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Topics - jimi12

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DF Suggestions / Travellers Visiting Your Fort
« on: May 04, 2012, 05:58:08 pm »
With taverns and inns coming towards the top of the dev list, I think it would be cool to come up with a list of types of travellers that would be able to come to your fort and how they would interact with it.

PERFORMERS: Any race but probably not goblins

-Jesters, singers, acting troupes, acrobats, jugglers: Would come and meet with noble or mayor for permission to perform in return for payment. Upon agreement, party would be created at meeting hall and they would perform. Happy thoughts based on skill of the performers. May stay outside of fort in wagon or camp they make or in whatever inn/tavern Toady makes.

-Circuses: Wagon comes to site filled with caged animals and costumes accompanied by circuses. Would create tent "building" on site at semi-random location. Party would be created at tent building. Dwarves would path to and attend party and gain happy thoughts based on types of animals in event, skill of performers, and if they even like circuses. Animals should be uncaged during performances. Accidents with animals should be possible. Ability to seize animals should be possible with consequences.

-Minstrels: A lot like singers, but would posses musical instrument. Could give news about events going on in other parts of the world they have visited or heard stories about.

-Gladiators: Like circuses but would be caged animalmen/enslaved elves/humans/dwarves/goblins. Owner of slave gladiators would arrange performance. Could be turned away if noble/mayor has high empathy or other factors making them dislike violence. During show two or more combatants would fight to the death. Probably hold multiple fights before leaving. Succesful attempts to free gladiators could result in them staying with you (when multirace forts are put in) or just leaving after giving you their thanks. Or they could be crazy or goblins and just try to kill you after they are freed.

RELIGOUS: Any race but probably not goblins. A lot of this may not be doable until organizations like religions or churches or religous orders are established.

-Missionaries: Would come and create party at meeting hall. Would give sermon on certain deity. Certain percentage of open minded dwarves would form new relationship worshiping said deity. Could carry relics or writings related to deity. Conversion rate based on social skills of missionary and personality of listeners and apeal of aspects of deity.

-Travelling monks: Would come and ask for food and lodging. Devoted to certain deity. Denying, caging, or killing them may result in bad things. Perhaps in the future of DF's dev they would be able build a monastary on the site and live independent of your fort.

-Prophet: Could demand payment for fortelling of future. Could give advanced warning of seiges/megabeast arrivals. When weather is implemented could predict storms/earthquakes. May not always be accurate/truthful.

-Philosophers: Like old philosophers. Just talk to dwarves and would effects moods based on personalities.

MILITARY:

-Bandits: Just like ambushes but of any race. Not affiliated with particular civ.

-Slaver: Try to come and kidnap dwarves. Would be a small group of soldiers with sentients in tow (caged on a pack animal or walking with chains).

-Sensei: Demand payment for teaching skills to dwarves. Would live with you for a while teaching military skills in barracks.

-Adventurer: Just random adventurers that want lodging and food for a couple days. Could ask for permanent residence if treated well and forms relationships.

-Vampire Hunters: Could come with rumors that a vampire is living in your fort which may or may not be true. Could accuse ones of being vampire and demand testing, execution.

-Vampire Cults: Would come and seige fortress. Could send diplomat to noble/mayor to demand capitulation. Doing so would make you hostile with all civs and install vampire as leader of fort.

-Animalmen Nomads: Animalmen ambushes.

-Royal Conscriptor: Could come to noble/mayor demanding certain number of adult dwarves leave to join army. Could be able to choose which dwarves leave.

-Assassin: Comes to just kill one specific dwarf and flee. Target preference could be weighted towards leaders.

ECONOMIC:

-Peddlers: Like a caravan but just one or two people with much smaller supply of goods or just a couple really valuable goods.

-Animalmen Traders: Like peddlers but animalmen. Would have crappy or simple goods (Just leather and wood items).

-Guild Rep: Representatives for various guilds looking to form presence in your fort. (Probably far off)

POLITICAL:

-Foreign Diplomats: Could work trade agreements, make demands or threaten war, demand hostages (in ancient political sense), ask for betrothal of royal family members, just say hi (like they do now), ask you declare war on other civ (could include bribe to do so).

-Royal Architect: Could demand structures, monuments be built (like a path over a river or monument in honor of the king)



I'll add whatever ideas come up to this master list.

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DF Suggestions / New Zone Designation: Swimming Pool
« on: April 27, 2012, 06:13:39 pm »
Allow a body of water to be designated a swimming pool. As long as there is a ramp and the level is 6/7 or under, dwarves can change out of their clothes and swim while on break or during free time. Can be used as a type of meeting hall. Will train dwarves in swimming.

