Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Tacroy

Pages: [1]
1
DF Suggestions / Working off depression
« on: July 31, 2008, 03:29:41 pm »
My craftsdwarf just had three or four or five masterpieces stolen by some monkeys when I wasn't looking. He kind of went off the deep end for a while, and realizing that I didn't really need those stone crafts in the first place I put him to work making furniture. After quite a few tantrums and almost a year of moping, his mood improved.

What I noticed, however, was that his mood improved almost as soon as he changed from being a stone crafter to being a mason.

My suggestion is this: the bad thought from art defacement should be reduced in magnitude if the art that's being defaced isn't the dwarf's primary skill. After all, would a mechanic feel as bad if one of his masterpiece statues was destroyed by accident?

This would also lead to a more realistic way of working off bad moods; if you can get a dwarf to get good enough at another skill, the bad thoughts will fade - just like when people suffer a traumatic experience in their current line of work, and find another one that takes their mind off it.

2
DF Gameplay Questions / Sufficient housing
« on: September 21, 2007, 03:14:00 pm »
I've got a population of about five score dwarves, and I'm worried that not all of them have rooms. I haven't made any coins yet, so there's no bookkeeper - otherwise I'd just check to see how many beds I have total. I don't want to count all my little closet rooms either, nor does checking every single dwarf appeal to me; is there a faster way of figuring out how many dwarves need a room?

3
DF Gameplay Questions / Problem building metalsmith's forges and wells
« on: September 09, 2007, 10:45:00 pm »
I seem to have a weird problem with buildings that require a non-stone item. I first noticed it with wells; no matter how many buckets I had my carpenter make, I could never build one - I'd always get the screen saying "Wells require a bucket and a block of stone", or something like that. At first I didn't care, because I can get a still running before I run out of my initial supply of alcohol, but then once the metalsmith shows up I'm unable to build a workshop from him; I get that same message, except this time it says that I need an anvil even though the thing is right there.

Note that I can build most other workshops, as well as things like bridges and levers, just fine.

Is there some subtlety to the construction of these things that I'm missing, or should I just re-install DF?

(edit: I realized that since the game is in alpha, I should probably have a more descriptive title than "weird problem")

[ September 09, 2007: Message edited by: Tacroy ]


4
DF Bug Reports / Human wagon and z-levels
« on: November 13, 2007, 07:10:00 pm »
I've searched through the forums and I haven't found any mention of this, so I might just be lucky.

My first human caravan arrived, and their wagons were slooooooowly inching their way towards the depot. Much to my surprise, a few minutes later one of them popped into existence in my food storage space, which is one z-level down and definitely not wagon accessible. This was incredibly weird, so I immediately saved and copied the file.

Anyway, from the time of the saved game onwards, the human caravan flips between ground level, z-1 and z-2. Fortunately it eventually finds its way up and over to the trade depot.

The only odd things I've done that I can think of are moving this save file from .32a to .33a, and using the Reveal utility.


5
DF Bug Reports / Wagon corpse option in refuse stockpile
« on: November 27, 2007, 05:23:00 pm »
This might be because I'm not playing a clean install, but for some reason in this save I've migrated from .33b to .33c "Wagon" is now a valid option under "Corpses" and "Body Parts" in the refuse stockpile.

I kind of want to make wagon leather boots, just to freak out the elves.


6
DF Bug Reports / Constructed walls and channels
« on: January 21, 2008, 10:55:00 pm »
If you build walls underground and then channel through the tile above them, you'll get rocks in the same tile as the wall. This is probably a bug, because as far as I can tell your dwarfs have no way of getting to those rocks.

7
DF Suggestions / Please make magma workshops less irritating
« on: December 05, 2007, 06:59:00 am »
I generally take the view that it's a lot easier to make magma move than to force my dwarves to move, so when I set up magma workshops I generally use long corridors to transport the magma where I want it. At the moment magma flows are kind of ridiculously slow, so I end up getting impatient and building my smelters and forges before the magma's done filling in the underground channels.

This causes problems; even though the magma underneath my furnaces is on most of the time, if it ever turns off the furnace is disabled and all of the orders queued up in it are cleared.

This is really irritating behavior, especially when a noble needs a statue right now.

I think better behavior, if it's not too difficult to implement, would be for magma workshops to suspend all their queued jobs while there isn't enough magma, and unsuspend them when there is. This would keep jobs from disappearing without feedback due to random magma fluctuations.


8
DF Suggestions / So... quivers
« on: February 08, 2008, 05:02:00 am »
Is it just me, or would a really really simple solution to the whole "stray bolts are useless" thing be to make quivers hold N bolts, where N is some number based on (perhaps) quiver quality? Empty quivers stored in stockpiles would generate "Fill Quiver" jobs, which would be under Item Hauling. The dwarf that takes the job would grab the nearest bolt or stack of bolts up to N and shove it in the quiver, until something more pressing comes up or the quiver is full or there's no more bolts. Military dwarfs would take a quiver + bolts in hand, and go back to a quiver stockpile for a fresh quiver when necessary.

It wouldn't even require making separate practice and non-practice stockpiles; dwarfs would only use practice bolts in the quiver, and then put it back when there's no more. This would eventually lead to some quivers full of live ammo, which is a good thing.

I'm sure this has been discussed before and normally I'd search for it, but it just seems so obvious and easy and I'm half sick.


9
DF Suggestions / Encouraging players to use magma
« on: January 30, 2008, 06:14:00 am »
It would be neat if there were some additional uses for magma up in the higher levels of the fort. I was thinking that perhaps warm tiles should get a value bonus (i.e, "oooh, warm floors."), and perhaps it could even be something that nobles require (not "demands warm floors in room", but as part of the basic room requirement, that is "royal throne room with warm floors") This would encourage dangerous magma-based construction projects in the vicinity of nobles, which is something I think everyone enjoys.

10
DF Suggestions / Alert when broker ready to trade at depot
« on: January 17, 2008, 06:37:00 am »
Recently, I've found myself missing trading sessions with the traders because I'll be busy at the other and of the fort for the minute or so my broker is ready at the trade depot. It would be nice if there were an alert along the lines of "<dwarf> is ready to trade at the depot" when your broker finally decides to wander over there and grace those filthy elves with his presence.

11
DF Suggestions / Queue workshop tasks with mechanisms
« on: January 08, 2008, 08:40:00 pm »
I was thinking about how to make a Maxwell's Floodgate using pressure plates, and an interesting idea occurred to me: it would be really neat if one could link pressure plates and levers to workshops, with the effect of "Queue <job> when activated". With a couple more additions (like an "activate when item on me is removed" setting for pressure plates), one could automate things like bolt and food production - or alternatively, one could use water logic to have in-game effects aside from drowning unlucky goblins.

Oooh, and just now I thought of another idea: it would be sort of neat, though rather fourth-wall breaking, if you could add a mechanism to triggers that would pause the game. It'd be useful if you're experimenting with goblins and water cannons for instance, to see if they actually fly. It could be explained as "Sound alert (will pause game)" and require a metal bell or something, as well as the mechanism.


Pages: [1]