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Messages - BurnedToast

Pages: 1 ... 193 194 [195] 196 197 ... 209
2911
DF Suggestions / Re: Always Water
« on: May 23, 2008, 07:11:00 pm »
quote:
Originally posted by Neskiairti:
<STRONG>ive never been able to import enough booze.</STRONG>

My current fort with ~70 dwarves has roughly 10,000 booze in storage, every single drop is either from the traders or from plants the traders brought. Furthermore, I don't request plants OR booze - that's all just from the stuff they bring anyway (and which I compulsively buy even though I don't need it at all).

If you full order booze and every plant type from the humans you should EASILY get enough to supply even 200 dwarves.


2912
DF Suggestions / Re: Always Water
« on: May 22, 2008, 02:09:00 am »
When it takes water to make booze you can just import booze. Not every starting site has to be perfect you know?

2913
DF Suggestions / Re: Dwarven hygeine
« on: November 22, 2007, 08:04:00 pm »
considering a moderate sized fort has at least 10,000 and maybe as many as 100,000 stones laying around in it at any given time, I doubt the mud and such caked on each dwarf makes much of a difference at all.

2914
DF Suggestions / Re: Swamps = More Water
« on: May 21, 2008, 06:39:00 pm »
in my experience swamps do have more water in the form of murky pools. The few swamps I've settled on have been covered with them, and every swamp I can think of seeing offhand has had an aquifer too.

of course more differentiation between the biome types is always good and it would be very nice for swamps to be more 'swampy'. Maybe instead of the first tile being an aquifer we could have a new type of 'swamp' area for the first few (4? 5?) zlevels. It would refill with water, but much slower then aquifers - maybe a season or so to get to 7/7? This way it would be easier to dig tunnels and such but you would have to be sure to build your own walls to keep the water out (or pump out the tunnels constantly).


2915
DF Suggestions / Re: All bolts break
« on: November 20, 2007, 09:47:00 pm »
I try and remember to check the stocks screen and dump the small piles of bolts (anything under 10 or so) every now and then. If a dwarf is using one, I think he drops it (or someone takes it from him to dump) and grabs a new pile if you do this.

still, I agree - there is no point to having 1 bolt and it's just a needless frustration at the moment.


2916
DF Suggestions / Re: Bring this man food and water.
« on: January 29, 2008, 04:41:00 pm »
The only problem I've ever had is that if you have no water to bring them, they won't get food brought either. they will only do it in order, drink then food.

If I have water and food available, I've never had a dwarf not bring some - even without setting up special 'health care' dwarves.


2917
DF Suggestions / Re: Kobold assassins
« on: January 29, 2008, 04:03:00 pm »
Assassins are a really good idea, but I don't think it should be kobolds - kobolds seem to be unorganized and generally primitive. Goblins seem a better choice, but we already have goblin sieges and snatchers so maybe that's a bit much from one race? Elves don't really seem to be the type to assassinate either, I think the current elf 'siege' fits them pretty well...

Maybe humans could send assassins if you anger them too much? they could be sort of a midway point between kobolds and goblins - sneak almost (but not quite) as well as goblins, and avoid traps that the human diplomat has seen so sort of like kobolds. They would also be tougher in combat thanks to their size, and better equipped then a kobold. Even better, once wars and armies start going could be dwarf assassins - maybe disguised as a diplomat or trade representative.

In either case they could be sent in advance of a siege to sow confusion and remove leaders or maybe high level military members. Possibly also sent after a failed siege in an attempt to push over an already weakened fort?

would give the royal and fortress guard a new purpose, especially if they were better at spotting thieves/assassins then normal dwarves or normal military dwarves.


2918
DF Suggestions / Re: civilian terror threat levels.
« on: November 19, 2007, 11:01:00 am »
Actually I've noticed that most non aggressive animals start running from dwarves before the dwarves run from them this version. Unless they can't get away (cliff in the way, more dwarves on the other side, whatever) job cancellations are rare.

but yes, it is VERY annoying when it happens. I'd like some sort of slider or option for making dwarves not run from groundhogs and marmots.


