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Messages - Manveru Taurënér

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646
DF Suggestions / Re: Feed Bins
« on: September 26, 2013, 02:53:46 pm »
...
Animals will NOT eat food stored in normal dwarven food stockpiles or mature crops sitting on fields.

Heh, I don't see why they shouldn't, if nothing stops them from doing it. Of course it would be very inconvenient to a player, but eventually...

It would open for a lot of new interesting mechanics to animal handling if they did, as long as we get the option to build fences around our pastures as well. We could then have certain animals try to escape every now and then, and if successful possibly ruin your crops or stores, thus adding more FUN to the game. It's a bit boring currently how tamed animals just stay put wherever you pasture them. Anyone who's had livestock knows quite well how much mischief the little buggers usually are up to ^^

647
DF General Discussion / Re: Does Toady delegate?
« on: September 24, 2013, 06:33:58 pm »
Most of us just aren't in a hurry. The Ui etc will get fixed eventually, and even though it might take 10-20 years before we get to that point I'd much rather see the base game finished first. A clunky UI can be worked around, lack of features can't ^^

648
DF Suggestions / Re: Independence and a home grown king.
« on: September 24, 2013, 04:55:34 pm »
How about some of the dwarfs in your own fortress remaining loyal to the old establishment? Conspiracies and revolutions are neat.

Breaking off from your civ and founding your own is planned, as is further control over the kingdom when the king arrives (sometimes referred to as "kingdom mode" by forumists).

Can you drop some links to other topics about this for further reading, please? About the breaking off part.

I can't remember exactly if it was in the FotF thread or one of the DFtalks, but I'll see if I can find it :P


Edit:
Quote from: iceball3
Are there plans to allow active forts to decide to sever ties with their original mountainhomes, and form more agreements with foreign and their own civs, such as military assistance, joining a civilization, decisions affecting political standing of dwarves and entities, etc?

You can already do this in a basic sense when you refuse the barony.  The only reason you don't get attacked is because that sort of civ invasion isn't supported yet.  But yeah, eventually we're hoping to give you choices as your fortress becomes a piece of the world that others care about.  Your initial status will depend on your start scenario, and that'll probably set up your initial choices as well, but start scenarios aren't meant to force too much.  They just let your fortress make some kind of initial sense to everybody, including yourself as the decision maker.

It's probably been mentioned elsewhere as well, but I doubt there's enough to really constitute "further reading".

649
DF Suggestions / Re: Independence and a home grown king.
« on: September 24, 2013, 10:10:56 am »
Breaking off from your civ and founding your own is planned, as is further control over the kingdom when the king arrives (sometimes referred to as "kingdom mode" by forumists).

As for when the breakoff should occur, it would probably make more sense for it to be an option before you're the crown city of the civilization and the king is about to move there. The logical points of rejecting the civ would either be right at the beginning as a start scenario, when we get those, or when the civ first wants to make you a barony, in my opinion :>

650
DF Suggestions / Re: Let Us Brag Too!
« on: September 22, 2013, 06:29:05 pm »
http://www.bay12games.com/dwarves/dev.html

There used to be a very long and elaborate list of features and scenarios that should possibly arise in the game (there was stuff like releasing hounds on (player) intruders and such) and it might still be hosted but I don't know where it is anymore after it was replaced by the list above.

http://www.bay12games.com/dwarves/dev_single.html

Link right next to the one you linked at the top of the suggestion forums ;)

651
DF General Discussion / Re: Future of the Fortress
« on: September 22, 2013, 06:27:08 pm »
Now that trees are relatively done for the time being, how is the addition of browsing for certain grazers looking? Since this is needed to fix the issue of certain larger grazers starving currently, is this something we might see touched in the post release fixing period? Or would that be too extensive an addition and have to wait for a future release? :>

Nopes, animal feeding isn't gonna be worked on for this release. There been no dev logs about it, and it'd be very unlikely that that bug would get fixed, as they aren't related to any of the features for this release.

Also how do they relate to trees?

Trees were adjusted for the Elves and the trees were never part of the animal feeding that currently in the game.

I didn't say this release. A bunch of issues will most likely be poked at, both old and new, after the release and new bugs are ironed out. As for how it's related to trees iirc updating trees was one of the hurdles to take care of last time this issue was discussed, hence the question :P

652
DF General Discussion / Re: Future of the Fortress
« on: September 22, 2013, 06:02:54 pm »
Now that trees are relatively done for the time being, how is the addition of browsing for certain grazers looking? Since this is needed to fix the issue of certain larger grazers starving currently, is this something we might see touched in the post release fixing period? Or would that be too extensive an addition and have to wait for a future release? :>

653
DF Suggestions / Re: Feed Bins
« on: September 22, 2013, 05:46:52 pm »
I think I recall some mention from Toady in either FotF or DFtalk before the last release on the subject, and he was most certainly planning to add both haymaking and feeding of plant material to grazers. (I believe it was on the topic of adding functionality to use animals to pull minecarts etc, and thus needing feeding stations of some sort by the rail) Back then though (iirc) the main stopper to implementing this at the time was how he wanted to wait until he was more done with tree coding and subsequently tree grazing, so we might very well be drawing closer to this going in hopefully.