3
DF Suggestions / Military Announcements
« on: April 09, 2012, 06:22:23 pm »
An announcement should be made when anything has been killed and by whom. For example, a goblin is fighting a squad of axedwarves, an annoucenment should be made that "Goblin Whatshisname has been struck down by Urist Axedwarf". I sometimes give nicknames based on kills and this feature would be helpful.

4
DF Suggestions / Multiple Workers in Workshops
« on: March 23, 2012, 03:09:07 pm »
Most jobs require more than one worker, even if the other one is an assistant. Perhaps workshops could be assigned like rooms to assign a head worker/master and then assistants or fellow workers could increase efficiency, quality, amount produced... with all dwarves involved gaining relevant experience. Or maybe just the highest skilled dwarf would be in charge. Or it could be based on political or personality factors.


5
DF Suggestions / Random Traffic
« on: October 19, 2011, 01:33:07 pm »
I want to be able to setup a fort near a major road or river or near another settlement and have random traffic just passing through. Such thoroughfares and nearby settlements would have much more traffic then if I built a fort in the tundra or desert. A raft with a merchant or traveller coming down the river or a caravan not destined for my fort trekking down a road or a wanderer or minstrel or whatever. They do not necessarily need to want to interact with my fort. That way I can waylay said travellers and loot their corpses or be able to block said rivers and roads and demand tolls or just let them pass through.

6
DF Dwarf Mode Discussion / Dwarven Civ Attacked Me?
« on: August 10, 2011, 01:07:54 pm »
So I just have a bunch of goblins attack me, including a goblin king. When I looked at the civ screen they were all part of a Dwarven civ. How did this happen? All of the listed important leaders were goblins.

7
DF Gameplay Questions / Disembowlment
« on: September 22, 2010, 02:55:04 pm »
If I disembowled a human and removed the guts and somehow he did not die of blood loss, would he eventually die of starvation? Or are those organs not tied to eating and drinking?

8
DF Suggestions / Reverse Burrows
« on: July 24, 2010, 06:12:02 pm »
I want to be able to designate areas that dwarves cannot be assigned to never go to, similar to the current burrows but the opposite. For example, if I currently wanted to make a "Nobles Only Legendary Dining Hall", I would have to create a burrow that included the entire map on every z-level except for this one room and then assign every non-noble dwarf to it. I want to be able to just create a reverse-burrow encompassing the nobles-only room and then add all non-noble dwarves to it, which would forbid them from ever entering that area. This would be much quicker than how it is currently set up.

9
DF Suggestions / More Animals
« on: July 07, 2010, 06:48:19 pm »
Am I the only one who thinks it is strange that there are SEVEN types of gibbons, but no giraffes, rhinos, buffalo, hyenas, non-generic whales, dolphins, porcupines, skunks, armadillos, aardvarks, PIGS, zebras, walruses, pandas, or seals? I think it would be a quick fix to add these more commonly known animals in. I would rather have these which are very different than have white-browed and a white-handed gibbon.

10
DF Gameplay Questions / Emabark Restrictions?
« on: June 21, 2010, 06:29:01 pm »
I tried 10 different times to embark on a location with two landmasses seperated by ocean. Everytime, however, it would show up with either land connecting the two masses and the ocean was dry or one of them would not show up and I would just have a ton of ocean. Is this a restriction or am I just doing it wrong?

11
DF Suggestions / Giraffes
« on: June 21, 2010, 02:01:21 pm »
I want my dwarves to eat giraffes.

12
DF Gameplay Questions / How do I get a baron?
« on: June 17, 2010, 06:11:51 pm »
I have been having a lot of trouble getting a baron and I haven't found anything that has a verified answer as to how to do it. So, how do I get a baron?

13
DF Dwarf Mode Discussion / Invading Dwarves Avoiding Traps
« on: June 07, 2010, 02:23:25 pm »
So I have had a ton of traitorous dwarves appearing with my goblin ambushes lateley and they avoid every trap I have out for them. How should I go about caging them? Is there a way to set it up using pressure plates that will not trap my dwarves as well?

14
DF General Discussion / Secret Scamps!
« on: June 02, 2010, 05:25:53 pm »
Go to the link to ThreeToe's Stories. Resize your huge size and look behind what would normally be under the black space with type!

15
DF Dwarf Mode Discussion / Random Cave-Ins
« on: May 11, 2010, 07:06:27 pm »
Everytime I load my game, I get a message "A section of the cavern has collapsed!" It then zooms several layers below anywhere I have mined out. What is causing this? Is this a bug?

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