2919
DF Suggestions / dwarven campfires
« on: November 17, 2007, 09:16:00 pm »
Dwarves should be able to start fires by setting up some logs in a pile then lighting them somehow (probably best to abstract it away like most tools are). This would be useful for melting ice to give your dwarves something to drink (well, if heat traveled through walls better anyway), disposing of garbage/corpses, making traps (especially if booze really does explode when it gets set on fire) and probably some other stuff.

Also it would add yet another way to accidentally turn the fortress into a fiery inferno which is always a good thing.


2920
DF Suggestions / Re: set as refuse
« on: October 19, 2007, 12:10:00 pm »
Once you get the book keeper (you need to start the economy) you get the 'stocks' menu and it sounds like that is what you are describing. you can set anything in your fort to be chasmed, and any metal item to be melted down into bars.

though it does not have a 'melt all' or 'chasm all' button, which would be nice.


2921
DF Suggestions / Re: Steampunk-ness
« on: October 18, 2007, 06:42:00 pm »
The dewmer had giant steam powered mechs. who did you think made all those yellow robots you always had to fight in their ruins? ok I guess they were not really 'giant' but they were bigger then a man iirc.

and yes I want some for my fortress.


2922
DF Suggestions / Re: A suggestion lucky dip (accumulation of ideas)
« on: October 17, 2007, 06:47:00 pm »
a bunch of good ideas. some notes though:

artifacts are not limited to 15, I have had 17. it seems to already be linked to how deep you have dug, see the wiki discussion page on moods for more info. don't know how it's going to work in the new version.

IIRC toady said eventually there is going to be some sort of scarring system put in, and mangled limbs and such healing is waiting till that is done. Also, disease and infections are on the 'to do' list already. I do really like the idea of greying out certain tasks for cripples dwarves though - your miner with a damaged leg might be forced to take up stonecrafting instead and your master smith with heavy brain damage might not be much good except in the military anymore.

next version the tower cap limit is removed, and they can also grow on any muddy tile in the fort (right now they can only grow 110 tiles from the cliff face iirc). the only limit is they won't grow too close together to prevent clumping. maybe not as good as planting them yourself, but it is a big step up.

nobles are (I think) totally reworked in the new version. most of them have been removed, the 'worker' type ones (book keeper, broker, manager) are appointed and can do other jobs in addition to the noble jobs. I don't know how mandates work but with less nobles it should be ALOT less annoying even if they are the same as they are now.


2923
DF Suggestions / Re: Old age
« on: March 25, 2008, 11:53:00 am »
I always figured the highly skilled dwarves stayed in their own mountainhomes because they had jobs and nice rooms and could buy whatever they wanted from the shops.

The migrants were the poor soap and cheese makers who don't have a room and can't afford anything so they moved out looking for a better fort (not that I ever make a fort that needs soap makers). This explains why they are always not very skilled.


2924
DF Suggestions / Re: Unexplored starting sites
« on: October 16, 2007, 08:08:00 pm »
at the very least, there could be a 'random' option for starting site. You can pick play it now, but then you don't get to select your own choices for starting things.

2925
DF Suggestions / Re: Coin removal?
« on: January 23, 2008, 10:57:00 pm »
I think removing coins as actual objects and abstracting them away would be a good idea, actually. Even if they restacked, that's alot of extra objects to track in a big fort.

Instead, the smelter should eat a bar and just add 500 coins total to your horde (maybe you should have to build a vault building, which kobolds could steal from). When dwarves get payed, it should add that much to their coffer (or stay in the bank if they don't have one, but the dwarf gets mad) automatically. Maybe the coin types could be abstracted away too, and it would just add say 7500 generic monies (or whatever) to your total every time you make gold coins.

When you visit in adventure mode, it should generate a big pile of coins in the vault (and coffers) for you to carry off if you want.

IMHO this would be much better then tracking a zillion piles of coins for no good reason.


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