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Messages - UHaulDwarf

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76
DF Suggestions / Re: ''Miserable'' dwarfs leave fortress.
« on: April 29, 2012, 10:38:53 pm »
I'd much rather have dwarves go insane than leave.
Who says that they cant do both?
Think about it, Why should an insane dwarf stay in one place?
You could have insane dwarfs wandering around the world, attacking whoever they find.
You could ''find'' them latter in adventure mode, or might even have one come back.

                              Urist McCrazy has arrived!

77
DF Suggestions / Re: ''Miserable'' dwarfs leave fortress.
« on: April 29, 2012, 09:56:35 pm »
Now if only they would leave, instead of
Urist McPeon has gone berserk!
Urist McWorker has been struck down.
x10

...but then again, where's the ‼Fun‼ in that?
Going berserk is not the same as becoming a deject.
I am not suggesting to replace one response with another, rather give dwarfs that don't go berserk a response to unhappiness.

Also if a dwarf is accused of committing a crime they might become unhappy from the suspicion of the other dwarfs and might want to leave.
Dwarfs that leave a fortress my become bandits or may even become night creature, and may return to exact revenge.

78
DF Suggestions / ''Miserable'' dwarfs leave fortress.
« on: April 29, 2012, 08:18:16 pm »
''Miserable'' dwarfs leave fortress, taking all of there possessions and as many of the items that they have crafted with them as they can carry.
I put miserable in quotations as I am not sure what emotion would be best to describe The level of unhappiness to make a dwarf leave to take its chances in the wilds.

This would give more reason to make sure that dwarfs are happy and will allow those poor sods that failed during a strange mood to maybe find a new lease on life somewhere else.

79
DF Suggestions / Re: Mining and Wood Cutting squads.
« on: April 27, 2012, 03:50:33 am »
That DOES rather raise the question of thread etiquette and how long before you're allowed to redo a topic. Has toady or one of the mods ever posted rules for that? haven't seen them.
I am not that good with internet etiquette myself, but I would assume that if it would be consider necroposting to post in an older topic then you should start a new topic.
 More so if the topic you have in mind is not quite the same as previously postings.


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Back to the topic, Uhaul, let me see if i get what you're saying. You want to be able to assign protective gear to non-military dwarves, using the same system as for militia squads. That about right? If so... that's actually a really good idea, especially for the miners. Once cave-ins are Brought back, helmets are going to be pretty much mandatory.
That's perty much what I had in mind, armor and leaders and relevant commands for miners and wood cutters.

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Anyway, This would be good for coordinated team orders once stuff like woodcutting and mining gets more complicated. Part of the woodcutter squad cuts the tree, other half ensures it won't fall on the dorfs cutting it. Mining, half the team digs, other half makes sure the tunnel doesn't fall in. Stuff like that. Anyone else want to cut in with ideas on how we'd want to use this for other jobs?
Outside of haulers, I don't see much use for squads for other skills.
 If you really want to group dwarfs together, you can always use the custom profession option.

80
DF Suggestions / Re: Dwarves need Bonfires to have fun
« on: April 27, 2012, 03:23:38 am »
I don't think that there is a need for torches or bonfires for light in caves. All the light needed is mysteriously provided already.
What is the source of the mysterious light? Why don't you dig a little deeper and find out.

81
DF Suggestions / Re: Adventure mode exploits
« on: April 26, 2012, 04:25:01 am »
Grinding is boring enough. I have played Wizard101 and the only way to gain meaningful exp is to have longer battles, which is a chore.
Given that there are no other ways of leveling up skills; Making grinding unfruitful would only make adventure mode more unbalanced, not less.

82
DF Suggestions / Dwarven blood.
« on: April 25, 2012, 02:14:00 am »
Dwarven blood should be alcoholic.
Think about it. Dwarfs drink alcohol from as soon as they can reach it. Before that If you assume dwarven breast milk is alcoholic.
Dwarfs drink alcohol the same way most drink water. How do they do this without dropping dead?
Answer, dwarfs don't get drunk as there body harnesses the ethanol for energy.
And by the same token, this is the reason dwarfs become lethargic when they go without. That is to say, the alcohol becomes deluded and/or depleted.

...

I cant help wonder if this were implemented if it would lead to cannibalism/auto-cannibalism.

84
If there is going to be more milk, then there should be a separate category for milk.
I know its dwarfy to keep milk with blood, but as long as blood remands useless its only a chore to sort them apart.

85
DF Suggestions / Re: Search Results.
« on: April 23, 2012, 03:34:47 pm »
That only works from the advanced search screen.
And you can not search topics or boards from the advanced search screen.

86
DF Suggestions / Re: World Events
« on: April 23, 2012, 03:35:51 am »

Earthquakes-Lower building strength and may collapse unstable caves/structures.

Volcanoes: Magma! But it may erupt, creating new land/layers/minerals and spew an ash cloud over the land.

Locusts & similar: Code these events similar to invasions but instead on focusing on dwarves they focus on buildings/food supplies/water supplies.

Hurricane/tsunami: Add ocean related storms. Or simply expand on the current weather system.

