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DF Suggestions / Re: Fun with the pits *spoilers*
« on: February 12, 2008, 11:36:00 pm »quote:
Originally posted by Draco18s:
<STRONG>OH GOD!
D:
I'M DROWING IN HIDDEN FUN STUFF! I CAN'T GET OUT!
D:
THIS ISN'T FUN AT ALL!
D:
*Glub*</STRONG>
And that is why its important to add at least novice hidden fun stuff swimming skill, otherwise you need to find half full hidden fun stuff to train in first.
DF Suggestions / Re: Rock types visible in regional screen
« on: February 13, 2008, 12:10:00 am »DF Suggestions / Re: Simplifying water/flow
« on: February 11, 2008, 10:43:00 am »DF Suggestions / Re: Military
« on: February 11, 2008, 10:40:00 am »[ February 11, 2008: Message edited by: thatguyyaknow ]
DF Suggestions / Military
« on: February 09, 2008, 07:09:00 pm »1.Ability to give dwarfs duty times. When on duty they would head over to wherever they are stationed, when off duty they would eat drink sleep and if they have any extra time spar, If they are on duty for too long at a time they would generate unhappy thoughts an on duty dwarf will not eat or drink unless it would otherwise mean starving/dehydrating to death and would only sleep if they cannot avoid it (falling asleep on the spot) leaving their post/ sleeping would result in a beating.
2. Ability to preset multiple seige postions, these are positions that you can order assumed at any time although it is mainyl meant for seiges, this would allow you to reposition dwarves during a seige by switching position and would when activated trump their normal positions.
so for example:
code:
. = floor
# = wall
1 = seige position 1
2 = seige position 2
3 = seige position 3
S = Sationed at this point
#.#####################
#3...................##
####################.##
#...................2##
#.#####################
#1....................S
#######################
At first one of my marksdwarves would be stationed at S to stop theives, as the seige became i would activate seige position one this would cause my marksdwarf to head to the one, if the goblins got too close i would activate 2 at this point he would head to 2, then after they got close again i would activate 3. Once seige positions would also probably combo with a green amber and red alert system: green = dwarves go on and off duty normally (unless engaged in combat) amber = Dwarves reamain on duty until green alert is restored red = all dwarves are on duty.
3. Some special last stand orders such as:
a) all dwarves gather in a pre designated zone grabbing any armour/weapons they can can they would then organise themselves so children and nobles not used to combat are in the middle hiding and all the other dwraves are around them, dwarves with no combat skills would throw stuff at first before charging in and armoured dwraves woudl be stationed to take the most hits.
b) All dwarves attempt to flee the fortress, however unlike cowardly humans dwarves are organised whilst fleeing, they would group up with armoured dwarves on the outside and nobles/children furthest in. These groups wouldnt stop to fight but rather would knock down goblins and keep running (trample damage)
EDIT:
Ive got a 4:
4. Ability to build gyms for your dwarves to train attributes at, Maybe just one gym which randomly trains up or like a gym for strength agility course for
agility and somethign for toughness, either way idle dwarfs would come here to train, so this would be a usefull way to get up attribs for military service or just for hauling.
[ February 11, 2008: Message edited by: thatguyyaknow ]
DF Suggestions / Re: The Arkenstone.
« on: November 27, 2007, 05:02:00 pm »quote:
Originally posted by slMagnvox:
<STRONG>Either every map could have a magic stone hidden somewhere or else only adamantium maps.</STRONG>
maybe you have adamantium or you have the gem (not both). although this would mean giving some other bonus for owning the gem, maybe having it allows you to import adimantium?
DF Suggestions / Re: Mercenaries?
« on: February 10, 2008, 07:38:00 am »DF Suggestions / Re: Metal Beds
« on: February 09, 2008, 03:29:00 pm »DF Suggestions / Re: Pleaseplease please please please please please
« on: February 08, 2008, 08:31:00 am »DF Suggestions / Pleaseplease please please please please please
« on: February 08, 2008, 08:23:00 am »DF Suggestions / Re: Weapon racks and armor stands actually hold weapons and
« on: February 08, 2008, 08:28:00 am »DF Suggestions / Re: Economic model for caravan (long post)
« on: April 03, 2008, 08:08:00 am »Seriousness:
I dont think this that good an idea simply because of the practicalities we arent working on a system of renewable resources when it comes to stone and wood so we need to get good value otherwise someone living on a glacier would ahve to mine out the whole place just to get enough stone for the second years food. Secondly Ive always thought of the mountainhomes as being more beauracratic* centers than industrial ones and as such im sure they enjoy drinking their dwarven beer out of imported mugs not the barrel. In my mind at least your fortress is one of many producing the neccessary resources to support your capital city which acts as a hub for economic and political activity in your civilisation.
*Not too sure on the spelling here
DF Suggestions / Re: Bones as a building material
« on: March 30, 2008, 09:24:00 am »quote:
Originally posted by Fishersalwaysdie:
<STRONG>In history of my country we once had a tower made of human heads...
Today though it's made of skulls...
I should totally go there once.</STRONG>
what country?
DF Suggestions / Re: Rock & Ice beds
« on: December 17, 2007, 05:31:00 pm »quote:
Ice beds would be nice too
Remember what happened to the last dwarf who said that, his fingers and toes never grew back.