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Topics - Da Spadger

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DF Suggestions / Some suggestions for mechanisms
« on: October 26, 2010, 09:27:01 am »
Firstly, letting them be made out of other materials than stone, like glass, wood and metal. To make a mechanism out of glass, the mechanic would require a glass block, a metal bar for a metal mechanism and a log for a wooden mechanism.

Secondly, leveling up the appropiate skill somewhat in addition to the mechanic skill. If you were to make a ton of glass mechanisms, you wouldn't just have a legendary mechanic but also a fairly proficient glassmaker. (Or mason/carpenter/blacksmith)

Thirdly, allowing mechanisms to be used as a weapon in traps. They'd spin and do blunt damage to anything caught between the cogwheels, breaking bones in the process.

2
DF Suggestions / An addition to workshop profiles
« on: October 11, 2010, 07:07:43 pm »
In addition to selecting which dwarves can work at a specific workshop, the kinds of materials that workshop is allowed to use would be a nice thing to have. You could set your mechanics workshop to only work with bauxite and olivine for magma related purposes,while the nearby mason's workshop keeps cranking out those schist mugs. It'd work better than using one stone at a time with the z-stone menu.

3
If a dwarf tantrums and it isn't someone who is phenomenally strong, military/guard dwarfs may attempt to simply knock or wrestle the tantruming dwarf unconscious.

Example: Urist McBadWeek has pretty much had it. He starts punching in several directions before Urist McAxelord comes in for his bi-hourly drinking binge and rather than slicing him to bits with the axe blade, he bops him on the head with the axe handle and repeats as necessary. (Urist McAxelord has become a Dwarf Therapist hyuk hyuk hyuk) When Urist McBadWeek wakes up, he may have calmed down and proceeds to go about his business.

4
When designating multiple garbage dump zones, you could have the option to name them. Each garbage zone would also get a number when created. This comes in handy when you want one dump for storing rocks, and one for getting rid of stuff you really don't need.

The number would be used when using the k -> d method of dumping. It'd cycle through each zone so it'd say D1, D2, D3, etc (and if there's enough space somehow, the name as well) at the object being designated. A capital D would remove the dump designation all together.
The name would be used in the mass dump designation window, where you pick a zone by its number and then designate away.

5
A few examples:
Urist McMiner, a dwarf that likes Giant Toads wouldn't be likely to think much of them after one of them have killed his dog and later on get a more anxious personality if he escapes death by cave-in with a few bruises and two more dead dogs. Contrarily, Urist McAnxiousSoldier could get a whole lot less anxious when he has done something heroic like fighting and killing an ettin all by himself.

His squad mate (Who probably also has a funny name of the Urist variety) however, who suffered injuries from the cave crocodiles the goblins rode at three separate occasions might start to detest them and if preferences and personalities are planned to have impact on combat situations, he could be more susceptible to retreating when fronted with one or several. (Or perhaps fight them even harder)

Urist McNoble likes zinc. He likes zinc a lot, in fact. Most or all of the stuff in his room is made out of it, even. But after a few years he might be a bit tired of that particular material and start to like and make demands for something else like schist, slade or rose gold. A nice dining room may be influential if it contains a lot of a specific material. ("Yes! Green glass! That's what my room needs! OVERSEER!")

Edit: Fixed a few errors.

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