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Topics - Witty

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1
DF Suggestions / "Feels jubilation for overcoming the threat"
« on: July 21, 2018, 04:45:26 pm »
So now, many dwarves will receive an unhappy thought upon seeing the corpse of a dead invader. While it's been balanced enough now to be mostly manageable in a happy fortress, there's really no in-game recognition for crushing a siege expect for, well, still being allowed to exist.

So I suggest that all the citizens of the fort receive a hefty happy thought (subject to change based on their personality) for having a siege lifted. Not only would it be nice to see your dwarves acknowledge your successful defense, but the happy thought would likely offset marginally the string of unhappiness they'll receive once it comes time to collect the goblinite. On the other end, if a siege extends for some period of time, dwarves could receive an unhappy thought for having to endure the assault.

It'd be nice if any of the militia dwarves that assisted directly in the defense received a special thought as well, but I'm not sure of the game could connect the dots at the moment for something like that.

Ambushes would be trickier, since it's technically not a siege to the game. Maybe a small thought for repelling the ambush once all the invaders have been neutralized?

2
DF Gameplay Questions / Getting Hillocks
« on: July 21, 2018, 09:24:14 am »
In my past three long term forts, none of them have gotten a single hillock to spawn near my fort.

I'm not sure what I'm doing wrong. I specifically chose dwarf civs that had ample populations, no wars, embarked decently close to the home mountain. But it just never happens. All I got was a bunch of economically linked elven and goblin sites in the first two years of the fort - and now it's gone all quiet.

I'm a duke without proper holdings.

I'm just wondering if there's some hardcap on sites? I tend to run small worlds, so I'm not sure if that influences anything.

3
DF Suggestions / Breaks should make a return
« on: June 27, 2018, 10:22:57 am »
In my current fortress, I have quite a number of dwarves that are stressing out due to unmet needs. Most of these needs (socialize, praying, etc.) are things that only occur when I'm not giving them any orders, and even then the idle activity they choose to do doesn't always seem to match up with their mandated needs.

So I propose that breaks make a return, but instead of just doing nothing as before - they go out and actually fulfill their needs. Talk to friends, family, pray, whatever. I shouldn't have to micromanage the individual needs of 80 dwarves through strict labor allocation.

Now, I imagine many players don't really care, and would be pretty pissed to see breaks return that only serve to limit their fortress' productive capacity. So, make it an order option. Something like "work at all times" to "work as needed" or something. A tiered list that determines how often dwarves could be allowed to take breaks.

4
DF Suggestions / Improving Thieves: Imposter Visitors
« on: September 04, 2017, 10:40:46 am »
Thieves are a pretty trivial threat. They'll 'sneak' up into your fort's entrance and likely be spotted by some random citizen, sending them fleeing in terror. The coming artifact release will likely only bring more useless thieves to a player's fort, presenting no issue or challenge.

So in addition to the current very open thieves (who will likely see improvements someday), I propose thieves that impersonate as fortress visitors. The coming release already gives NPCs the ability to create fake historical identities, so the system could be expanded into this fairly easily I'd imagine. A goblin thief could impersonate as a bard, walk right into the fort, maybe hang around the tavern for a while before going out and trying to find some valuables. If you just leave expensive items lying around on the stockpile ground, it'd be pretty trivial for the impostor to walk up and take it.

The issue of course comes with how the player is supposed to counteract these sort of thieves. For a justice system tie-in, I imagine that suspicious dwarves could report shady characters to the sheriff/guard captain (whether they are actually thieves or not), and possible actions could be made at one's discretion. Valuables behind locked doors that had some eyes on it (like guards, or even just passing dwarves) would be the most secure method of keeping your valuables safe. Of course, locked doors deep in a fort that don't see a lot of traffic should be lock pickable by thieves, with the consequences that come with being caught in such an act.

However, if the impostor can be spotted as a thief the moment they start walking around with the stolen good, then they'll suffer from the same issue as thieves right now - being easily stopped if your fort has any sort of internal traffic. So maybe some ability to conceal smaller artifacts, like crafts? More perceptive dwarves and guards should still be able to spot them. Larger items would likely be safe if they're secured in anyway.

Right now, I feel that visitors present this pretty odd dichotomy. Players are supposed to try their best to build up these secure fortresses, but any bard or scholar can just walk right in, sometimes deep into the fortress without issue or consequence. With impostor visitors, there'd be more of an incentive to make visitor-only locations that are separated from the fort proper - making it more difficult for a thief to just walk in under the player's nose without being suspicious. Your fortress would actually have some issues if it was just a revolving door where anyone could walk in. The justice system would get some more utility. By most importantly, thieves would actually have a fighting chance instead of being a total non-issue.

5
DF Gameplay Questions / Succession Science?
« on: September 02, 2017, 12:38:30 pm »
I've noticed some oddness in regards to dwarven monarchy succession.

I assumed that the heir was chosen from the eldest surviving child of the currently reigning monarch. It seems more often than not the first few children of the monarch will die during world gen, so the heir is almost always another one of the children.

In two worlds now however I've noticed that the new heir chosen is not always the eldest survivng child of the previous monarch. Instead, it's one of the younger children.

Does anyone have any idea why this is the case? Is the direct inheritance thing only apply to the first born child, and the other siblings just 'decide' who will inherent the throne? Is the most skilled child chosen? Or is this just some weird bug?

6
DF Suggestions / Shields and Removing Helmets
« on: July 02, 2017, 02:42:00 pm »
So, a while ago the combat AI gained the ability to remove helmets from their opponents if they found that their weapon wasn't able penetrate their head armor. This was done to prevent a solider from just constantly beating fruitlessly at a prone opponent with their iron axe just because the opponent happened to be wearing a steel helmet. Makes sense.

