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DF General Discussion / Re: Future of the Fortress
« on: October 28, 2013, 09:03:22 am »
I'd assume that was a very poor attempt at humor
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I don't think you can send out squads to attack goblin fortresses in fortress mode. Unless you mean send an adventurer, recruit dwarves from your own fortress, and attack the goblin fortress with your recruited army in adventurer mode, in the next version.actually i think you will have some kind of contributing military role in fortress modenext patch.
on the current dev list:
"Ability to send out fortress dwarves to lead larger groups of surrounding dwarves out around mid-level maps (or just go alone)"
if we trust today when he says he'll be finished the list in a few weeks hehe
I'm not talking about twee tilesets, I'm talking about proper 3D graphics with a point-and-click interface.
Hi, I'm new here, but I wanted to suggest a few small ideas to make goblins more interesting and more challenging.
1. Nasty Weapons: Goblins could sometimes carry really nasty weapons, with jagged edges or barbs that break off under the skin or other such things. the wounds they would cause would not be likely to kill a dwarf outright, but would require expert medical care and have a very high chance of becoming infected.
2. Wolves: Goblins could bring trained wolves with them. They wouldn't ride them, but would use them the way dwarves use war dogs.
3. Better Squads: In certain circumstances, like if the king is leading an attack, goblins should send entire squads of weaponmasters. They could also send elite squads that aren't quite at the weaponmaster level, but would be a cut above the average goblin force.
4. Uniforms: I had one game where all the goblin soldiers wore masks, and I think it would be cool if stuff like that happened more often. All the Goblins could have a particular image on their armor, or a particular decoration on their helmet or something. Granted they would probably end up all wearing an image of a table, but I still think its a neat idea.
5. On a final note, I think the goblins should still be able to use ambushes after they've started sending sieges, just to keep the player on their toes.
The more i think about it the more using poison seems positively unDwarvenly. If a battleaxe needs poison to do its job then the weaponsmith clearly didn't do his job very well.If something takes some effort* and yields next to nothing, it is extremely dwarven.
*Attaining poisonous substances, extracting them with a trained dwarf, then distributing them among military dwarves who might also need training to use them propely.
But why limit poison to weapons? Why not poison water, or boil it in some sort of furnace to create poisonous vapors?
You could also poison your own dwarves to punish anything that uses a bite attack. That would be very dwarven.
[snip]
Also, sadistic with a good sense of empathy? Those traits kind of conflict there.

Meh, I'm not strongly opposed to this idea, but I think there are more important things to improve about the food system. Such as over-abundance of food, especially meat and the price of prepared meals.
Besides, if quality of some types of food improved over time before spoiling, how would that affect what the Dwarf chooses to eat / drink? Keep it random, but get better thoughts for better drinks? What about prepared meals? How would the quality of ingredients factor in with quality of mincing and the meal itself? It's just... I don't see this suggestion working.

We would have added multi-planar worlds a long time ago if I had thought to support them ten years ago. The way it's setup now it's an annoyance ... around the level of adding the z coordinate, but the z co-ordinate got added and multi-planar worlds are going to make it in too.