So, I have played few fortresses, and figured I'd like to give some suggestions I've come across. It is very possible these are already mentioned before, but just in case. Also, thanks for a great game, I eagerly wait for the final version.
So, suggestions:
More siege engines.
This is pretty obvious, and I saw somewhere that the siege engines are going to get expanded, so I offer my ideas. Mainly three siege engines.
Arbalest: Smaller then ballista, but larger then cross bow. Static big crossbow like weapon, which could fire a spear. The spear should do more damage fired then on hit, since it is moving much faster. I would see this sort of weapon ideal for shooting bigger things (trolls?) as it is less overkill, but not mega beasts as the damage is too weak for that.
Multicrossbow: I've seen this type in some museum, basically ballista/arbalest but instead of firing a single large shot, it fires many small ones. In game it would be loaded with one set of 25 bolts (iron or steel likely), and firing all of those at once. This should likely just be aimed straight ahead, with little larger spread then normal crossbow. It would be he medieval/fantasy version of shotgun I guess, and a mean weapon in tunnel enviroment.
Flamer: Assuming that alchemy is improved, alchemist should be able to mae some sort of flammable subject (possibly distilling strong alcohol from plants with lower efficiency, combined with other stull (tar, fat, charcoal dust?). This flammable solution could be then put inside a siege engine, ignited and allowed to exit from another end. effect could be like dragons breath, only much smaller (say 5 squares long?). The flamer should be reloaded after each shot. Obviously the siege operators of the flamer should not panic when enemy closes in, not atleast when they have the flamer loaded.
Second idea is related to siege engines. I'd like a possibility to link siege engines to preshure plates, and maybe levers. It would be great with the flamer and shotgun mentioned above, but could be nice defence with few ballistas too. Of course loading is required by operators, but once loaded you could get one shot off when someone steps on the preshure plate.
Next, moving on to the mechanics.
Would people think that mechanical conveyer belts would be a good idea? for transporting goods, maybe some sort of conveyer belt system could be added, much like the planned carts and wheelbarrels. Conveyer would require power, and move all items on it at once. Ideally it would be for moving lots/heavy stuff, but I'm not sure if this is mandatory. Any comments?
Second mechanics is fans. These should blow smoke and miasma away from them, or draw it towards them. they could also create a breeze underground, that some dwarfs would enjoy. With alchemist workshop gettins some expansion, they could be used to blow generated smoke/gas towards attackers. Or maybe they could just be used to reduce miasma.
And of course, for more power, we should have a steam engine. Steam engine could be a building (either 3x3 or smaller), which you could hook the machines into. furnace operator (or wood borner) would burn a log in it, creating certain amount of power while doing it. Good burners would burn the one log longer, making it create more power. Also, the machine should keep providing energy for short time after the burning is done, so the operator can get another log in without cutting the power. While this is much harder to operate then automatic wind and water mills, the power output should be much higher. The machine could require water too, or have a enclosed system and only require water to build.
For fighting, I would like to have few options. I mostly use crossbow dwarfs, so they are mostly for them, but could be used for others too.
First, I would like to get the squad to have a "attack to kill/attack to disable" option selection. Too many times all my shooters are firing some distant goblin, who is lying unconcious in the ground with bolt through both lungs and heart, while rest of the goblins charge. With shoot to disable, the dwarfs would change to another target (if one is available) after the first is down (in the ground, unconciouss, deadly wounded, however you want to put it). They would only turn back to the unconciouss enemies when no-one is left standing.
Second is "reload range". If there was more ammo (ammo stockpile) within this range, the dwarfs would go get more ammo instead of trying to get in melee with their crossbows. My defenses usually have crossbowdwarfs standing behind trapped area. The traps kill most who get close, but when the ammo runs out the dwarfs run forward passing the traps. I'd prefer them to get more ammo instead.
Last, I would like for the crossbow squads to have a "have minimum of x" bolts in the squad settings. Right now if they have 3 iron bolts left in the quiver, they won't restock, or use them. But when combat comes, they run out immediately, and rush in melee. If I could tell them to get another set of bolts instead, that would be great.
Option for the dwarfs to combine identical bolt sets would be nice too. Having 12 *Iron bolts* and 10 *Iron bolts* would make a set of 22. This would help the refilling of quivers, and prevent the half used bolt sets from being everywhere. Combining different sets could be done by taking the lowest level (so 1*Iron bolt*, 10 +Iron bolts+ and 1 Iron bolt would make a stack of 12 Iron bolts).
That is about it.
Well, I would also like to have an arena and betting set, where you could make captured invaders fight for their life for entertainment of your dwarfs, but I think this is just a remnant of the old dungeon keeper 2 game. I would be nice to have goblins fight to death though...