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Messages - dth1

Pages: [1] 2
1
DF Suggestions / Re: Blur the line between soldier & civilian
« on: December 28, 2022, 08:45:40 am »
I agree with all the points here, but would be really happy if even one would end up implemented, because they all seem to be good ideas that would improve the simulation.

As for the civilian uniforms for miners/woodcutters, if such uniforms exist, we should at least be able to modify them to for example... wear helmets. So that our woodcutters stop dying when trees hit them in their heads..

As for fighting with bare hands, there should be something that would work like a sparring in military, maybe a little bit more "invasive" so that dwarfs end up with bruises and scratches, but not dead with pierced skulls. There should be something like an intention in combat. You may want to just disable an opponent instead of killing him. You may strangle him until he passes out, but not until he's dead. You may hit him in his stupid face for what he said without the intention to smear his brains on the wall. You may want to _disable_ and jail crafter who went berserk instead of killing him. You may want to beat someone as a punishment without killing them. Stuff like that. Currently it's either "we're best friends and drink beer together" or "I will crush your skull and eat your guts" within seconds.

2
DF Suggestions / Re: New military state
« on: December 28, 2022, 05:35:18 am »
In game day is not enough to do anything. The entire timeline would have to be changed to something more like Rimworld has in order for something like this to work, but yeah, that would solve most issues, because every day dwarves would have a time for eating, drinking etc. instead of doing it every X days like now. But that's too big of a change for now, so it's shouldn't be a part of this discussion.

"And, sorry, which army are you in where they make you stand on guard for several days without being able to drink water or sleep? That's just utterly inept management. Glad it's not part of this game."
In this game, when you embark, your miner can just dig through the layers of stone for something like a month without eating, drinking and sleeping or even taking a moment to rest and you're telling me that me wanting to have reliable military(that is able to stand their post for more than 5 minutes) is making drones out of them? :D That's silly. You're comparing that to real military and saying they don't spend days stationed without food and water :D You want realism? Make it that they leave their post after an in-game day, the whole squad, every day, to drink, eat and sleep within those 12 seconds. That would be realistic. And make them throw tantrums and riot if you give them kill order that takes more than 1 day at the time. That's realism, that's perfect gameplay. That's the challenge.
 
You're really sold on your idea of exploiting the military orders, and I'm not talking about putting squad on standing order for a month, they can't even keep up for couple of days without breaking up to eat/sleep/whatever they do. Immediately upon arrival half of the squad goes away to do whatever they want. THIS is stupid. Not the fact that after being on station order for a month some dwarfs go away to eat something. They have their stupid backpacks and waterskins for a reason and apparently they don't even work as they should. So your entire talk about military being drones is just invalid. I'll repeat: military dwarfs currently have a problem to stand their post for more than a minute. They are broken and need fixing. They can have bad thoughts about being stationed for too long, they can even throw tantrums, I don't care as long as they do what they are meant to do. And do it now, not in 10 minutes when I don't need them anymore.
You're mentioning that I'm the overseer, I'm the noble here and they disobey because they want to eat. That's fine too. But if I'm such a bad noble and they do it intentionally, I want to be able to punish them for not following my orders. It's either this, or they follow every order. You can't just give me tools that don't work and give me no way around it. That's bad gameplay.

3
DF Suggestions / Re: New military state
« on: December 27, 2022, 08:52:40 am »
Yeah, I am making stuff up, because I don't really care to check why they are leaving their post, I just see that half of the guys just left to do whatever was more important than safety of everyone and half of the other guys will leave as soon as the first batch comes back. You're just defending poor design and I don't really understand why. It not more realistic, it doesn't make game more fun, it's just annoying. I've just noticed that you're the same person that defends dwarfs dying of starvation in hospitals because you didn't build well. Are you defending every poor mechanics in the game? You know that fixing stuff that doesn't work isn't really ruining the game right? Just because you got used to something stupid doesn't mean we can't fix it to make game more enjoyable.

