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Messages - Ememel

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1
DF Suggestions / Re: Smart digging
« on: October 04, 2008, 04:33:15 pm »
If you know the river is there, you won't mark it's bank for digging, and damp stone warnings ought to take care of that problem.

2
DF Suggestions / Smart digging
« on: October 04, 2008, 09:09:34 am »
It would be very nice if it was possible to do the following
DIGOUTLIST=you mark all materials you want dug out
harvest dig (don't replace the old!)- whenever a unknown harvest dig-marked square is revealed, it becomes marked as dig iff it's on the above list. Makes digging out veins much nicer and reality like.


3
DF General Discussion / Ender's Game
« on: September 11, 2008, 02:33:15 pm »
This only makes sense if you've read Enders Game.

Remember the Giants Drink in the Mindgame? What happened after Ender killed the Giant?
The Giant became a hill, in which dearves moved in. Now thatīs a game I'd like to play.


4
DF Suggestions / Job importance
« on: August 01, 2007, 06:18:00 am »
I would very much like to be able to tell individual dwarves what work they should do, what work they can do, and what work they shouldn't do at all. A system where each post in the [p]referances - [l]abor could be set from 1(black) to 5(white) where the highest available job is taken, or maybe, with less chance, the next highest.

This would be perfect for such dwarves as the butchering Butcher, who can haul whenever no fresh dead animal is nearby, the tanner.

All haulers could be set to haul food before anything else, thus minimizing rotten newly bought food at the trade depot. Fisherdwarves could be set to clean fish whenever possible. Farmers could do other (less important) jobs at winter. The list goes on.

Another, related topic is that of what tree goes down and where do the miners dig. I often want to dig out small rooms and my miners are set to only mine. The consequence is that they afterwards get no job-lazy. The ability to say: "This area should be dug out asap, and that whenever no more important work is available."


5
DF Suggestions / Schools
« on: January 03, 2007, 03:39:00 pm »
I'm a bit disturbed that any (adult) dwarf can perform anything, although slow or crude. In real life, when someone without experience tries forging, melting, cutting trees, etc. they risk their helth. I would like to have a risk due to unexperience for some types of work from dabbling (high risk) to no label aka normal (no or low risk). This risk could be lowered if, say, an experenced worker is in the area. Another solution is schools ("Legendary story halls") where experience can be gained slowly, but safely.

Schools (or other named intitutions with the same function) make DF a bit less wild, but there is the possibility of simply implementing risk without any safe workaround.

Disclaimer: In the procedure of check-every-existing-thred I was lazy and simply searched for "school".


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