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Messages - Tamren

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811
DF Suggestions / Re: Suggestion for improvement: no more improvements!
« on: February 01, 2008, 11:40:00 pm »
Personally I think you should only spend major time killing off the glitches and code bugs once you get around to doing the interface. Reason being is that once the interface is done, there will be a HUGE influx of players who were too scared to try the game before. If they show up and hit bugs, they will just take it as a sign that they were right to stay away all along.

Maybe not that extreme, but us, as in the current community are jaded bastards   :). We think things like farmers planting chairs are hilarious. The newcomers are going to be overwhelmed as is, bugs would just be that much more gamebreaking for them.

[ February 02, 2008: Message edited by: Tamren ]


812
DF Suggestions / Re: Remove different types of wood
« on: January 29, 2008, 10:35:00 pm »
Better yet, give us a button that collapses all wood types into one. Problem solved and we can still seperate the types if we really want to.

813
DF Suggestions / Re: Varied enter town shortcuts
« on: January 29, 2008, 12:09:00 pm »
But it won't solve the issue of cliffside towns until he gets to the buildings linked by roads bloat. Its aggravating when you visit a town and can see the roofs and stilts of various buildings but there are no ramps around. I once followed a merchant on his way to and from the town hall to his shop and he ended up walking down the cliff for miles before there was a useable ramp.

814
DF Suggestions / Varied enter town shortcuts
« on: January 29, 2008, 01:45:00 am »
In adventure mode when you enter a town from the big map. It seems to always put you in the town hall with the mayor.

This is fine. But it would be nice if you could also select the different shops from a list as well as the town hall. This would make it possible to access and find the shops in towns stradding cliffs with no ramp in sight.


815
DF Suggestions / Re: Kobold assassins
« on: January 28, 2008, 11:40:00 pm »
There is a flaw in your argument :P We already dispose of the nobles in any manner convenient the moment they go nuts or make an impossible demand. Adding kobold assassins just creates another "accident" that no one can pin on us!

Maybe once we get important nobles that actually do some work. The appointed nobles are usually from the founding 7 and by the time the assasins show up they would be multi legendaries. Assuming you keep em busy.

Now if they poisoned the food or something, THAT would be interesting.

[ January 28, 2008: Message edited by: Tamren ]


816
DF Suggestions / Re: Our city has no place for you
« on: June 02, 2007, 03:56:00 pm »
Thats not true. If your skill is NOT in demand why show up at all when there are MUCH more job opportunities out there? And if the dwarves hear it from the union representative himself they are much less likely to ignore the warning.

If you were a mason, and showed up to my fortress when i already have 10 of them, i will do one of 2 things.
1. Draft you.
2. Make you haul trash all day.

#1 is not desirable for obvious reasons, if you wanted soldiers at your fort you could simply attract recruits and novice soldiers.
#2 is also not desirable because it means you are effectively performing a job below your station and your talents are wasted. Dwarves are not unhappy about this now but they probably will be in the future.

Even just the threat of getting drafted, especially if your fortress is in a hostile area would keep most dwarves away.

BUT! heres the thing, the union representative lobbies for changes that would benefit his union!
1. He would demand that work be given to the dwarves in his field of expertise. This is hardly a problem for workers with steady jobs, IE brewers, miners and the like.
2. He would lobby for better conditions for the workers.
3. He would only allow you to draft a limited number of workers per year.
4. He would allow you to discourage possible migrants, but would NOT allow you to cut off immingration completetly to workers in his union.

These are all things you will have to deal with when the rep takes up residence. But it is the price you pay for the increased control and greater knowledge you have about said workers.

So what is the whole point of this? Well, in this way, you can keep migrants out and still keep the rep happy.

Why not integrate both suggestions? Lets say i get the House Ber lady to tell all incoming farmers that i will not need them for oh... 2 years.

So first year goes by, 1 farmer shows up, but only because she was married to a smith, which you desperatly needed. Kicking her out would anger the smith and he would leave as well.

Second year rolls around, the warning is still in effect at this point. In the spring, no farmers show up. In the autumn however, a small group turns up that includes 2 farmers.

Now you can still go the big bad wolf route here and say:
"we dont need you, get out"
But that would probably anger at least a few dwarves in your fortress, but since we put that warning out earlier the conversation would go more like:
"You were warned that we have no room for more farmers, now please move on"

In either case, you could STILL offer to draft them in which case you get more soldiers, never a bad thing unless you lack for food. Or you could take them in with the understanding that they will be performing menial work until a job becomes available.

Make sense? In hindsight both methods work pretty well, but they also mesh together in a good way.