Plagues: I imagine this would give doctors and hospitals a greater purpose. Possibly even require experimentation in vaccines to cure the diseases.
All of these sound like they kill your fps, and would be best left in the world generator, if at all.

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Continental Drift: As years go by, continents slowly drift...What once was a tropical island may eventually become a frozen tundra. Similarly, what once was a glacial cap may become nothing but a big puddle...in turn raising ocean waters across the entire world.
There is a "Periodically Erode Extreme Cliffs" option in the advanced world generator, So I don' see why we can not have a "Periodically Continental Drift" too.

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Global warming: Dwarves are not very Eco friendly, eventually that Ozone layer is going to fail with all those furnaces.
I have to disagree. With magma forges and magma smelters, dwarfs are very eco friendly. Only steel absolutely needs fuel, and even if you used steel for everything, you would not make much of an impact.

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Meteor/Asteroid Impacts: Leaving craters and potentially collapsing caves beneath impact. May leave ash clouds.
I don't know about impacted, but meteorites would be nice to see in the game. I can think of uses for them. They could be normal metal or special or even a magical piece metal.


87
DF Suggestions / Search Results.
« on: April 23, 2012, 01:58:05 am »
Make searching easier by sorting post newest to oldest.

88
DF Suggestions / Re: Mining and Wood Cutting squads.
« on: April 22, 2012, 06:17:22 pm »
.....Why do we need this? It simply makes it much, much harder for newbies as they are forced to set up squads, which many veterans have trouble doing.
It would only be harder if dwarfs could not mine/cut unless they were in a squad.
I am a newb, but I did not find making squads particularly hard to do.



Given the discussion on the DF talk about mutli-tile trees, this MIGHT be important later, but for now really doesn't have a lot of use. However, once the larger trees are implemented, they MAY take more than one dwarf to bring down, and thus teams of woodcutters would be needed. I can also sorta see what you're getting at for mining, and maybe for later masonry. Once things get a bit better scale, and stuff like large foundation stones need to be moved or carved, having the masons in teams makes assigning the task easier. I don't think it should work like military squads, but 'work gangs' might be an idea worth exploring a little more. Anyone else have anything to add?
The reason I said mining and wood cutting squads instead of work squads is that unlike most work, mining and wood c. happens in a largely uncontrollable environment.
The "invisible uniform" aspect is made to accommodate non army dwarfs carrying weapons and in turn preventing them from waring armor, leaving them unprotected.
Being able to make them into a squad of a sort would give the player control of what the dwarfs in question ware.



As shown by a search for "civilian squads", this has been suggested a number of times:

http://www.bay12forums.com/smf/index.php?topic=102738.0
http://www.bay12forums.com/smf/index.php?topic=91607.0
http://www.bay12forums.com/smf/index.php?topic=64155.0
http://www.bay12forums.com/smf/index.php?topic=50258.0
http://www.bay12forums.com/smf/index.php?topic=74880.0

Spoiler: tags (click to show/hide)
I looked at all of those and none of them said what I wanted to say.
And did you look at the timestamps?

« on: February 26, 2012, 09:15:06 am »
« on: August 21, 2011, 03:38:12 pm »
« on: August 18, 2010, 06:01:44 pm »
« on: February 27, 2010, 05:35:51 pm »
« on: January 10, 2011, 08:57:59 pm »

89
DF Suggestions / Mining and Wood Cutting squads.
« on: April 21, 2012, 09:21:36 pm »
Miners and Wood choppers should be part of squads.
Not the same type of squads as the army's; They should have there own command/equip screen.
         This would solve the problem of the "invisible uniform"
The only options they should have is if you want them to mine/cut wood all the time or part time and what direction you prefer them to mine/cut.
In other words they would not be an easy army, rather they would stick together when working. They would only fight if the fight came to where they are working.

90
DF Suggestions / Re: Nobles take demands to manager.
« on: April 18, 2012, 10:55:44 pm »
Do you mean, noble mandates automatically go to the job manager? That'd be tough, since most mandates are non-material-specific now. Or demands, or whatever--it's too general to hope to have one reaction. Take ddonohu2's demand--flasks. That's metal flasks, leather waterskins, and (I think) glass vials. That's (4+m) reactions, where m is the number of metals that can be made into flasks. And which ones SHOULD the game choose? Probably the leather waterskin one, as most forts have much more leather than any given metal to spare, but a sandy fort near a volcano might decide that glass vials are cheaper to make, or a nice player might make silver flasks for his/her duchess, or lead ones for trading to elves, or bronze ones to give the militia classy booze-containers, or the fort is shor one leather, or...so many possibilities, which the game can't really judge which is the best.
I was thinking it would work the same way that Smelter works, and that you can only make things that you have the resources for,
 filtered through the dwarf-nobles preferences.(Despite not saying anything in the op.)
 Your statement makes me think that will not be possible with the way things are.

I think something that closer to my original idea would be that nobles take there demands to a workshop.(Some of the same problems though.)

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Beter idea: Noble demands and mandates are noted on the Job Manager screen.
I agree, that is a better idea. DF is only going to get more complicated, and it is better to leave this kind to thinking to the player and leave the computer to keeping track of the items in any given fortress. But this idea will make thinks more streamlined.

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