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Messages - jpvlsmv

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DF Dwarf Mode Discussion / Re: Lazy Fat-ass hauler
« on: November 11, 2014, 01:40:28 pm »
In rev 13, there is a bug where the "Dwarves Ignore Outside Refuse" setting is actually telling them to ignore indoor refuse.

Change your setting via [ o ] standing orders, [ r ] refuse.

2

This is a fascinating idea, and it makes me wonder how running, say, 5 separate microforts with about 40 dwarves in each would work out. Each one would be completely autonomous and self sufficient, with their own army and headed by the elected mayor and representatives, and a different noble coming from each fort (for the purposes of keeping the federation truly balanced and the fort running smoothly from my end.) The mayor could chair the council, the militia commander could come from the next most influential fortress, and the manager, broker, and bookkeeper coming from the others. If this thing makes it to become a barony, he could have an estate in each city and live in the same one as the mayor. I'm definitely gonna try this out. But how much should I allow them to trade between themselves? How should privileges for trading with the caravans be decided? This is gonna be fun...

I've recently done a 2-micro fort with male and female segregated. (trying to avoid new marriages/babies-- only married immigrants transfer spores.)

The main challenge is making sure that each fort is truly self-sufficient.  Your global stocks view will show that there are 300 prepared meals, but not that all of them are in a stockpile only accessible to the women, and the men are hunting vermin (but they have all 12 picks)

I had once tried to make each year's migrant waves be a separate fort but it was too hard to keep track of (but an interesting challenge)

--Joe

3
I have a suggestion for a new tab (I'm not sure how to add it myself, or I would)

In addition to Labors and Labors compact, could we have a Labors tab that only shows moodable skills (and possibly one that shows just unmoodable skills)

In my usual pattern, I'll manage how many dwarfs have skills (dabbling or better) to try to produce valuable moods.  Such a view would let me see at a glance (collapse all who have a non-junk and non-crafting highest) who needs to do what jobs.

I also like to turn on all the unmoodable skills for everyone (especially those that don't result in quality-improved products) like wood burning, plant gathering, pump operating, etc.

Thoughts?

4
DF Suggestions / Re: Have soldiers escort civilians
« on: August 06, 2014, 09:46:20 am »
This sort of order might also help to get friendly diplomats off the map successfully.

I could send my own squads to walk with the carts and/or diplomat and prevent an ambush from killing them all.

5
DF Dwarf Mode Discussion / Re: Pigs!
« on: October 19, 2012, 11:14:06 am »
6 pages of posts, and nobody's pointed out that their bones should be made out of PIG Iron?

6
DF Dwarf Mode Discussion / Re: The subjob system (embark challenge)
« on: October 08, 2012, 09:57:55 am »
An additional challenge rule:
Your dwarfs don't know how to make an item until it has been acquired from somewhere.

For example, if you don't embark with an axe, you can't have your weaponsmith make one until you've either bought one from caravan or borrowed one from your local goblinite library.

(Check in the Stocks screen, every item type should have at least one (Item) in the list)

--Joe

7
DF Dwarf Mode Discussion / Re: "Overboards" needs a mega-project.
« on: October 05, 2012, 01:40:35 pm »
So should the board be made of wood? I'm thinking yes, with grains of obsidian. If I do a checkerboard pattern I've gotta do it right and do marble and obsidian. And put chess pieces on them.
Marble and obsidian sounds good already. If you do chess pieces you gotta do exactly the same - black obsidian pieces and white marble pieces. Bonus points awarded based on the following:
    1 point for every generic dwarf pawn statue
    3 points for any horse statue representing knights
    3 points for any religious figure statues representing bishops
    5 points for any statue of the mountainhomes or your fort representing rooks
    9 points for any statue of your civ's queen
    9001 points for any statue of your civ's king
    9002 points for any statue of the leader of a civ opposing your civ
Mega-bonus for Dwarfen Logic playing chess.

Hmm... it could probably be done with creative Take-From and Give-To stockpiles, accessible/pathable only when the move would be legal and requested by the logic engine.

Actually, it would make for an interesting multiplayer/succession game.  A break from the usual DF game of Global Thermonulear War.

--Joe

8
DF Dwarf Mode Discussion / Re: Things that don't happen.
« on: October 03, 2012, 01:39:50 pm »
Urist McBrewer: There's plenty of room in that Dwarven Wine[1] barrel, I'll just go ahead and squeeze this fungus into that one.*

Urist the Thirsty: Sure, I'll pour my drink into a mug so that somebody else can use the last non-empty barrel.

Urist the Thirsty: I'll go ahead and finish this nearly-empty barrel rather than walking halfway across the map to get some fresh liquor.

