
either way I like this idea, two skills more than subskills since subskills would get really messy really fast but on the other hand subskills would make it almost impossible to level up a super smith which is the win, especially if dwarves start dying from old age. Imagine having a 90 year old smith who only just mastered every aspect of smithing dying a few days after he became a true living legend

9
DF Suggestions / Re: Making an artifact should be tiring.
« on: May 30, 2009, 10:55:14 am »
Urist McEngineer runs around the fortress completely naked and wet screaming "Eureka!" ?

10
DF Suggestions / Re: Increase speed of deconstruction & drinking
« on: May 19, 2009, 07:28:19 pm »
why not just make it so only masons/miners can deconstruct walls or whatever and have the deconstruction time based on skill, arguably the easiest skills to get legendary mind you

11
DF Suggestions / Re: Some Projecting on Souls and Favoured Weapons
« on: May 09, 2009, 10:17:38 am »
Wouldn't it be better if every time someone/something killed someone/something else a soul would be added to one of their pieces of equipment and depending on the amount of souls the item could gain an attribute(not necessarilly a good thing, it could become bloodlustful and kill the owner :P)

Or inversely, a crafstdwarf could create an amazing artifact weapon if he's extremely happy or close to tantrumming(no player involvement needed), Urist McWeaponsmith creates an evil sword anyone?
This could also work with big events. You just gave birth to a little bearded baby boy? Now you must create a legendary spear for him. Items created in this manner would automatically belong to the child but he won't be able to touch them till he grows older, this could work for non-weapons as well, a forge hammer or a mason/engraver's chisel. Children who have such items could gain a bonus to their skill when they reach adulthood, automatically starting at no label or adept, also said item should probably give a small(read very small) bonus to speed and/or masterwork chances.

EDIT: I could probably find this is in the power goals if I wasn't lazy and actually tried to look

12
DF Suggestions / Re: Special weaknesses / strengths.
« on: April 23, 2009, 08:16:12 am »
Could this work with weapon types? Axes stronger than swords - swords stronger than spears etc etc.
Just throwing this out there, we could come up with badass strengths/weaknesses

Best way would be messing with tissue properties to allow different resistance to different damage types.
That would work with races but I was referring to advantages in combat only looking at weapon class(axe, sword, hammer etc).

You want the game to be like Fire Emblem?

close but not exactly, I'm not sure how exactly weapons work right now but the only difference seems to be the type of damage(blunt, pierce or slash) and the amount of damage a weapon does.
I was thinking more along the lines of if you're using an axe and you're fighting against a swordsman, you'll have a worse chance of hitting him but a better chance of doing a critical hit or breaking his weapon if you do hit as an example.

13
DF Suggestions / Re: Special weaknesses / strengths.
« on: April 23, 2009, 04:47:31 am »
Could this work with weapon types? Axes stronger than swords - swords stronger than spears etc etc.
Just throwing this out there, we could come up with badass strengths/weaknesses

Best way would be messing with tissue properties to allow different resistance to different damage types.
That would work with races but I was referring to advantages in combat only looking at weapon class(axe, sword, hammer etc).

14
DF Suggestions / Re: Special weaknesses / strengths.
« on: April 23, 2009, 02:58:17 am »
Could this work with weapon types? Axes stronger than swords - swords stronger than spears etc etc.
Just throwing this out there, we could come up with badass strengths/weaknesses

15
DF Suggestions / Re: Military adjustment.
« on: April 22, 2009, 02:06:06 am »
I only have one major problem with your post, when being woken for combat you shouldn't get a negative thought. What's on your mind isn't your beauty sleep but your life. I'll post a more complete reply when I get home from the base

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