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Author Topic: Three Suggestions (Military Formations, Disease, Bait)  (Read 1857 times)

DarkArtemisFowl

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Three Suggestions (Military Formations, Disease, Bait)
« on: October 29, 2013, 11:53:11 pm »

Okay, so I've got three suggestions as the title says:

1. Military Formations - It would be very interesting to see if military formations were implemented. First of all, it would help that my dorfs do not charge in front of one another and get themselves killed. Plus, it would look kill with a line of speardorfs covering a charging wedge of axedorfs. The same could be said of gobbo invasions - if they used formations, maybe it'd be better than lining themselves up for a ballista to the face or simply marksdwarves.
If not formations, at least an order on how spread out they should be. Like "tightly packed," "staggered," "loose," and "no order." This would help even if we didn't have formations.

2. Disease - Right now, disease is limited to Syndromes and a general topic of "Infection." I would really like to see actual diseases implemented into the game, as well as epidemics and pandemics too - this would also affect your fortress if you embark on an area that's been affected by the disease. Diseases could also be transmitted through stagnant water, hunted wildlife, and the diseased blood of enemies. This, of course, could be turned off at worldgen if preferred by the player.

3. Bait - As much as I'd like to micromanage 30 cages to catch some wild animals, I think it would be cool if cage traps could be "baited" with food - be it vegetation like plump helmets, meat, or otherwise. Different types of plants could attract different types of animals, along with the meat. It would be up to Toady how much of each item is required to bait animals in.

Thank you for reading, and have a nice day.
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sackhead

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Re: Three Suggestions (Military Formations, Disease, Bait)
« Reply #1 on: October 30, 2013, 02:01:00 am »

1 and 2 have been suggested before recently. in the current state of the combat systym their is no real point to formations anyway(except a line for blocking choke points maybe or keeping marksmen behind ) . that said they would be prety cool their is a mod to add diseases and it is pretty good
Bait could be useful but it would have to be balanced
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neblime

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Re: Three Suggestions (Military Formations, Disease, Bait)
« Reply #2 on: October 30, 2013, 06:48:49 pm »

1 and 2 have been suggested before recently.
not only that, i'm sure Toady has said that military formations/organization falls in the "all for it but no due date" category.  I don't know if it's been said but it seems likely disease will come eventually too, given the syndromes we have now (all of which have non pathogenic causes though)
bait is a cool idea though, I just really don't put much effort into hunting as it is though, bolts seem to work well enough.. maybe to lure the more stupid creatures which cant be hunted to specific areas to dispose of them (or maybe smarter creatures with smarter baits, like an artifact or somesuch)
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Manveru Taurënér

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Re: Three Suggestions (Military Formations, Disease, Bait)
« Reply #3 on: October 30, 2013, 07:37:29 pm »

About baiting, I'm sure this is something we're eventually going to be able to do naturally when non-grazing animals requiring food is fixed. With how much detail goes into the rest of the game I'd say it's safe to assume animals will track and eat any left out food on their own.
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DarkArtemisFowl

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Re: Three Suggestions (Military Formations, Disease, Bait)
« Reply #4 on: October 30, 2013, 09:16:48 pm »

Yeah, I don't expect Toady to work on the Military stuff for a while. Disease wouldn't have to be implemented with too much of a stretch, I mean we've already got quite a few syndromes down. And could I get the name of the mod please?

Oh, and bait could be used for also catching animals. Namely, the animals that seem to NEVER want to wander near your traps. And flying creatures, too (once we can mount flying creatures it will be Armageddon for the goblins).
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Putnam

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Re: Three Suggestions (Military Formations, Disease, Bait)
« Reply #5 on: November 01, 2013, 01:27:07 am »

1 and 2 have been suggested before recently.
not only that, i'm sure Toady has said that military formations/organization falls in the "all for it but no due date" category.

Not only that, but the current military interface and squads as they are now were specifically made to have military formations.

4maskwolf

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Re: Three Suggestions (Military Formations, Disease, Bait)
« Reply #6 on: November 05, 2013, 10:00:36 am »

Yeah, I don't expect Toady to work on the Military stuff for a while. Disease wouldn't have to be implemented with too much of a stretch, I mean we've already got quite a few syndromes down. And could I get the name of the mod please?

Oh, and bait could be used for also catching animals. Namely, the animals that seem to NEVER want to wander near your traps. And flying creatures, too (once we can mount flying creatures it will be Armageddon for the goblins).
I actually don't find it that difficult to catch creatures in cage traps. One thing that should be fixed is the habit of creatures to linger around my cats traps after I caught one of the pack. They prevent my dwarves from getting the cage if they are dangerous and block other species of animals from entering.

Felblood

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Re: Three Suggestions (Military Formations, Disease, Bait)
« Reply #7 on: November 05, 2013, 10:42:26 am »

Toady stated on several occasions, in the devblog, that diseases would be implemented using the curse/syndrome structure, once he got around to it.

Formations are under the army arc already.

Vermin traps already do require bait, but I think he's planning to redesign the whole trap system, before he starts adding new features to it again.

So, yeah. All these have been suggested and accepted before. --which means they are good ideas, but it also means there isn't much else to say about them.
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DVNO

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Re: Three Suggestions (Military Formations, Disease, Bait)
« Reply #8 on: November 05, 2013, 12:36:18 pm »

i'm hoping with the army update coming this update invading armies will be a little smarter than 'lets throw ourselves at the fort in a huge blob and hope for the best'.

I know I'm not fighting Napoleon Bonaparte on the front lines here, just some random goblin warlords, but a little tactical variety would be nice.

I would like for the enemy to know at least how to do this: group their troops in alike squads (Heavy armored and shielded melee troops, Light armored melee troops, spearman, long range missile troops, cavalry, ect) and then recognize the layout of your squads.

I like the idea of some rock-paper-scissor-ness in DF combat. The goblins see an exposed squad of crossbow dwarves, and intelligently send a cavalry unit to close the gap and slice them apart. In response, you need to adjust to the situation, possibly have the archer squad retreat, or send in a squad of spears to bolster their position if you have any.

It's very simple strategy game basics and might sound boring to Total War or Civilization veterans I know. But at least it is strategy, at least it is something which is better than the current invasions and battles.
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