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Messages - Azerty

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301
DF Suggestions / Re: Preists as mobile religious prayer sites
« on: December 03, 2019, 04:00:22 pm »
Chaplains would be useful for caravans, hospitals, prisons and the military.

And, for less effect, could darves pray by themselves?

302
DF Suggestions / Re: Better aboveground farm clearing
« on: November 24, 2019, 04:03:59 pm »
There should be another zoning area that allows you to collect dirt like you can for Sand and Clay, so you can use it to coat down particular areas for soil. Also this will allow easier underground farming too be possible without the ol' bucket trick with the Pond designation.

We could even use organic refuse for this.

303
DF Suggestions / Re: Ideas for Dwarf Fortress Economic System
« on: November 22, 2019, 05:02:42 pm »
So, in your scenario, a Legendary Miller might work longer than a Dabbling one?
Sorry if I was unclear. No, the Legendary will still be able to do the job faster/better than a Proficient, just not noticeably so, and certainly not with enough gain in speed and/or quality to justify the time & effort of his working all the way up to Legendary. A lowly Dabbler, meanwhile, is going to waste time making mistakes the first few attempts (possibly even ruining a bag of grain or two), but getting the hang of it soon enough.

While having titles for skills levels not have a great importance for extensive fields (that is, fields easy to learn but with diminishing returns) might be seen as useless, in the future, such evidence of experience might give them political and social clout (for exemple, a Legendary Miller might be elected head of a Millers' guild).

Quote
Moreover, it will make a majority of the population work in the fields, which was the situation before the Agricultural Revolution of the 1780s.
Precisely. Of course, I'm not trying to force people to play their game in a certain way, but it just feels wrong for such a (generally) realistic game to do a major disservice to what's been all of humanity's predominant occupation ever since the dawn of civilization. I'm all for procedurally generated cultural differences between one civ & the next, but honestly there doesn't seem to be much room for variance here. Besides, it's difficult to take pride in your supposedly "productive, successful" fortress when every time you scroll through the Units list, 2/3rds of them are No Job or doing leisure activities.

And if differences in soil productivity are introduced, making sand nearly worthless while black soil very productive then we could have even more differences, with sites basing their economies on exporting food (see Ukraine) while some sites could have to devote themselves to craftwork in order to have more food (Switzerland).

304
DF Suggestions / Re: Ideas for Dwarf Fortress Economic System
« on: November 19, 2019, 04:15:11 pm »
3. In general, experience level in a given labor should have very little effect on the time required to perform that labor. It doesn't matter how Legendary that Miller is, he's still gonna need to turn that quern hundreds of times to grind that wheat into flour, just like his Dabbling counterpart. The Dabbler is just going to not know just how fine to grind it, and have his arms get tired sooner.

So, in your scenario, a Legendary Miller might work longer than a Dabbling one?

Admittedly, even with all those changes, that's still not an economy. But at least it's division of labor, which is a start.

Moreover, it will make a majority of the population work in the fields, which was the situation before the Agricultural Revolution of the 1780s.

305
DF Suggestions / Re: Grinding stone down to sand
« on: November 15, 2019, 03:10:37 pm »
Not particularly realistic, I think. There are nowadays processes to grind stone down to gravel for industrial use (e.g. to be added to reinforce concrete), but grinding it all the way down to sand would require a LOT of work, and many of the grains would probably have dangerously sharp edges.

Breaking rocks was a task typically done by convicts and prisoners. It could be a way to use POWs.

306
Curses / Re: Have any of you ever tried to win with ONLY sleeper agents?
« on: November 12, 2019, 02:48:22 pm »
As the title says I got a brand new challenge which is essentially try to use ONLY sleeper agents except for the founder. Have any of you ever tried this? At least try to use sleeper agents more often, as I got an idea of how sleeper agents can be this conspiracy Illuminati thing except for Liberals!  8)

How would you gain money?

Some sleepers can embezzle money and goods.

Moreover, in a sleeper-only run, what would be the use for money?

307
DF Suggestions / Re: Quality Control
« on: October 22, 2019, 05:58:51 pm »
Could they be localized? For exemple, I would want a workshop, to be occuped by craftsdwarves Master and better, to produce high quality items.

308
DF Suggestions / Re: Thoughts on transgender dwarves?
« on: October 19, 2019, 03:30:33 pm »
I could see religious motives, i.e. some deities would require their priests to act as the other gender (for exemple a female deity asking her male priests to beheave as females) and some specifically devout individuals would identify with their deity's gender.

309
DF Suggestions / Re: Invading our own ex-fortresses (Invasion Mode)
« on: October 18, 2019, 06:18:28 pm »
Livability should depend from the biologocal imperatives of the invaders: an amphibian species wouldn't have use of an inland site and would merely ask for a tribute or just simply destroy it.

And, combined with my suggestions about civil law, it would be interesting to see whether the former inhabitants would be treated as equals or secong-class citizens.

310
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 16, 2019, 02:30:54 pm »
Apple Partnership: DF is now only available on IOS mobile devices. The control scheme and graphics are completely unchanged.
Framerate tanks once your fort reaches a certain age, regardless of the worldgen parameters. A tiny fort in a pocket sized world with only about 35 dorfs? After two in game years, it runs like a large world with a large fort with ten million items and 200 dwarves, an oldstyle magma pumpstack, and all while being besieged by a couple hundred invaders.

Also you need a proprietary bluetooth keyboard. The battery lasts ten minutes and the charging cord is too short to do anything with.
You can buy an Apple DF-playing stand for a better experience (costs 9999$)

And every two years, there's an update of the mobile device, and you will have to rebuy the application again.

311
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 28, 2019, 05:43:31 pm »
Dwarves are now a hive-mind. All dwarves in a civ have the same skills, personality, thoughts, etc.
If one goes insane, they all go insane.

It could actually be a good way to manage creatures such as antmen and beemen.

312
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 24, 2019, 01:05:10 pm »
Dwarves could give birth to elves; others could change into elves themselves.

313
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 23, 2019, 05:43:35 pm »
Booze should have to ferment.  You should have to make a non-alcoholic intermediate product (variable depending on the sugar or starch source) and store it in a fixed location for a year or more before it becomes a drinkable alcoholic beverage.  (with quality rating dependent on how long it was stored before being opened or moved).

Moreover, such alcohols could be distillated (this process would require fuel) to procude spirits, which would be stronger.

314
DF Suggestions / Re: Better booze names.
« on: September 23, 2019, 05:41:39 pm »
The concept of terroirs would be a good idea to implement, so that we might have a Wine of the Three Angles, produced in the region of the Three Angles; it would require Legendary workers on these productions to have a product notorious for its quality. Other edible products such as cheese might be covered, along with some other non-food items.

315
DF Suggestions / Re: New butchering techniques
« on: September 16, 2019, 08:00:55 pm »
What could be the uses for the refuse? I could see it feeding less exigent creatures, or used in times of famines.

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