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DF Suggestions / Re: Six's Random Blatherings
« on: November 20, 2011, 08:21:40 am »I design modifications for Baldur's Gate, and am something of an idea machine for that game, but am by far a relative newbie to Dwarf Fortress . . . so whatever I think of, I'm sure somebody else has thought of first. So I'll just post my ideas here, and allow others to transfer them to the main Suggestion board if they're both interesting and original enough.And I'll state my thoughts.
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All suggestions are for Fortress Mode only.Stuff that affects one mode (should) affect the other.
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* Inside Dark Underground: How the hell is my Gem Cutter going to find the proper spot to cleave this Rough Claro Opal if he can't even SEE the damn thing, it's pitch dark in here! There needs to be a system of measuring ambient light, and at least one source of underground illumination: Wood Furnace = Fireplace. Logs + Fat (and maybe Cloth) = Torches. Metalcrafting + Glassmaking + Rendered Fat = Oil Lanterns. Beehives + Chandler skill = Candles. Cut gems + vague magical labor = Gem Lanterns, which degrade and consume the jewels that fuel them, but create a ton of happy thoughts in those who view them.Not a bad idea, but A. planned and B. if dwarves can't do ANYTHING without light, that kinda requires you to make most of your fortress aboveground for the first ~year, or else to immediately start a new required industry.
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* Goats and Pigs should willingly eat organic refuse Dumped in their pens. Dead dwaves (elves/humans/goblins?) disposed of in this way should cause the dwaves who feed on those animals more likely to go insane.Eating dwarves' bodies should also make living dwarves, especially Urist McGoatChow's friends, unhappy.
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* All Wooden items should be able to be burned for fuel.Maybe not "all"...an earring shouldn't be able to power a forge.
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* Redesigned Embark: Instead of 7 dwarves, you should get a large pool of candidates, with the number depending on the size of your parent civilization and the distance (and hazards) between it and your embark site. Each dwarf already has his pre-chosen set of skills, plus a certain amount of fluidity in the number of additional skill ranks he can pick up (probably a maximum of 3) before you leave, and a certain amount of goods and capital (see below) he can donate to the expedition. Choose however many dwarves you want--take the Miners and Woodcutters, leave the Clothiers home--and go.Not a terrible idea, I guess...I just don't see a "why."
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About wealthy dwarves: Picking up a Legendary Animal Caretaker might be worth it if he's rich enough to buy tons of equipment, although his wealth will increase his Ego attribute, meaning he'll be more inclined to have unhappy thoughts from not being appointed a noble, or if he finds his work too exhausting or too menial, or if he finds his room and possessions to be less than what he's entitled to. Such a dwarf just "happening" to die soon after donating all his money might just bring a few angry relatives down on the site.Heh. Excellent.
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* Mail-Order Migrants: Just as you can negotiate with the Liason for certain goods you want imported, you should be able to place High/Low priority on the various professions you would like new migrants to have. It doesn't take effect immediately (distance back to the parent civilization is always a factor) or flawlessly (you might still get a High Master Glazer when you specifically requested Marksdwarves), and the results of your order will last for one full year whether you like it or not. This does not trump family bonds: The Metalcrafter you wanted might bring along the Fish Dissector husband you didn't, as well as their offspring. Dwarves with high skill in professions you placed in high demand are also likely to have inflated Ego attributes.Aside from the name, good idea. Also commonly suggested, but meh.
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* Technology Tree: Related to the previous 2 suggestions, dwarves emigrating to your settlement should have a fairly good idea what kind of a place they're going to, and how long it's been around. Workshop-intensive trades like Weaponsmith, Glassmaker, Leatherworker, Soap Maker, Clothier and the like probably wouldn't want to show up uninvited at an outpost that can't yet support their trade. In short, the time elapsed between embark and the arrival of a migrant with a certain principal labor should be directly proportional to that labor's "distance" from the raw material (such as wood, stone, or live animals).Are you familiar with what a technology tree usually is? A discredited idea for DF, that's what! Other than the naming nitpick, this makes sense but would impair metalsmithing industries.
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* New fluid resource: Oil. Distill it (a Still once used for Oil can never again brew booze) into various fuels for heat, light, and industry, but burning it underground can cause bad thoughts, as well as health problems and even death among dwarves with low toughness.Animal-fat oil or petroleum oil? The former is fine, the latter violates the 1400s tech limit. For use, that is; the idea of dwarves breaching an underground reservoir of oil seems humorous to me.
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* Tougher War Animals: Please. C'mon, it's just sad that a single Goblin Thief can take on an entire barbican of 10 War Dogs simultaneously and suffer only "Her left hand is cut open." More to the point, have the "level" of the Hunting/War Animal reflect the skill of the Animal Trainer who taught them.What we need is either A. a way to armor war dogs, B. a way to add metal thingies to help the bite (like plastic vampire fangs, except nor plastic, made for dogs, and made for combat), or ideally C. both.
