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Messages - Taren

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1
DF Suggestions / Re: Fort Standard Bearer, and Dwarven Horns
« on: December 18, 2012, 07:01:02 am »
Also having one or two dwarfs in a squad of 10 not fighting 100% seems like a waste. Few players have a military bigger than 60 and many new players seem to have trouble getting started with the military as it is.
We will get huge off-fort battles at some point, with possibly hundreds of participants, and though I have no idea how this is going to be handled, I can definitely see standards and war drums playing a role in that. Also Officers, which are already in the game, but don't do anything at the moment, even if you get them. (AFAIK there is no way to get a Captain or Lieutenant in world gen and Generals can only migrate to your fort if married to the monarch.)

Very true, so why have them not fighting? In any size battle, 10 or 100. Horns can be used then put down or clipped to the belt, backpack etc. Some instruments or battle standards can even be used -as- weapons, polearms, hammers etc, I quite like the idea of horns that act as small dagger weapons or blunt weapons on their underside, seems economical. If not most instruments can be held in one hand for example, allowing a sword or axe to be used and the instrument to be used as a weak shield.

I don't think it likely even in the civil war times that if someone playing the drums was engaged, they would sit there playing the drums while being hacked to bits.

In small-scale conflicts, organization is at best a minor advantage.

I don't think any military trained personnel alive would agree with this statement :) I cannot either.

-edit

Though i've repeated many times above, less about organisation, more about moral or shock value. Even if its just something goblin raiders employ as they attack.

2
DF Suggestions / Re: closing the gates of hell (spoilers)
« on: December 18, 2012, 06:52:48 am »
Hmm think megabeast caves in hell, only they would be small palaces or fortresses themselves perhaps? Lairs or some such, where these demon lords or demi demon gods reside. Fallen Demi Gods or Fallen Gods ;).

Another option is they actually have to be opened, tombs as it were.

3
DF Suggestions / Re: closing the gates of hell (spoilers)
« on: December 17, 2012, 12:37:28 pm »
After hell hmm good question. Could go the multiple planes or domains of hell route, with certain demon commanders or lords leading larger warbands, even warbands hostile to each other.  The entrances to which are scattered around hell, and the only way to breech into these 'lower' realms is on certain random tiles in hell.

This game simulates the concept of deities, so demi gods, demi deities etc might be an option also. You've dug down, but have you built up far enough ;). Minecraft uses a portal system which is reasonable but a bit magical perhaps for DF. After a certain amount of religious items, a lot, have been constructed, (some parts found in hell?), then evil and good dieties can show up at sacrifices or services. With the risk and relations that can then come of it, much like regular civilisations only much rarer that they interact at all.

Sort of a post endgame moment. Beyond deities you have zone lords or time lords who can manipulate the fabric of the fort, rather than just its inhabitants, etc, though that sounds harder to deal with. It depends how much challenge you want in the game.

4
DF Gameplay Questions / Re: strange moods, no workshop for it
« on: December 17, 2012, 08:24:17 am »
You could also cremate his body and engrave a slab.

No really. It's more efficient than coffins. I have no idea why people even bother doing coffins for non-noble dwarves :( And even then, you don't actually have to put the suckers IN the coffin, I think.

I like the whole coffin set up :), especially for the early dwarves, or those that did something memorable. More deserving of a tomb imho :D. Plus you have empty space as you go deeper anyway.

5
DF General Discussion / Re: What does dwarf fortress mean to you?
« on: December 17, 2012, 08:22:15 am »
"9/10. It's okay." -IGN
If a AAA title was 9/10 IGN would be shitting their pants about how good it is.

But if its DF, its "okay".

The internet needs a makeover.

LOL did they really post that, just shows how crazy the world is and how much most game reviewers emphasis fluff over gameplay. :). DF still scores very high without all their pointless fluff.

6
DF Gameplay Questions / Re: dwarves are starving
« on: December 17, 2012, 08:19:29 am »
a) Is the stockpile somehow inaccessible? Any burrows in place?

b) Not everything that goes into food stockpiles is edible without further processing/cooking. For example of the underground crops only plump helmets can be eaten, everthing else has to be milled/processed and then cooked or is not edible at all and used for other purposes. Same thing with animal products, only meat can be eaten raw, tallow and eggs have to be cooked and raw fish has to be prepared.

Definitely get some people preparing easy, fine and lavish meals to see if that fixes things. A couple of dedicated cooks are invaluable I find in a fort.

7
Dump the booze they are standing on?

As a side note i'd build a small secondary stockpile next to the main one (but where its used first) and have it just take beer/wine etc. Then if this ever happens, maybe forbid all of the beer, and have them move to the small stock I had saved.

8
DF Suggestions / Re: Fort Standard Bearer, and Dwarven Horns
« on: December 17, 2012, 08:09:12 am »
An idea to make standards more useful at lower levels, not to use them in combat, but as a passive morale booster. Each militia squad, or the militia as a whole, has it's own banner, which is displayed somewhere in the fortress (preferably somewhere where the militia members see it frequently), which is updated as the troops win fights in the fort, such as repelling goblin sieges or megabeasts. Seeing it will give them a happy thought and give them slightly more performance in battle.
Once toady gets to actual mobile armies, then they can take the banner with them when they go to war, and we'll get other effects, but this might be a good use for it for things as they are now.