All this is pretty much required for elephants and some other large grazers to survive, and as this is borderline bug material, maybe we'll see something being done in the post-release fix period *crosses fingers*

654
DF Suggestions / Re: early feedback
« on: September 20, 2013, 07:19:53 pm »
Something that might be worth noting, as far as I know Toady isn't all that interested in increasing the player base just for the sake of it. He gets enough in donations to get by, and it's slowly but steadily increasing over time regardless. While some of the things you note might get fixed soonishly after the next release, some things might take a few more years still before he gets around to it. It all depends on when he gets to the point when it makes sense to fix a particular item and how serious it is. I wouldn't expect any game balance fine tuning for quite a few years for example, until more of the base game is finished :>

655
DF Suggestions / Re: thoughts about cooking
« on: September 19, 2013, 12:20:23 pm »
This thread might be of interest to some, despite its age: Cooking megathread

I'm definitely also looking forward to when cooking gets some extra attention, even though it's most likely a few years off at the very least. Currently I try my very best to sort my stockpiles in a way that makes my cooks grab different ingredients to make different kinds of interesting foods, but with the current system it's borderline impossible sadly.

If anything, one easy and (possibly?) quick fix for starters would be to make prepared meals require different ingredient types to be made.

Currently you usually end up with a food item containing 2-4 of the same thing, at least if you try to order your stockpiles with different food items in different piles or similar, since the cooks just go for whatever is closest regardless of any other factors (as far as I know). Simply changing the system so a prepared meal say couldn't be made from seeds, seeds, seeds and more seeds, but actually requires 2-4 different types of food items would help tremendously in making more varied types of food, and making sure more than whatever is closest to the kitchen gets used.

Not knowing how things are structured as far as different food items are concerned it's hard to say what would be the easiest way to sort it, but one can hope there's already some category structure to base this one, say the way things are split into the stockpile categories or something :P

656
What MetalSlimeHunt said. I'd imagine 3D would be one of the very last things implemented if we get to that, possibly even after version 1.0 is done, so expect another 20 years minimum.

657
It's supposed to do that afaik, but it doesn't always work. Most recently I had an issue with it I had built my fort entrance next to a river, with the entrance only accessible through a bridge over said river. However, despite that the opposite side of the river was fully wagon accessible, for some reason the wagons insisted on spawning on the same side of the river as my trade depot, and thus inaccessible to the fort :P

Haven't checked if there's a bug report on it though :>

658
I think an easy fix to this and other related issues would be to implement some sort of cap or restriction on the amount of exp you can gain in a skill in a given time. It just doesn't make sense for anyone to become a legendary whatever in a matter of weeks/months that goes by when special circumstances such as this occur. In my opinion a decade at the very least would be suitable for someone to reach the higher skill levels when starting fresh, regardless of skill.

And fighting unconscious/incapacitated targets shouldn't give any exp at all over a certain point. A completely fresh recruit might learn some basics from slashing at the giant sponge for a while, but not much more after that.

659
DF Suggestions / Re: Reach attacks, not weapons.
« on: September 12, 2013, 04:09:48 pm »
Well, it would obviously need some tweaking on other ends too. The way I see it 2 (or in rare circumstances more, unless dealing with small animals) creatures should only ever be allowed in the same square if briefly moving through a tight spot, after which they'd have to spread out again or suffer some sort of negative combat modifier for being crowded, or when 2 creatures are locked in close quarter combat. This as well would only last briefly, as one or the other would finish the other off quickly in such a situation, or possibly move apart to prepare another assault.

That way you'd never have many creatures crowding each other apart from well defined circumstances, and you'd thus know somewhat what's happening without having to check the combat log.

660
DF Suggestions / Re: Reach attacks, not weapons.
« on: September 12, 2013, 03:43:39 pm »
In reference to some of the arguments on the last page:

Yes, tile size is defined. They are 2x2x3 meters. This was done back when Toady added parabolic flight patterns for minecarts etc, which needed set values for the math to work.

And as for a thousand dragons etc fitting in a single tile, that's just a placeholder mechanic. Both multi-tile creatures and more realistic volume restrictions on tiles are planned afaik (the multi-tile creatures are at least), so arguing against a suggestion based on currently unfinished mechanics is kind of moot.

As for the suggestion, great idea overall, but like you it's a bit iffy on what the best way to implement it is. Being able to hit things 2 tiles away might make things a bit hard to oversee in a combat situation. I'm can't remember if this ever happens currently, but do combatants ever fight inside the same square currently, apart from finishing an unconscious foe off? If creatures fighting with low reach weapons were to enter the same square, whereas creatures with longer reach attack from adjacent ones as now, with the underlying math dealing with the finer points, that might make things a bit easier to keep track off.

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