An issue arises from shields however. If the attacking solider in question is wielding a shield, they aren't considered to have a free grasp to perform the helmet removing action - leading to the aforementioned useless wailing situation. And now that the average solider properly wears all their gear, this issue is even more exasperated. The helmet removing action basically never occurs naturally.

So I propose that either shields aren't considered when the game is looking for a grasp to perform the action, or the AI just sheaths the shield to perform the action. Just something so a solider with a shield can actually properly take out their opponent with their weapon as intended.

7
DF Gameplay Questions / Weird Lag on Older Versions?
« on: August 21, 2016, 01:01:44 pm »
This is very much a niche issue, but I'm hoping someone can shed some light here.

I recently acquired an older laptop. Not too beefy, but has the perfect screen size/resolution ratio for DF. That said, FPS lag happens fairly early on in newer versions of DF. At 60 dwarves, a few pets, and only the first cavern uncovered, it's already dipping down to the 50s. Not unplayable to be sure, but still. I thought this'd be perfect time to play some older versions of DF,  namely 23a and 40d.

The weird thing though, is that both versions are giving me pretty abysmal FPS at embark. Oddly enough, it's always hovering around 25/26 FPS on both versions. It's very bizarre, since it seems like the game is capping out at 25 FPS for no real reason. I really have no idea what's going, since it's not like a whole lot of activity or calculations are occurring. A 3x3 embark on 40d gives me the same 25 FPS as the default 6x6. And 23a has the same issue. Minded this issue doesn't occur at all on the latest version.

I feel like something's screwy with my settings or hardware, but I'm wondering if anyone has encountered this as well and might have some advice to give.

Laptop specs are;
CPU: Pentium Dual Core Processor T4300, 2.1 GHz
RAM: 3 Gb
OS: 64-bit Windows 7

8
DF Dwarf Mode Discussion / Growing Bee Hives?
« on: May 28, 2016, 09:46:45 pm »
How does it work exactly?

The beekeeper successfully installed 5 artificial hives with colonies (currently ranging from 10k to 15k in population), and I'm assuming once a colony is ready to split is the same time it'll be harvestable. But will the colony naturally grow on its own, or is the beekeeper supposed to continually populate the colony manually?

9
For fun, I decided to open up some old 34.11 fortresses and compare them to how I tend to make fortresses now.

While the forts themselves were...interesting by current standards, it struck me how much better the FPS was. I had 150 dwarves + 60 or so livestock and the game was still chugging along at 100 FPS. Temperature enabled and everything.

Now my current 42.06 forts are barely reaching 60 FPS by the time we get to 110 dwarves and 60 livestock. And that's when I'm not looking at surface trees, where the FPS will dip down to the low 30s. So I know that the current trees are huge FPS killers, but is that really it? Or is the new persistent world really that taxing? Is there some other stuff going on now that hurts FPS?

If I embarked and developed in a totally treeless zone, could I mitigate most of the new early onsight FPS death? Has anyone had experience or done science about this?

(I'd rather not have this thread devolve into arguments as they tend to do, so I'd ask to refrain from that)

10
DF Suggestions / Make spoilers a rarity again
« on: April 23, 2016, 07:51:49 pm »
Spoilers below, be warned




In previous 3D version of DF, adamantine was an actual rare material found only in select mountain and volcanic biomes. Nowadays, literally every map tile has a bit of adamantine. It kinda takes away the magic and triumphant of the discovery when it's guaranteed no matter what. Not to mention we now have all those massive, far reaching dwarven sites that go pretty deep into the earth. And yet no one until your fort has ever bothered to utilize this super metal that's literally everywhere.

I say we make adamtine more a rarity again. Not necessarily as rare as it used to be, or as biome restricted - but still rarer than it currently stands. Just so it can get some of its wonder back. Discovering adamantine should be a great reward for only the most lucky and daring - not a routine thing. 

11
DF Gameplay Questions / Monster hunter visitors?
« on: February 16, 2016, 12:11:01 pm »
Are they still broken? I breached two of the three cavern layers, and my tavern had about 50 or so bards and a handful of soldiers - but I've yet to see a single monster slayer.

Is there some other requirement that's needed for them? The fortress did have its fair share of fatalities (mostly due to drunken fights...), but also managed to kill two forgotten beasts.

Is there something I'm missing, or is it still just bugged?

12
DF Dwarf Mode Discussion / Dealing with Tavern Brawls?
« on: February 15, 2016, 05:10:51 pm »
Has anyone got some way to counter these?

In my most recent fort, I lost about 20 dwarves just now to a disagreement caused by some poet. It escalated into a fully fledged loyalty cascade that ripped the fort in half.

Is there some way I can prevent or mitigate the damages caused by disagreements?

13
DF Dwarf Mode Discussion / What are your fortress symbols?
« on: February 11, 2016, 08:47:52 pm »
With the latest addition, what symbols are you using to represent your fortress?

For my sand desert embark:

Spoiler (click to show/hide)

14
DF Suggestions / Proper Drinking Mounds
« on: December 17, 2015, 07:33:52 pm »
So we finally have proper adventure mode taverns...

But the poor hill dwarves are still making due with their fake taverns!

This issue needs to be rectified obviously. Drinking mounds should act as taverns for the hillocks. And why don't we find drunks in proper taverns? There really should be a few at least for most taverns.

15
DF Suggestions / View our adventurer's personality in-game
« on: December 13, 2015, 02:18:15 pm »
While the new ability to fully customize our adventurer's personality and values is pretty amazing, I think it's bizarre that it becomes invisible to us again outside of character creation. Why not allow us to view the personailty we worked on once the game actually gets going?

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