"Or make more soldiers and setup schedule so that only 7-8 soldiers are on duty and others are resting, eating etc."
that doesn't work when squad was off duty before the siege, now you can have 5/10 hungry/tired/thristy, because who knows what they were doing before you raised alarm and now they will decide to satisfy their needs whenever they please and there's nothing you can do about it. Their families could be butchered but I guess they need their glass of wine more.

4
DF Suggestions / Re: New military state
« on: December 27, 2022, 07:56:56 am »
Well, now we have bug that they drink beverages from their waterskins and immediately go to refill them, making waterskins useless. Also, for the most part it's an order that is meant to save the entire fortress, but if half of the squad would rather sentence half of the fort to death because they had to refill their waterskins or have a nap during the siege and you're ok with that, then I see no reason to even talk about it. There's difference between dwarfs becoming drones and dwarfs not being useless as military because they prioritize searching for a new sock over defending the fort during siege. In real life people were sentenced to death for sleeping on their duty so that others would obey and don't put the rest of them at risk. In real life soldiers don't just lay down on a ground and have a nap in the middle of combat, they also don't just wander off to eat something when given order to defend something. Does this make them drones? Not really, they just know how to control themselves. Military is not "hey man, could you perhaps go and kill that beast? You're tired now? Ok, maybe after you have a full night's sleep? You need a beer too? Ok, so how about next week then? You know, we're kind of in hurry, because it's killing people now... you don't care? Well, I guess I'll wait", it's more like "move your ass right now, I don't care that you're tired and if you don't go there now you will face consequences". What military dwarfs currently do in this game is generally called "poorly written AI".

5
DF Suggestions / New military state
« on: December 26, 2022, 01:32:35 pm »
I suggest to add a new military state for squads, which would be basically red alert. Dwarfs should drop everything they are doing, grab their gear and do whatever you're asking them to do. They should not try go get a random nap, go grab new drink, go check out new pair of boots or do whatever they are currently doing when you give them a station order. Basically, it should work like: "get your stuff, move there and sit there until you pass out from starvation/dehydration/exhaustion". It's hard to count the number of times when I had half of my squad just leave their post by the front gate during the onslaught of goblins. To be honest, I'd even make it default behavior for station/kill order. I don't care if they are hungry, when I give them order they should obey, and if they leave their post, I would like to have an option to use my captain of the guard and punish them, because they endanger everyone. They can get negative thoughts when they get hungry while on station order, or when they pass out, I don't care, but they should obey the orders instead of treating them like suggestions. This could be even controlled by militia commander's skills, the bigger the skill the better the control, I'm fine with that. But if those morons leave their post and their brothers get slaughtered, I want to be able to hold them accountable for that. At least I want them to _understand_ that they disobeyed an order and feel something about it. Like "He was ashamed to disobey an order". I could currently just drop them to lava, but it makes as much sense as yelling on cat. They don't know they did something wrong, so there's no reason to punish them because they won't get the message anyways.

On the same note, I would like to be able to force "sleep", "eat" and "drink" my military squad. Because there is no "per hour schedule", there's no way to make sure that all your military squads are ready for what you're planning to do. Let's say you're under siege, and you closed your fort and prepare to defend. You mobilize all your squads and tell them to station somewhere, but then some of them are hungry, some of them are tired, so you lose these as they go away doing whatever they want. So you wait for them to finally come back but by the time they do that, other group just goes away to eat, sleep or whatever. And it never ends. I would like to give my squads order to satisfy all their _essential_ needs, so that I can have them ready for whatever I want to do with them.

