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Topics - Vulkanis

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DF Dwarf Mode Discussion / Challenges to My Dwarven Sciences
« on: December 26, 2017, 10:59:45 am »
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DF Dwarf Mode Discussion / Tamed forgotten beast citizen? Bug?
« on: February 27, 2011, 08:37:29 pm »
On my first migrant wave I had gotten 3 dwarves and a tamed forgotten beast, I'm fairly sure this is a bug since it came as a citizen and not even a pet. I made it into my militia commander although he it seems reluctant to follow orders. I am playing with a vanilla set of DF raws, I am however using dwarf therapist but I'm sure no positive that couldn't cause this. It is specifically a "towering eyeless theropod with blush lavender feathers that has noxious secretions"

Spoiler (click to show/hide)
Spoiler (click to show/hide)

3
DF Dwarf Mode Discussion / Ocean tiles
« on: May 13, 2010, 12:56:23 pm »
Currently in the world generator I have NEVER encountered a single ocean tile that has been anything other then #1 Calm #2 Wilderness #3 Untamed Wilds

Even if it were to occur that such a ocean tile were to exist chances are that it would be far offshore to the point where you can't settle on it. Is there some parameter in the world generator that I can modify to change this in the slightest? Also is there a way we could have said tiles be on the coast so we can actually witness sea creatures that are part of that biome?

4
DF Suggestions / Job Templates
« on: May 12, 2010, 12:24:21 pm »
When your in a late game fortress (4 to 5 hours of play) and your getting droves of migrants and around 70% of those migrants are cheese makers its quite the hassle to assign useful jobs to all of them. So what if you could assign a dwarf a job you created from a template yourself.

For example

BEFORE
Urist McMigrant

"Cheese Maker"

Farming and related  [X]
Stoneworking           [  ]
Woodworking            [  ]
Stone Hauling           [  ]
Wood Hauling           [  ]
Food Hauling            [  ]
Furniture Hauling       [  ]
Healthcare               [X]
Metalworking            [  ]
etc....

If you changed the job title to a template you made for example "hauler"

AFTER
Urist McMigrant

"Hauler"

Farming and related  [  ]
Stoneworking           [  ]
Woodworking            [  ]
Stone Hauling           [X]
Wood Hauling           [X]
Food Hauling            [X]
Furniture Hauling       [X]
Finshed goods hauling [X]
Healthcare               [X]
Metalworking            [  ]

The title would act like a template in the fact that it would automatically enable the jobs you assigned to that title template and disable ones that you didn't assign, of course this wouldn't be useful when you have 7 to 12 dwarves but late-game when you need to micro-manage jobs crazily this would be a god-send.



5
DF Suggestions / Carear titles and sprite swapping and dutys.
« on: May 11, 2010, 02:28:04 pm »
In the current version if you were to re-title a dwarf from "Potash maker" to "Masonry Dwarf" you would still have the same sprite and job listings. What if we could allow titles to be templates for dutys, it wouldn't help in the early game of course but when you are in late-game and are recieving droves of "Potash maker"s you don't want to go re-name them and change each of their dutys one at a time.

So if you had a file for template dutys (for example)

Carear title

duty [  ]
duty [X]
duty [X]
duty [  ]


If you need further clarification post I bet you will need it.


6
DF Suggestions / Unique creature save
« on: May 05, 2010, 12:45:19 pm »
When we encounter a forgotten beast, titan or any sort of randomly generated enemy would it be possible to save these creatures so they could be used in the test arena with the raws for that world. It would be interesting to save randomly genereated enemies encountered in different worlds and compare them to one another.

7
DF Suggestions / Minecarts
« on: April 16, 2010, 02:11:02 pm »
Yes I searched it, yes I saw all the posts about it.

We could allow dwarves to have dedicated hauling machines worked by
"cart workers" which varient between cart pilot and cart hauler, a cart pilot would move the cart himself and the haulers would move around with their designated cart and move the materials assigned to it, you would designate a stock pile for them to fill with any kind of stone or  metal bar and drop them off at the designated stockpiles.

The only real problem I see is deciding how much a cart can hold, and how big a cart is itself, or if you could possibly even dismantle and reassemble your starting wagon into a wooden cart. Also another issue is deciding if the carts could possibly run along tracks or not, although that would be alot of fuss over nothing considering having more then one cart on a track is another problem entirely so I would not be for that.   
                                   So feel free to discuss the topic.

8
DF Suggestions / Siege modes & Siege being a mjaor threat.
« on: March 24, 2010, 12:14:29 am »
In the present build of Dwarf Fortress Sieges caused by almost every race can be shrugged off and ignored with the locking of doors and the use of a bridge over some large pit, this seems rather unsatisfying because enemies dont seem to try and destroy my fort rather then kill all the inhabitants, and creates a form of devoidness in the challenge of enjoying Dwarf Fort. Albeit the learning curve is steep and finnaly understanding the game and messing around with all the mods is entertaining but Enemies dont seem to be a threat once you are self sufficent enough to just remiain under-ground for the rest of eternity.

So why not allow enemies to bring siege weapons of their own such as Hand-held battering rams (2x1) and siege ladders (fills appropriate area) to cross gaps and avoid the common trap bridges. All of these would be constructed at siege camps that are around 18 x 18 or 9 x 9 areas
(up for debate)  But not all enemies could have this capability such as Goblins and other lesser humanoids. But of course enemies such as Humans, Elves and possibly other dwarves could besiege and attack you with said equipment. 

But there are also some people that play for the sheer fact of constructing outposts and citys and nice looking fortifications, well why not let us customize what kind of enemies we encounter to fit our purposes.

                                         Disscuss, but I'm not sure weather or not this idea will burn at the stake or be a hot topic for discussion, forgive me if I am opening old wounds  :-\

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