I like this a lot more. As we can decorate the banner with their kills, make trophies for them etc. Nice idea. Gives them prestige, which increases moral? :D

While I don't agree with what is posted above, a horn or a drum is a horn or a drum, whether you're with 50, 10 or a thousand people. I'd argue its much less useful in huge numbers as you have to generate much more sound.
You don't really need that much coordination in such small numbers. Maybe it could be useful at the upper end of dwarven battles as they are now, but not before then; therefore, waiting until epic battles are properly in makes sense.


While most of that idea was to cause fear or inspire moral at the onset of combat, giving the musician skill some worth  - True you don't need organisation. But put 10 organised people together and 10 disorganised people together and see which will win most of the time in a skirmish. Though I don't really see dwarves and organised going together well, but dwarves and a good blast on the horn as they charge into conflict... hmm that I can see.

I don't really see dwarves doing things like this and lining up for example, that's them crazy humans again, land madness I tell you.
https://www.youtube.com/watch?v=kmNzKcd71No

But again straying off topic :), still a suggestion I suppose, would be to save the lines and such for the humans.

9
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: December 17, 2012, 07:54:42 am »
Are we allowed to post in old suggestion threads that are on the voting list? For ideas or to show support for them? Especially those that are higher up, otherwise can we reopen a topic ourselves? If we had something they might of missed or a workaround, or just anything to offer.

10
DF Suggestions / Re: Dwarf Cleaning Workshop, Bathouse, Scrubhouse etc.
« on: December 17, 2012, 07:52:48 am »
Suggested a lot before.

Are we allowed to post in old threads?

11
DF Suggestions / Re: The Creation of The Dwarven Programming Language
« on: December 16, 2012, 09:35:09 pm »
Hmm I think if you were doing any kind of advanced work, or large megaproject steampunk kind of circuitry it'd work in binary, just a series of switches and leavers mostly, cogs and levers churning away.  I can picture dwarves building that kind of setup and then everything exploding horribly.

Not sure what to use it for, golems or large engineering works like dams and automated projects perhaps. Maybe something for adventure mode or lore?

12
DF Suggestions / Re: Fort Standard Bearer, and Dwarven Horns
« on: December 16, 2012, 06:17:04 pm »
While I don't agree with what is posted above, a horn or a drum is a horn or a drum, whether you're with 50, 10 or a thousand people. I'd argue its much less useful in huge numbers as you have to generate much more sound.

Is that a no to the celebration in the dwarves honor too? Quite keen on new ways to interact with the dwarves, and things to make them stand out or unique. Never found the parties helpful or useful, that addition might change it.

13
DF Suggestions / Re: Dwarf Cleaning Workshop, Bathouse, Scrubhouse etc.
« on: December 16, 2012, 06:14:35 pm »
Which is the point. :) I don't care about muddy or even bloody dwarves.

I've lost too many forts to contamination problems. One dwarf who seeks out contaminants that are dangerous and that is his entire role, his labor and his craft would be an extremely welcome addition. Otherwise incredibly complicated structures are needed and unreliable anyway, in what should be a common chore.

Sure he can die, or become infected himself, that is a risk but at least someone is taking care of it in the fort. The higher the skill the better he becomes at eliminating dangerous contaminants.

While industrious and not caring half as much as we do about being clean, dying and things getting in the way of industry, is a whole other matter for a dwarf.

14
DF Suggestions / Re: The ancient art of Golem making.
« on: December 16, 2012, 06:00:04 pm »
I just popped in here to say this sounds amazing :).

If there was one thing I've had in DF over the years its the unexpected, so no expected results would play the best. Always going haywire or always decaying seems meh, same with never going haywire or never decaying.

The potential to wear down on each hit, even if they are patched up is how i'd do it. Different materials providing more longevity, and I don't always mean the strongest ones, metal while very strong and heavy, can rust but bone can go 50 years before its brittle in open air as an example. Although of course bone would shatter to a few decent blows of a stronger material.

If a golem sustains damage to the controlling part of it, then perhaps it goes haywire attacking everything? Patching up or repairing Golems could be a skill, that can cause it to be repaired, or fail and make the damage worse.

On what golems could do in the fortress. Anything that doesn't require creativity? As to movement speed, slow/medium or fast depending on the material used? Not sure if that could be coded but it'd be a great balancing factor, metal or even stone might be very strong but incredibly slow to move, difficult to fix when damaged etc.

Then you could add specific anti golem monsters :), perhaps some form of magical defense or some steampunk type technologies. Not sure on this, but some counter would be worthwhile, confusing it or wearing it down by being hit by something in particular.  Acid tipped arrows or some such? Nasty *evil grin*

15
DF Gameplay Questions / Re: About to lose my fort to lack of Stone bug?
« on: December 15, 2012, 03:04:02 pm »
I can't see any flags on them, they are in a well developed set of hallways that everything else is using. I think I used up the ones scattered about the fort on building a paved road and miscalculated there, but the ones in the stockpile are just sitting around going nowhere.

If I need to I'll dump them and then undump them, for now I am just concentrating on much more mining to make up the difference :). Thanks for the ideas though. I did have a bug earlier on when someone got stuck behind a stone, not a wall. He exited his workshop to the left, and the stone was to the right in the entryway so he couldn't move past his workshop to get out, now I leave a small gap between every door and every workshop to be on the safe side, usually with two doors.

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