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March 6, 2024: Dwarf Fortress 50.12 has been released.
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News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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DF Suggestions / Re: Custom engravings
« on: December 07, 2007, 03:54:00 pm »DF Suggestions / Re: Reveal Material Above A Tunnel
« on: December 08, 2007, 12:33:00 pm »DF Suggestions / Re: Reveal Material Above A Tunnel
« on: December 07, 2007, 05:18:00 pm »EDIT: I appear to have missed Sean's comment.
[ December 07, 2007: Message edited by: Tahin ]
DF Suggestions / Re: Idle dwarves should take up new jobs.
« on: December 06, 2007, 09:10:00 pm »DF Suggestions / Re: Regarding Construction and Tombs
« on: December 06, 2007, 08:53:00 pm »DF Suggestions / Re: Guard shifts in the military
« on: December 06, 2007, 09:04:00 pm »Another example is that I have a "gate", which can't have doors as the wagons must be able to pass through it, so placing a barracks there is out of the question, yet I like to have two melee dwarves stationed there at all times.
Personally, this is the second thing I would most like to have added, with working sieges being number one (Complete with ladders, battering rams, catapults, and ballistas, of course)
[ December 06, 2007: Message edited by: Tahin ]
DF Suggestions / Re: Guard shifts in the military
« on: December 06, 2007, 02:10:00 pm »DF Suggestions / Re: Fractional height of walls
« on: December 06, 2007, 09:09:00 pm »DF Suggestions / Re: GUI init/creature maker/item maker/etc
« on: December 08, 2007, 04:46:00 pm »DF Suggestions / Re: Legendary marksdwarves to stop training
« on: December 08, 2007, 04:49:00 pm »DF Suggestions / Re: Legendary marksdwarves to stop training
« on: December 08, 2007, 12:26:00 pm »DF Suggestions / Re: Legendary marksdwarves to stop training
« on: December 06, 2007, 12:26:00 am »[ December 06, 2007: Message edited by: Tahin ]
DF Suggestions / Re: Dwarven divers
« on: November 28, 2007, 03:26:00 pm »DF Suggestions / Failed Crafting/Wasted Materials
« on: May 05, 2008, 11:26:00 pm »Why not have the occasional crafting job fail? It would make more sense from a realism standpoint, add a tiny bit of difficulty, and more encourage the use of skilled labour.
This along with the ability to tell highly-skilled dwarves to produce a specific quality of item, for more control over room value, would make crafting much more satisfying.
Apologies if this has been posted before. I looked, and I couldn't find anything, so I'm sorry if I missed something.