6
DF Suggestions / Re: Allow modding gender/sex/pronouns
« on: December 23, 2022, 01:44:08 pm »
While I personally think this change is not necessary, I wouldn't protest if support for that was eventually implemented, if people want it, why not. But on the other hand, this game has real issues, like big big issues with multiple aspects, that are there, waiting to be fixed/changed/adjusted, and I would be really pissed if something with as little impact on gameplay as pronouns would take priority over those matters. This happened to the sims 4, game that has really annoying bugs since its release years ago, every new expansion adds new bugs, but somehow, they couldn't find time to fix this, but apparently had time to implement pronouns that have literally no impact on gameplay apart from making a margin of players happy that their sim can be called "they" instead of "she" in the game. Everything else is exactly like it was, full of bugs.

So yeah, I'd say: yes, but there are bigger things to do first.

Btw, you should check out Noble Fates, not sure if it has support for modding this part of the game, but it already has more than 2 genders by default.

7
This is one of the early game challenges. Remove the need for water and you no longer need a well in the game at all.

So, no, disagree with removing game elements to purposefully make things easy.
The "easy" option is already in game: embark on a river.
I have no problem with challenges. But this is not a challenge only. It's mostly just stupid. In game that tries to simulate as many things as possible it's really dumb that dwarfs would rather let their friend die than give them a beer when they are in hospital. I've mentioned the risk that could be added for the healing stuff, you'd still want to have a well in your fort for cleaning wounds and your wounded dwarfs to drink to avoid infections (I'd have no problem if my entire squad died to infections because they had no way to clean their wounds, it makes sense, but I'd generally wouldn't make it that punishing too), but you would no longer have to sentence your entire squad to death, because they happened to be in a fight and you don't have well and it's winter now. That's just dumb. I see no reason to defend this mechanics, "early challenge" is not an excuse for something that dumb. You can litterally have 1000000 drinks in your storage, you can have drinks storage in your hospital, but no, injured dwarfs have to die, because you have no clean water, that no one would want to drink anyways. If you really want this to be a challenge then make it so that all dwarfs drink only water and need it to survive. Make alcohol just an addition to water, not a replacement. That's the only way to make it realistic. When no one needs it on daily basis, then it's dumb and should be removed.

8
This thing is bugging me since I first played this game yeaaaaars ago. It's counter intuitive. You have to instantly build a well in every fort(and that can be either really easy or terribly hard to do, depending on your embark location you can have a river and ponds, or have nothing and the first carvern 50 levels below, in evil biome, good luck building entire windmill collection on your first year to pump out some water), because if your dwarf get injured, they will die of dehydration. That's stupid. Dwarfs drink ONLY alcohol, all their lives. They are grumpy when they drink water, and yet, once they become injured, apparently it's better for them to just die instead of have a mug of ale.
I can fully understand the need for clean water for... cleaning wounds. That's perfectly reasonable.
I could understand if drinking alcohol while injured would cause the wound to heal slower. That's reasonable.
I could understand if there would be some risk of infection if dwarf was drinking alcohol instead of water while being in hospital. Totally fair.
But death due to dehydration, because your dwarf broke a leg feeling of the tree in winter and you didn't build well yet as it's your first year after embark is just plain STUPID.

Water in hospital should be PREFERRED, if there's no water, injured dwarfs should drink alcohol. Every time this happens I'm rolling my eyes so hard that I almost have to put them back into my eye sockets. It's little things like that that generally make me want to quit the game and leave. Others are children playing by the water outside in evil biome during horrible sludge rain, getting killed and forcing everyone to get out to get their stuff and getting killed as well, or at least making people terrified because they were caught in evil rain... Or children playing with dead bodies in atom smasher forcing me to kill them(because they apparently totally ignore burrows while playing) before dead bodies stop being dead, thus making parents unhappy about the whole thing... But the hospital is by far the most annoying and stupid thing I have ever encountered in this game.

9
DF Suggestions / Re: Softer beatings
« on: December 23, 2022, 06:38:40 am »
If failing to meet mandate were punished by death, all the crafters sentenced to beating should die. That's not the case, so beating is bugged. It should either always end up with death or never end up with death. Currently beating is worse than prison time.

