DF Suggestions / Re: Top3 suggestions final qualifying
« on: May 18, 2008, 05:23:00 am »
I will probably have to change my #2 vote to something useful, however...
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I will probably have to change my #2 vote to something useful, however...
1. adventure mode: skills from fortress mode for adventurer
2. adventure mode: improved dwarven halls
3. improved sieges (tunnels, siege ladders, etc.):
I think the "siege" suggestion should do without the "AI" part. The AI is a major part of improving sieges, but there are other factors, too.
Since there are going to be four selected, shouldn't we choose four? ;p
quote:
Originally posted by zagibu:
<STRONG>I think I'll just chop off the current top three, make them fixed, and restart the voting in a new thread next weekend.
If we do this several times, we can then start a real forum vote on all the top suggestions we got this way. Like a top of the tops vote or something...</STRONG>
Thanks for working on this. Good show.
quote:
Originally posted by DgnBiscuit:
<STRONG>
Well, I wouldn't say that it's "working correctly." [...]-D.B.</STRONG>
It seems to be working correctly to me. I set a fishing zone and chose "zone only fishing" and it worked fine. I'm sure the zone-only drinking will be the same. Traffic areas are to control traffic. They aren't zones and I don't think the intention is to stop dwarves from going somewhere but to guide their pathfinding. You're not restricting access to the water, you're just making the path cost more. Remember, you can also set the cost of a traffic area.
#1 Mass build
#2 Engrave built walls (they're already smooth!)
#3 Forbid all / Claim all / Dump all items in a list
Stack management would be my #4
.. Just being able to highlight a bunch of stuff to dump would be cool, too. However, I'm not sure how that would work with large amounts of items on a single tile
We'd need dwarves to be able to grab more stuff at once (with backpacks? bags?) because, as it is, my dwarves spend too much time running out for each stupid item that the dead goblins leave.
Personally, I'd also like to be able to select/highlight a room or a large area and have it cleaned. This would mean moving the stones outside the area (not dumping them - they would still be accessible) and then cleaning up blood and puke from the floors, walls, etc..
Better sieges would be cool and definitely more adventure mode stuff! Climbing, more details in the generated settlements, a jump skill, an option to walk/run, more interaction with objects... there's loads of good stuff that could happen.
[ April 07, 2008: Message edited by: Lightman ]
quote:
Originally posted by Toady One:
<STRONG>Okay, the next version now has a volume control and a volume init option.</STRONG>
Cheers!
quote:
Originally posted by Core Xii:
<STRONG>...and with the volume of everything else on their computer.</STRONG>
Exactly. It's not a matter of a master volume on my speakers/computer. It's that I had another program running that I wanted to listen to and I wanted to still hear the DF music in the background. Even just a single volume control would be nice. It doesn't have to be a full mixer.
I'm new to DF and was just wondering about the sound. There seems to only be ON/OFF and no controls in the menu. I'd like to suggest adding volume controls if they aren't there and I've just somehow overlooked them...
I've a legendary craftsdwarf ("very tough") who has a yellow lower leg wound. It's apparently never going to heal. He got out of bed and made an artifact, but now he's back in bed. The dwarves don't put him in his own bed (which I rather dislike) and I guess there's no hope of saving him. It just doesn't make much sense, considering he can walk. Where is the doctor profession when I need it? ;p
quote:
Originally posted by DDouble:
<STRONG>It would be better if the skill list put higher level skills at the top, and dabbling or novice things down at the bottom. So, in order of ability. That would give a much better idea of what a certain dwarf is good at and what their profession should be.</STRONG>
That sounds like a good idea. I'm not sure if skils need to start being separated into categories. I would also like to see item lists alphabetised... looking through the list of types of stones would be much easier (for example, in custom stockpile)...
[ March 09, 2008: Message edited by: Lightman ]
quote:
Originally posted by Warmist:
<STRONG>There already is (t)hrow. How different is your suggestion?</STRONG>
The difference is that throw only aims in a direction and ignores the distance you select. If you select the space three tiles in front of you, (t)hrow will still hurl the object whatever maximum distance it can. So if you want to throw the body of a dead guard into the river, you're only chance is to hit a tree right on the edge of the opposite bank.
You should be able to drop one square past the player, anyway, regardless of (t)hrow. It just makes sense. Then you could dump/chasm items.
Incidentally, is being able to target distances (ie. precise spots) part of Req183?
quote:
Originally posted by Gangsta Spanksta:
<STRONG>I think it is bad for the same reason as: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=001618&p=1Things like your dwarves moral state should be signal by sound effects maybe. You shouldn't know your health either. The current system is much better.
[ November 05, 2007: Message edited by: Gangsta Spanksta ]</STRONG>
I don't think you understand what this suggestion is about. This isn't about changing any part of the system. You can already see all this information by viewing the dwarves one-by-one. It makes sense, to me, though, to allow you to get an overall view so you can catch problems and see if any of your dwarves need attention.
( as I tried to explain here )