Urist NotMyWarren: Hmm, now where should I put this barrel I just drank from.  Well, if I drop it right now, it'll land in an appropriate stockpile, right where I got it from.  I'll do that instead of shouting to the Overseer that I don't know where to put it.

Urist McVamp: I think I'll drink this Pig's blood that we bought from the caravan rather than sucking our legendary Armorsmith dry.

--Joe
* Hmm, if "Mix food" is turned on, this could result in Dwarven Sangria or Dwarven Boilermaker or a Dwarven Black & Tan.

9
Starting Dwarf Numbers: Why not allow this to be set anywhere from 1 - 200? It's up to the player to decide what they want. Default it to 7.  Some people just want to build a megaproject, why make them wait?  Some want to do a solo run.  Great, set it to 1, off you go.  I see no real issue here, obviously starting supplies may also need to be adjusted upward.
If you want a starting population of less than 7, after you embark station 6 dwarves behind a locked door with no food/drink, and Urist Stronginthearm's your uncle.  Since the initial 7 start out as only "Passing acquaintence"s (what, they don't talk in the wagon?) you will suffer no ill effects.

If your migration waves are too big, a similar approach will both eliminate the current problem and discourage the next wave to your "terrifying place".

--Joe

10
DF Suggestions / Re: Wearing stuff out- tools and armor
« on: September 21, 2012, 10:56:15 am »
It should also be possible to repair a broken item - doing so shouldn't require any more metal but should reduce the item's quality, unless it's been named/is an artifact, at any rate.
I don't really see what repairing an item would add to the game.  You don't bother to have your clothier repair a threadbare XXPig Tail SockXX, you have it make a new one, and palm the old one off on some unsuspecting caravan or magma pool.

--Joe

11
DF Suggestions / Re: Wearing stuff out- tools and armor
« on: September 21, 2012, 10:01:50 am »
I did search what I thought were reasonable keywords, such as wear, or tattered, but didn't see anything particularly apropos, as well as reviewing the discussion subjects in this suggestions thread going back a couple of years.

Of course, nothing new is ever discussed on the internet, but sometimes it's hard to find.

I've been playing DF since the early '40 versions, and ran into my first fellow-DFer IRL last night.  !!Fun!!

--Joe

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DF Suggestions / Wearing stuff out- tools and armor
« on: September 21, 2012, 07:18:58 am »
Right now, there is no difference other than cost between a copper pick and an adamantine one.  They both cut through the softest sand and hardest granite with the same ease and bring your marMine corpsedwarfs up to legendary stats just as quickly.  But the pig tail fabric glove they're wearing on their hand will have completely tattered away by that time.  Wouldn't it make sense to have a soft metal like copper wear out also?

So here's a proposal:  have metal objects experience "wear" like clothing currently does.  After digging out a couple hundred hard stones, your -Copper Pick- might become an x-Copper Pick-x and eventually from XX-Copper Pick-XX to nothing.

I'd suggest that the amount of wear that occurs be related to the relative "hardness" between the material being dug and the tool.  So a copper pick is unharmed by sand or soil, has a 5% chance of a "nick" when digging into sedimentary, 10% when into metamorphic, etc.  Iron would be fine going through sedimentary stone, but still have a chance of being nicked by granite.  Item quality could affect the chances as well.  So while a regular Copper Pick has a 5% chance, a -Copper Pick- has a 4%, =Copper Pick= 3%, etc up to a masterwork that could be invulnerable to wear.  A single nick wouldn't turn into an xCopper Pickx, but maybe after 10 or so...

A similar "wear" could be applied to armor:  An Axedwarf slashing through bodies protected by leather armor should damage the armor -- after 3-4 slashes that get through, the armor would become tattered.  For realism, different types of armor could wear differently based on the type of attack.  clothing and leather armor could be damaged by pierce or slash, but not blunt;  chain mail be damaged by slash, but not pierce or blunt; plate armor by pierce or blunt but not by slash.

Thoughts?

13
DF Suggestions / Burn wooden items for charcoal or ash
« on: May 03, 2010, 02:10:07 pm »
I have a huge stack of scrap wooden junk from my dabbling woodcrafters and carpenters.  But those hippies aren't wanting me to cut the already-scarce forest down like I want to.  (They want to save the forest, we are trying to pave it)

Wouldn't this ashen scepter make good kindling, though.  I wish I could just torch the whole lot of 'em.  The items, not the hippies.  Erm, well...

So here's the proposal...

Allow wooden items to be marked for "burn" (similar to how metal items can be melted), and have them produce charcoal (or ash, as appropriate) in the same fractions of bars as when you melt a metal object.

--Joe

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