10
DF Suggestions / Re: Softer beatings
« on: December 21, 2022, 10:19:02 am »
Beating is not death sentence. It's a bug not a feature.

11
DF Suggestions / Re: Steam: Stocks screen badly need improvement
« on: December 21, 2022, 07:31:36 am »
Bumping this one, all the improvements mentioned could be done later on, but for now we really need ability to filter by quality/damage with clear indication what is currently worn and what isn't, plus mass smelt/forbid/unforbid/dump. Clearing damaged clothing laying around is quite a chore right now...

12
DF Suggestions / Re: Softer beatings
« on: December 21, 2022, 07:21:48 am »
I agree, guards shouldn't beat crafter to death for now making 3 figurines on time. That's just dumb. There should be some beating post that you could place in dungeon where guard would lead the criminal and beat his back doing some lacerations etc but not breaking bones, gauging eyes and piercing brains. That could be different punishment called "death by torture"

13
When you have a big pile of things in one spot, instead of having a separate tab for each object you have just one tab will all objects. This is kind of fine, because it would be impossible to display 100 tabs, but the problem with this is that you get only partially interactive list of all objects on the spot. You can click them and open their respective views, but there's no going back to the last place you've been to. That makes reclaiming individual pieces of equipment from dump zone nearly impossible, I'd love to have dump/undump/forbid/unforbid/melt/unmelt visible on that list so that I could click it and scroll over to the next item. Having more than one item on list of 100 becomes a nightmare as you have to click the tile, go through the list until you find an item, click it, reclaim it, close the view, click the tile again, scroll the list to find next item and to the same thing over and over again... impossible when you accidentally dumped you steel armour stockpile or just want to claim some items from the pile of garbage that the siege brought to you.

Another thing kind of similar. There's no way to filter items by their quality/durability/whatever. Do you have 200 dwarfs and they all replaced their used clothes with new ones? Would you like to get rid of the used ones by dumping them into lava? Well, tough luck, looks like you'll have to go through the entire stock and select them one by one from the list of hundreds of clothing items with the painfully slow scroll speed : )

14
I would add to this the terrible scroll speed during trading and inability to select "everything except this" in the bin. I hate those freaking mandated objects getting into bin with 140 other items that I intend to sell.... Also "don't bring artifacts" button would be great to have.

15
DF Suggestions / [Steam Version] Orders Screen Update
« on: December 12, 2022, 08:37:52 am »
So currently adding stuff to workshops manually is a bit of a hassle, so until that's fixed by adding some keybindings and better field focus for search (move a cursor to the search field, make sure to click it then type exact name of searched object, repeat- takes a looooot of time and is annoying, but that's a separate topic), we mostly use the orders screen as it's much faster to build stuff that way. That being said, it works great when the fort is small and there aren't many orders, but once you get big enough it becomes a mess.

1. Move order to the top button - if you have crafting orders at the top of the list and you want to add something that has higher priority you have to click like 40 times to move your new order above the existing ones. And that's only if you added single order, too bad if you wanted to add like 10 of them : )
2. Make order groups - allow us to group orders, so that we could hide specific groups in order to make the whole list smaller and more manageable. It would be entirely visual change, doesn't need anything special. For now it could be just a button "create group" and "add to existing group", then the whole group is displayed in similar manner like the boxes are with their content. In the future groups could additional functionalities, like nesting groups in groups, suspending all orders in a whole group etc. but for now I would like to just have a way of organising my stuff so that I don't have to scroll through "forever" orders every time I want to add something new
3. Keybinding for adding new orders, or at least description update to tell me what the keybind is - it's a minor QoL improvement but nice to have
4. List all the necessary ingredients for the order to be properly done - this one is not obvious, but for example when I want to make some instrument, on every worldgen the recipe is different and it's really annoying to try to figure out how to build specific stuff, so I'd suggest to display the required materials for order to be correct when we're adding new order. "Add orders for required materials" would be great too

That's it. What do you think?

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