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Messages - Trebor1503

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16
DF Suggestions / Re: Early fortress megabeasts… with a twist!
« on: October 23, 2012, 01:58:35 pm »
Ok, I love this idea in general... so how would it work?


(Game Pause) - Bronze Col. arrives on map edge - is added to your Noble Screen - demands Opulant Throne Room/6 armor stands/5 chests - Mandates gold axes 0/3.

You now have x amount of time to provide this before the Bronze Col goes bisseark (a la a posessed dwarf) and begins killing everything. If you succeed he occupies the throne room and will randomly come out to help you fight based on his happiness level. He could mandate things randomly that you would need to provide. Basically he would be a noble with a HUGE downside if you don't do as he asked.

I would love this enhancement because it is more eloquent than the whole "MB appears, attacks imediately and all die, the end."

17
DF Suggestions / Re: Memorialize Dead Merchant guards
« on: October 23, 2012, 01:39:02 pm »
I was using this to create a room - memorial to the enemies I have killed.

18
DF Suggestions / Re: About Felling Trees
« on: October 23, 2012, 01:34:11 pm »
For some reason I don't see dwarves as being "cautious" tree harvestors. Elves sure, but I see dwarves as just walking up to the tree, chop, chop, chop, timber, lets drink.

19
Sounds like most agree in general with the way migration works. Thinking of the current gameplay how about this as a twofold fix...

Step 1, bring down all Migration waves after the first 2 by a factor of 10 (meaning most migration waves would be between 1-3 dwarves).

Step 2, add a 4th caravan carrying Dwarf indentured servants available for purchase depending on quality of skills. This way you could buy (for an outragous cost) the dwarves you want and players that don't want them can just send this caravan packing. Also, you could "order" skills for the next caravan, but at an increased price. The side affect would be that you would have something to spend money on after year 2 or 3 when I normally stop trading because I don't really need anything they are offering.

Up side, You get a few migrants, you can buy a few more if you wish, everyone except the very poor kingdoms are happy. I mean really, dwarves for the most part don't like to venture above ground... doesn't it make more sense that they would have to be dragged from one fort to another becaue they got into trouble/drank themselves broke/fought the wrong son of a noble.

20
DF Suggestions / Re: The opossum has been found dead. We think...
« on: October 23, 2012, 01:00:43 pm »
The idea of "Mostly Dead" harkens back to the Monty Python skit "Bring out your Dead". This thought had brought such a smile to my face and the next time I boot up the game only to have a mortally wounded dwarf hiding in bed, having 20 messages about failed tasks spawned because he is "too injured" I just know I am going to be thinking about this again.

Why won't he just die?

21
DF Suggestions / Re: Map overhaul
« on: October 23, 2012, 12:41:39 pm »
A similar thought has occured to me, but applied differently. What if on the "Tab" screen there were 4 additional options; Expand map one tile North: Expand map one tile South: Expand map one tile East: Expand map one tile West:

This way you could start a 3x3 and then make it larger if you wanted. There have been times I wished the map were just a little bigger for something I planned. Or how about it you "conquer" your map, set all yor defenses just as yuou like then, then wish to widen your area to add a layer of complextity. Turing your 3x3 into a 5x5 would be just the ticket.

22
DF Suggestions / Re: More recreation activetys
« on: October 23, 2012, 12:00:39 pm »
If you were able to build a Turkish bath house for the dwarves to hang out in then you would also get them clean, decreaing disease.

23
DF Suggestions / Re: Caltrops and you
« on: October 22, 2012, 03:54:07 pm »
I really like this idea, with a few tweaks. Caltrops should only attack mounts, and on a success should damage a limb and slow down the mount. This would be a good way to "thin out" the attacking force so they don't all get to you at once. I would see sewing them like landmines about the countryside, and I would allow them to be stolen by things like thiefs and Keas.

I continue to think/wish for additional traps when playing the game.

24
DF Suggestions / Re: On the topic of tiles...
« on: October 17, 2012, 02:31:56 pm »
The idea of multi-tile beasts is so very exciting... think of a Giant Monster 3x3 who attacks your fort, but has to camp outside the end of your main hallway where you have brought it down from 3x across to 2x across. Man that is awesome...

Or think of burrowing into a cavern of 2x2 giant ants straight out of THEM.

I like the idea of multi tile constructs but other than GIant doors 2x, 3x etc) I dont really see much need. Most other things you can just set 2 or three side by side.

25
DF Suggestions / Re: Anti-Burrow
« on: October 17, 2012, 02:03:19 pm »
I would like the option of having burrows be active or inactive. I mostly use the burrow option right now to pull all my dwarfs inside when attacked. Once the attack is over I would like a one button deactivate rather than unassigning all 93 dwarves from the burrow.

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