[ June 02, 2007: Message edited by: Tamren ]

[ June 02, 2007: Message edited by: Tamren ]


817
DF Suggestions / Re: Our city has no place for you
« on: June 01, 2007, 03:36:00 pm »
I thought about that a bit in an earlier post. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=000997

The point was to not have a central "allow/deny" switch when it comes to immigration.

Rather all of the different skills are linked to a House, a union sort of. Through that union you could encourage or discourage the immigration of dwarves with different skills.

So if you had one of the union reps at your fortress, more skiled workers would be likely to turn up because they can see that thier house has a presence there.

UNLESS said representative tells the rest of the union that workers of a certain type are not in demand. This makes sense because once the economy is around you will not earn much money if your skills are not needed.

This would hardly be the final word though, because married couples would show up together regardless of any restrictions. And of course there is the ever present random factor.


818
DF Suggestions / Re: Our city has no place for you
« on: May 31, 2007, 01:27:00 am »
That does work.

In the beginning, what do you have? A hole in the ground! Regardless you NEED those new colonists in order to turn it into a productive outpost, which presumably is the whole point.

So to start you would want anyone you could get. Later on once your city has developed a bit more you can start thinking about more civic control. Turning away dwarves whos skills you do NOT need and encouraging the immigration of likely candidates.

Something like that would require 2 way communication between you and the rest of civilization and possibly a noble. Just turning people away at the border is not going to cut it.


819
DF Suggestions / Re: Our city has no place for you
« on: May 29, 2007, 12:35:00 am »
I dont think it would fit to turn away people as they arrive. How about this:

The dwarven caravan arrives every year before winter sets in, so what if they brought you a list of all the people who wish to migrate to your fortress? You could simply pick and choose the ones you want, and they would arrive next spring.

The thing is, we still need some sort of random effect, so of the people on the list, nothing is mentioned of any spouses, children or pets.  

In addition nobles arrive as they please and you will always get a random sampling of migrants that accompany every group.

Migrants can also arrive in autumn which can be quite a shock -_-


820
DF Suggestions / Re: Our city has no place for you
« on: May 28, 2007, 02:14:00 pm »
well what DF is "supposed to be" is something that is fun for the player. Which may still be the whole disaster + lemmings thing.

That is pretty much the fundamental point of any game. If it is not fun then it becomes work, and thats no fun!


821
DF Suggestions / Re: Our city has no place for you
« on: May 28, 2007, 12:25:00 pm »
There should always be a random effect when it comes to immigration.

But you should also be able to limit it as you see fit, to make solo forts and stuff like that.

I my thread on nobles, each class of worker like bone carvers and armoursmiths belong to a different guild or "house" of craftsmen.

The representative of each house gives you greater control over the workforce. Specifically the ability to deny or request the immigration of different workers.

Say i decided i didnt want any farmers one year, i tell the appropriate representative and he sends out a missive by caravan or messenger.

Next spring rolls around, the random group of migrants are calculated as normal only any spots determined to be farmers show up as empty.

This makes more sense than turning away migrants RIGHT as they arrive to your fortress, after which they would have to travel home alone and probably die in the wild. If you do not want miners but still allow carpenters. What if a carpenter shows up and brings his wife who happens to be a miner?

Later on, if you wanted even finer control over the coming and going of your population you could add a noble to handle the task. Not sure what we would call the noble. Minister of colonization? kind of a long name.


822
DF Suggestions / Re: make wooden objects burnable
« on: January 25, 2008, 04:52:00 pm »
Also, all wood items will make ash. But if you instead burn wood items for charcoal, then it would build up until there is enough to form a block which is then recovered. Just like how metal bars work.

This would let us recycle the bigger things like catapult parts with ease.


823
DF Suggestions / Re: make wooden objects burnable
« on: January 25, 2008, 03:54:00 pm »
Hey that would be great, recycle wood into ash.

It would work exactly the same way as melting down metal items.


824
DF Suggestions / Re: Steampunk-ness
« on: October 20, 2007, 11:48:00 pm »
Who needs rockets!? Just wait till Toady implements natural gas pockets.

It brings the canary or it cracks the mountain in half, again.


825
DF Suggestions / Re: Occam's Razor: Elven Magic
« on: March 25, 2008, 04:38:00 pm »
we had a gigantic thread about wood and how it relates to the elves and druidism and stuff. You can probably dig it up with the search feature. Anyway, the gist of it was that elves used magic to get wood without killing trees. They also would get a "supermaterial" which would fill the same function as adamantine but not as dangerous to aquire. If I remember correctly the name we came up with was "ambersteel".

Before we get magic in for the elves in regards to wood and trees the wood system as a whole needs a major revamp. We need different qualities at the very least, such as how obsidian compares to generic grey stone.


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