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Messages - Lightman

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301
DF Suggestions / Re: Pity: Care for injured visitors
« on: January 13, 2009, 10:33:46 pm »
That might lead to intentionally maiming visitors just to get them to join the fortress. You'd need other ways to get people in there than only caring for the injured.

I like the idea of attending to visitors. Good post. As for the problem quoted above? If you attack a caravan/visitors they should obviously become enemies of the fort (and you become an enemy of their civ). They attack you and your dwarves will not rescue them.

302
DF Suggestions / Re: Gender Differentiation
« on: January 09, 2009, 11:46:38 pm »
I didn't know they could miscarry! That's interesting... and it sounds like the game needs to be fixed so that the father is (possibly) affected, too. Anyway, I meant that I would like the player to be informed and there to be some kind of bed-rest prior to the birth.

303
DF Suggestions / Re: Voting Thread: Adventure Mode Skills
« on: January 09, 2009, 11:43:22 pm »
Yeah, that's a good point. Even if it saves it properly, what will you be able to do with it? Store things?

It seems like the basic skills should be the priority, for now.

304
DF Suggestions / Re: Voting Thread: Adventure Mode Skills
« on: January 09, 2009, 09:45:25 pm »
Hmm.. Yes, they are on the list. However, they are grey, meaning 'future'. So, unless I'm mistaken, there is no current time-frame for them.

Also, I wonder how some of the skills will be implemented with or without workshops... Will the adventurer need to build a workshop to do things? Should they have to? etc.

305
DF Suggestions / Voting Thread: Adventure Mode Skills
« on: January 09, 2009, 08:29:21 pm »
This is a thread for the topic "Adventure Mode Skills" on DF Eternal Suggestion Voting.

The concept for this suggestion is to bring over skills from Fortress mode into Adventure mode. This would include things like wood cutting, butchery, cooking, etc. Other ideas to discuss would be the addition of skills such as climbing and jumping.

(Foa reminded me that this list should be here)
The development log currently lists:

Adventurer Skills Preliminaries   
  • I: Ways to obtain food while traveling (hunt/gather) (part of Core84)       
  • II.A: Processing of corpses for more than meat (part of Core86) 
  • II.B.1: Ability to chop down trees and dig (part of Core85)
  • II.B.2: Way to build shelter/home and ability to save it as a permanent site (part of Core85) 
   

What about climbing? And we can make fire, but how about letting players cut down trees and make controlled fires that won't burn everything around them? There are a lot of questions to be answered as to implementing things.

306
DF Suggestions / Re: Gender Differentiation
« on: January 09, 2009, 07:46:35 pm »

I would like to see names and pregnancy (gestation) implemented. Names, if nothing else.

The other topics (dress/ethics/behaviour/physical attributes) are all interesting points. They would add some fun variation to the game. I tend to think that most points would be best implemented in the raws so that obsessive/neurotic people players can adjust them.

307
DF Bug Reports / Re: Super Marksgoblin
« on: November 25, 2008, 02:11:28 am »
The second squad, led by an elite marksgoblin, proceeded to attack my fort. When they got close, the elite marksgoblin started shooting from 10 squares away and one z-level up at my marksdwarves through the fortifications. 3 of my marksdwarves died. Is this a bug or are elite marksgoblins that good?

I recommend you place your marksdwarves more than one z-level up. I think that makes a difference. More importantly, don't carve fortifications on every square where you marksdwarves are because that makes them much more likely to be hit (in my experience). There's always a chance that you'll get hit by an elite archer/crossbowman, though. No bugs there.


308
DF Bug Reports / Re: [40d] Administrator - Attend meeting... forever
« on: November 08, 2008, 02:27:33 pm »
No, as I said, he eats and drinks and sleeps. In his waking hours all he does is "attend meeting" and he ignores anything else I do. Obviously, this is a bug since I can make him a soldier/guard to no effect.

309
DF Bug Reports / Re: [40d] Coin hell
« on: October 30, 2008, 04:25:45 pm »
Oh, yeah. I know about the stacking. It just seems crazy that coins could disable a workshop through that and force tons of hauling jobs. Despite the lack of re-stacking, they otherwise put all these stupid things in bins. That makes it workable. Obviously, they won't use bins in a workshop so I just thought that was kind of a special case of non-stacking grinding everything to a halt.

310
DF Bug Reports / [40d] Coin hell
« on: October 30, 2008, 03:10:09 pm »
I forgot to make a coin stockpile right off when I started on the economy of my fortress. Obviously, the stacks just sat around at the forges. The problem is that now I have hundreds of single coins and small stacks cluttering up the forges. It's created an almost infinite number of hauling jobs and basically crippled productivity in the fortress for a long time. Now, I assume that when the dwarves came to collect X number of coins, they broke up the stacks and that's how this happened. I'm not sure this is strictly speaking a "bug" but it's a problem with the (current) game mechanics that I think ought to be addressed.

311
DF Bug Reports / Re: [40d] Administrator - Attend meeting... forever
« on: October 30, 2008, 03:02:52 pm »
I don't think so. I've not been able to trace it to another dwarf, anyway. I tried making him a soldier then a royal guard. It makes no difference. His job is always "attend meeting".

312
DF Bug Reports / [40d] Administrator - Attend meeting... forever
« on: October 30, 2008, 01:07:14 pm »
So, my administrator has had the job "attend meeting" for a ridiculously long time. It started in the autumn and it's winter now and he's still going. He eats, drinks, sleeps and then goes back to "attend meeting", which apparently means running around to seemingly random points in the fortress.

313
DF Suggestions / Re: Digging Enemies.
« on: October 05, 2008, 08:01:44 am »
I think digging enemies would be interesting, especially in sieges. Catapults, battering rams, bridges / ladders, etc. will all be very disruptive and destroy parts of your fortress, but it seems to me that most people are keen to have more challenging sieges.

It should make a difference whether or not they are digging through a construction or just a lump of soil/sand/rock. Just like it takes your dwarves much longer to remove a constructed square than to dig, it should slow them down if you've built proper walls. Your dwarves should be able to hear them, too, when they get near a wall and then alert the player.

314
DF Suggestions / Shop names
« on: August 10, 2008, 01:55:41 am »
This is something of a cosmetic suggestion, but I think it would add some entertainment to the game without a huge amount of work. At the moment, shop names are pretty much random, right?

How about using the first owner's name as the name and then appending the major product type? As an alternative, some shops could use the town name instead of the person's...

eg.

Struslot's Weapons
Allyparched Clothing

etc.

315
DF Suggestions / Re: Designate for [T]rade
« on: August 04, 2008, 07:18:34 am »
As an additional advantage, you can start trading as soon as the merchants arrive, instead of waiting for the dwarves to haul all the stuff to the depot and missing the merchants because you run DF in the background.

You shouldn't be able to trade things that aren't at the depot. There is a similar suggestion out there ("mark for trade"). It's an interesting idea and the trading system could probably do with some work, but I'm not sure that making people go through their (sometimes massive) inventories to mark things for trading is easier than selecting a bunch of "finished goods" containers.

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