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* Party Animals: Dwarves who attend Parties will gain ranks in the Kegstander skill.What would that do? Give other dwarves happy thoughts when he's partying?
...Actually, that makes sense.
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* Idle Time: Give dwarves something fun to do while On Break. Apart from the obvious Drinking, Wrestling, and Lying contests, dwarves enjoy bowling, chess, darts, dodgeball, and card games (gambling strongly encouraged). Additionally, "Make wooden blocks" should apply specifically to the wooden toy blocks given to dwarven babies/children to increase their likelihood of future skill in Carpentry, Masonry, and/or Architecture.Seconded.
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* More Realistic Crops: This world is made of limestone, diorite, shale, clay loam, granite, native gold, etc., all of which are real and can be looked up. This world is full of badgers, racoons, elephants, alligators, trout, squirrels, fireflies, with similarly known properties. Same with maple, ash, alder, pine, oak, and bamboo. So where do all these plump helmets, quarry bushes, rope reeds, kobold bulbs, and pig tails come from? Why not real plants such as grapefruit, potatoes, flax, and cotton? Obviously, these could not be realistically be farmed underground, but that never was one of Dwarf Fortress's more stellar points anyway."Where do all these plump helmets, quarry bushes, rope reeds, kobold bulbs, and pig tails come from?" The same place as the giant spiders, dragons, voracious cave crawlers, giants, unicorns, demons, giant badgers, goblins, trolls, beak dogs, hungry heads, fluffy wamblers, jabberers, bronze colossi, rutherers, werewolves, rocs, giant eagles, moosemen, hydras, cave dragons, elves, cave swallowmen, cave crocodiles, giant caves, and DWARVES come from. It's in the name! "Dwarf Fortress!" If we've got midgets who live underground, we can have crops that grow underground!
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* Churches: Rooms can be defined as Temples, from either Statues or Slabs that have been carved/engraved in the likenesses of deities. A sufficient number of faithful (to that particular deity) will auto-promote a Clergy noble from within their ranks, helping to promote behavior favorable to that particular god. The Temple designation will strongly reduce the likelihood that walls/pillars within the room will be engraved into representations of any other deity.I like the idea of temples.
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* And Oh Yeah, The Friggin' Obvious: My first fortress died of thirst. While there was a foot of snow on the ground outside. After we'd left our empty barrels sitting out in the rain for an entire autumn. C'mon.Do YOU want to drink rainwater or snow? Especially if you're an alcoholic dwarf? Granted, it's better than dehydration, but let's tackle the stupider sources of dwarven death first, like NOT NOTICING THAT THEY ARE ON FIRE.
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* Moods: Strange Moods should be prompted by a definite (and perhaps traceable) event and result in the production of a related and logical item--not pure random chance on both counts. Instead of Urist McMiner happening to see a badger and suddenly being overcome with an urge to create the most EPIC silk sock EVER, it should be something like Urist McArmorer sees a friend lose a leg, and focuses his talents on making a really good pair of greaves to prevent a repeat occurrence. The stimulus for prompting a Mood might be as simple as visiting the Trade Depot while foreign merchants are present, and being inspired by the cultural exposure, just as long as there IS a stimulus.Not a bad idea, but fails to account for possible stimuli that aren't represented in-game. I think that alsmost ANYTHING could be a stimulus for an artifact to the right dwarf (remember, they make images of masterful images of masterful images of cheese). I'm not sure how to get this to work, except maybe if they were inspired by some other artifact.
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Moods automatically kicking a dwarf up to Legendary is way too much. Creating artifacts should grant 2x (although different moods could have different modifiers) as much experience as a regular item of that type, multiplied by the number of components used, multiplied by the number of processes each component had to go through before it was ready for the moody dwarf to use.NO!! The POINT of an artifact is that it's a PERFECT item! They're LEGENDARY artifacts for a reason! An dwarf who creates an artifact and remembers it deserves the title "Legendary!"
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* Mining Byproducts: The Standing Orders screen should offer, at the very least, a toggle between "Miners Save Dirt" and "Miners Destroy Dirt." Loose Loam created in this way can be carried (via barrel, wheelbarrow, or multiple Bucket loads) to a tile that's been Channeled from non-arable material, and dumped in. The resulting soil works just like normal dirt, except that it will immediately collapse if the Z-level directly below it is tunneled out.Not a horrible idea...
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At best, the Standing Orders screen will offer a sub-menu that lists which types of stone/ore are to be destroyed at will, and which are to be carefully saved (possibly giving each material its own rating for the skill level of Miner permitted to attempt to harvest it).Not sure if this is needed.
