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Topics - nitus

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1
DF Modding / Any way to have "good" interactions?
« on: March 01, 2012, 11:54:28 am »
It would be nice to be able to have healing, for example, or the ability to enhance a skill, but all of the possible spell effects seem to be bad. Great for a deadly war wizard or evil fiend, but what about the good guys?

2
DF Modding / Memory.xml - how do I make it?
« on: February 19, 2012, 05:19:53 pm »
Nobody seems to use it anymore, but I need one for the current version. How do I do this?

3
DF Modding / Questions: position tokens
« on: December 08, 2011, 02:43:33 pm »
Hi. What I am wondering is if certain tokens will stack. For example if a position has [SUCCESSION:BY_POSITION:X] and also has [APPOINTED_BY:Y] will it cause Y to appoint from position X?

4
DF Suggestions / Ability to create custom labor profiles
« on: July 13, 2011, 02:41:09 pm »
The ability to create custom labor profiles that dwarves could be automatically set to follow would entirely eliminate the need for Dwarf Therapist -- at least for me, as that's all I use it for. I keep all dwarves on a "jack 'o trades" labor setting until I either A> approach my population cap and have a full militia and many idlers, or B> dwarves attain a very high skill level in a profession where high skill is better than 50 laborers.

5
DF Suggestions / Toggle selections on unit list
« on: July 13, 2011, 02:27:55 pm »
Is anyone else tired of having to scroll through 50 pages of dead goblins to get to the fresh invaders in the unit list? I know I am.
 
Ideally one should be able to sort the list by type, or turn off certain types.

6
DF Suggestions / Don't bring babies on active military duty
« on: July 06, 2011, 08:33:09 pm »
I didn't really realize what a problem this was until I started using danger rooms and babies started dying.
 
There's no way on the military screen to see whether a dwarf has a baby, or any convenient way to tell whose baby it is except seeing which dwarves are standing on the same tile as the baby.
 
Bringing your newborn into battle or a danger room = bad.

7
DF Gameplay Questions / Why do dumps sometimes not work?
« on: July 01, 2011, 08:26:03 pm »
I usually build an atom smasher trash disposal by the second year, when you start to have waste clothes pile up all over the place, but I've noticed something  odd -- sometimes they don't work. Items flagged for dumping will just be ignored. They have a path to the dump and I always build it exactly the same way. Anyone know why sometimes it just doesn't work?

8
DF Suggestions / Some items need better descriptions
« on: June 24, 2011, 06:44:24 pm »
I can offhand think of two items that can't be identified on the build screen.
 
One is inhabited cages. It won't tell you the contents, or even if it has any, just the material.
 
Another is carved slab monuments. There's no way to tell on the build menu whether a slab has been carved, or for whom.
 
In both these cases all you can do is find the item you want with k and then forbid everything else. It would be a lot more convenient if it simply identified this stuff on the build menu.

9
There needs to be a way to tell dwarves to keep ranks or stand their ground.
 
Large battles are won on the strength of positioning and deployment. Our undisciplined bearded friends will break ranks and rush heedlessly into death rather than maintaining tactical formations, turning an easy victory into a shameful rout. A classic example is when an enemy approaching your line could have been flanked or encircled or subjected to coordinated action between squads -- and easily defeated -- but instead faces a rag-tag band of soldiers who enthusiastically plunge willy-nilly into danger. Even a ranged squad on a turret overhead, in defensive position to repel invaders, will abandon their posts and wade into a mass of enemies.
 
If squads would stand their ground, or at least only attack within N tiles of their "station marker" this would dramatically improve combat performance.


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