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Topics - Sirbug

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1
DF Gameplay Questions / Is there a way to fight stress?
« on: April 08, 2015, 01:49:08 pm »
Since recent updates, it seems that it's impossible to prevent depression among dwarves. They have all the luxuries, but they still accumulate stress over petty unpleasantnesses. Many are already depressed.

Is this the new inevitable way fun finds us and for game to simulate my personal life in the new version or is there a feasable way to combat it?

2
In my fortress I've designated a specific stockpile for cut gems. I meant it to have no bins, so I would see how many cut gems I have, but I forgot to turn bins off initially and only did so once a couple of bins were put there. However one bin didn't leave the stockpile, instead it rests there and seems to believe it is in different stockpile - the one where I keep coal and metal bars. It is apropriately named block/bar bin and I've noticed dwarves putting a bar in it, it contains iron and charcoal.

3
DF Suggestions / Take equipment from stockpile only - military setting
« on: January 06, 2015, 08:57:52 am »
Such toggle might be useful if you are in dire situation and need to reinforce your militia with recruits. Right now, best equipment would depart to battlefield already and get lost in fighting, causing new recruits to try and reclaim it instead of stocking with excess weapon and armour.

I know you can forbid equipment of the fallen, but forbidding/unforbidding is very inconvenient.

4
DF Gameplay Questions / Strange mood broke?
« on: December 20, 2014, 10:21:38 am »
My child got possessed. He demands trees and stone, business as usual.

Except he doesn't go out for trees and q-description of workshop alters between list of demands and stating that it is claimed. T-description used to state he brought a log in (Marked as [TSK]) but not anymore. What's going on?

Version 40.20, no burrows used.

5
DF Suggestions / Independence war
« on: November 16, 2014, 01:12:49 pm »
To an extent, becoming a mountainhome might be seen as a certain benchmark to say "I made it". But it's not very exciting (I think it should require higher economic achievement, but that's for another topic). But how about another way to amuse yourself and get a nice mountainhome status?

Next time liaison decide to show up, why not hand him a declaration of your independence? This way we might have some fun.
  • Once you declare independence, your citizens will have to choose if they want to be your subjects or enemies. Did you manage to keep them happy enough to not suffer death by loyalism?
  • Supply from mountainhome will be cut. Is your economy efficient enough to provide all you need at home?
  • Army of your former owners will show up. Are you bad enough dude to withstand siege by steel-clad bearded psychos, not unlike your own?

After you destroy several sieges your highest ranked noble should be crowned as king. Before that he should probably call himself "Rebel leader" with the same requirements. Home civ should recognize your independence and restart the trade. Maybe even allow migrant influx again (It's not like dwarves don't want to migrate to prosperous nation-state)

6
DF Adventure Mode Discussion / Professions among creatures
« on: October 26, 2014, 11:14:44 am »
Night trolls and sasquach being hammermen and recruits seemed normal to me. But now I met a wolf recruit.

Is this normal occurence? Known bug?

7
DF Adventure Mode Discussion / Oddly apathetic people
« on: October 02, 2014, 11:03:28 am »
So, I started my fist adventures in 0.40

And as I was massacring bandits I noticed that some of them are sleeping. In the middle of the fight. Non-hostile to me. Easy throat-cutting target.

I also decided to massacre my previous fort, I spawned there and started killing citizens, again, with no reaction from militia. Is this what always happen?

8
DF Gameplay Questions / Why isn't my bridge retracting?
« on: September 26, 2014, 01:18:46 pm »
I decided to make a gladiator arena. Long story short, I have isolated room with a bridge for floor, blind cave ogre in it, and two soldiers waiting beneath to fight said ogre. The bridge is linked to a lever, but it doesn't seem to work. Is ogre preventing bridge from retracting?

I have veryfied that I can't link said lever to said bridge, meaning I certainly already linked it.

9
DF Gameplay Questions / What's the current state of sccuession system
« on: September 25, 2014, 11:06:41 am »
So, I have my first baron in forties version. I like to keep as many nobles as possible because it amuses me and add roleplaying.

What happens if he die? Will baron's post vanish still? He doesn't have family, by the way, I assigned generated peasant.

10
Basically, for a few months I have werebeast relay race. Somebody transform, bites somebody and kicks the bucket and next month it repeats.

Now I have my corridors all filled with miasma, horrified dwarves and rotting body parts. How do I clean them up? They don't go to my refuse stockpile or my corpse stockpile or my garbage dump if I order them dumped

11
DF Suggestions / Entitlement system - a less intrusive dwarven economy
« on: August 29, 2014, 10:05:01 am »
Admittedly, I didn't see dwarven economy in action, but I heard it didn't work. I would like to sketch a system that I think would add more fun and realism to the game without need to overhaul mechanics.

What if we give each dwarf an entitlement counter? Every job he performs adds some to it, based on his or hers personality, and contribution. Meanwhile, we decide a percentage of finished goods that will be marked for handouts, as well as allowed to mark them for handout manually, the same way we mark them for dumping. Too meet his entitlement dwarves would claim trinkets as their property, wearing or storing it. Rooms, food and clothes should also probably count toward this. If dwarf doesn't get enough, he would get upset and maybe go on strike.

This way we wouldn't have much additional troubles with interface while finding a way to utilize finished goods that average fortress probably produces massively.

12
DF Gameplay Questions / What "a neigbour" is in the new version?
« on: August 29, 2014, 09:52:50 am »
It's a stupid question, but as I was finally ready to try and new version I discovered that to count as neighbour for a race, it's no longer enough to just share a continent.

I couldn't find a clarification and right now I'd like to have more fun environment, so I have to ask - does it require for a civ to be listed as neigbour at embarc screen to invade or send a caravan?

13
DF Suggestions / Cut/encrust with generic "gem"
« on: August 25, 2014, 07:10:19 am »
At some point you will inevitably mine out enough gem clusters, your whole jeweler's workshop menu would drown into options. Gems become almost impossible to process efficiently through manager and workshop alike.

Adding jobs that work for any gem available would make late game more comfortable, don't you think?

14
DF Suggestions / Split "Finished goods" stockpile
« on: July 25, 2014, 07:37:22 am »
This is simple, really. Right now finished good encompass clothes, things like splints and chains and useless trinkets like goblets or rings. This is basically "And the rest" in one big stockpile with little rythme and reason thrown together

I think our life would be so much easier if we had three categories
- Trade goods (Useless stuff made to trade with caravans)
- Clothes (Self-evident, also would allow to impliment sorting-by-wear system
- Tools (Various small useful objects like chains, splints)

15
DF Suggestions / Use gods to replenish megabeast population
« on: April 11, 2014, 09:19:30 pm »
Don't you hate to have to decide between long history and having more living megabeasts? I propose adding an even to compensate for dead megabeasts by creating new with divine wrath.

History should say something like this:
[Angered/Bored/Appalled/Offended] by [civilization's name]'s [irreverence/complacency/decadence], [God] had sent [megabeast] to torment them.

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