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Author Topic: That one(unreasonable?) thing to change about DF...  (Read 7173 times)

weenog

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Re: That one(unreasonable?) thing to change about DF...
« Reply #15 on: July 20, 2012, 03:35:02 pm »

Dwarves freezing. Really, I want to build heating systems in the fortresses. I don't like it when it's winter but everyone is happy outside.
What about light?I'm pretty sure dwarves do not sense the world with their beards.

What kind of climates are you embarking in?  I hate to sound obvious, but "winter" doesn't mean "cold."  Nor is it the other way around, "summer" isn't necessarily "hot."  I'm building an above-ground extension for my fortress out of ice just because in the four years I've been here, the surface water has never thawed.  This is in someplace called Cold, not even Freezing.
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Mobotium

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Re: That one(unreasonable?) thing to change about DF...
« Reply #16 on: July 20, 2012, 03:50:08 pm »

A rewrite of the crafting system to include procedualy-generated weapons, armor, random crafts and everything in between, in accordance to a randomized system of magic, science, religion, etc. Virtually, it would create vastly different worlds with diverging play-styles, with each world offering possibilities and problems far different from any other. This would allow for realistic worlds, magic-based worlds (with or without religious magic) and anything in between. In other words, the change that I would take into Df would be to make the entire world generation based on thousands/millions of parameters and triggers governing what may or may not happen, leading to vastly different resulting worlds, instead of the current "everything that's on the raws will exist" system.
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MrWiggles

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Re: That one(unreasonable?) thing to change about DF...
« Reply #17 on: July 20, 2012, 05:05:20 pm »

Considering how sensitive the weapons are to their values, procedurally generated weapons and armor would just be a terribly broken mess most of them. I suppose it wouldnt be possible to create the series of rules for the procedural generation, but I bet it wouldnt work very well.

And there also the issue of telegraphing information about said weapons and armor to the player. That'll be terribly messy.
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pisskop

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Re: That one(unreasonable?) thing to change about DF...
« Reply #18 on: July 20, 2012, 05:20:50 pm »

I would like to see ai gened abandoned fortresses.  Failed ones from various races w/various threats.


What magic?  religious as in plagues, earthquakes?
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MrWiggles

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Re: That one(unreasonable?) thing to change about DF...
« Reply #19 on: July 20, 2012, 05:30:12 pm »

There are some ruins currently in the game, and there a whole adventure role for explorer thing, which includes ruins.
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Mobotium

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Re: That one(unreasonable?) thing to change about DF...
« Reply #20 on: July 20, 2012, 05:37:09 pm »

Considering how sensitive the weapons are to their values, procedurally generated weapons and armor would just be a terribly broken mess most of them. I suppose it wouldnt be possible to create the series of rules for the procedural generation, but I bet it wouldnt work very well.

And there also the issue of telegraphing information about said weapons and armor to the player. That'll be terribly messy.

By "procedurally-generated weapon", I mean that most of the weapons would be like those that are in-game now, but there would be something like regional and national variety on things like the size of the blade and the quality of certain weapons, based on the style of warfare employed by that particular civ, simulating adeptness of weapons to fit a war with a civ that uses thick armor, for example (thickener swords, more suitable for piercing heavier armor, heavy maces, etc) . Also, for the same reasons, some civs would disregard use of weapons completely should such a weapon be incompatible with its methods of warfare, or perhaps, not even bother with inventing such a weapon. As for the world gem, I was thinking about some kind of tech tree system, with the pushes along different paths being based on each particular civ's focus and, perhaps, more advanced stuf like spying and the likes. This system combined with the variety due to the weapon/armor/whatever evolution sistem would create a world with a lot of variety between civs. The documentation is, indeed, a problem though. However, such a system shouldn't be incredibly hard to implement, given a respectable amount of time, I guess.
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Loud Whispers

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Re: That one(unreasonable?) thing to change about DF...
« Reply #21 on: July 20, 2012, 07:16:39 pm »

Good biomes being too good to survive in, lever operated gatling ballista batteries and some way to edit liquid behavior (OOOO THAT WON'T HAPPEN AT ALL).

Not even being sarcastic, so many problems. First two, unlikely but maybe.

CaptainLambcake

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Re: That one(unreasonable?) thing to change about DF...
« Reply #22 on: July 23, 2012, 08:47:19 pm »

Change it so i'll stop losing good forts to huge tantrum spirals because a few socially powerful dwarves die.
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WaffleEggnog

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Re: That one(unreasonable?) thing to change about DF...
« Reply #23 on: July 23, 2012, 09:21:00 pm »

Ok.... honestly? Pewp. You heard me right. During the Middle ages, managing were.... human waste went was a huge priority. In Rome, they made aqueducts which lead to the river.... which they drank and washed their cloaths in (ewwwwww). London had the same problem, with people just dumping crap wereever they pleased. Plus, who doesint like more micro-managment!!!
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DrKillPatient

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Re: That one(unreasonable?) thing to change about DF...
« Reply #24 on: July 24, 2012, 12:53:04 am »

Mouse designations for constructions (such as walls), and the ability to draw lines with the mouse; i.e. one could click in one place, then click elsewhere to draw a line of the selected designation type between the two points.
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Karnewarrior

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Re: That one(unreasonable?) thing to change about DF...
« Reply #25 on: July 27, 2012, 09:31:43 pm »

I actually dislike the idea of civ races like dwarves and humans being capable of magic. I think much of the unique feel of DF comes from being in a fantastic realm with all the fire-breathing dragons and pantheons and demons, but missing the wizards blowing smoke rings and knockin on little people's doors at five in the morning.

Damn wizarding Jehovah's witnesses.
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King DZA

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Re: That one(unreasonable?) thing to change about DF...
« Reply #26 on: July 27, 2012, 10:22:21 pm »

World control.

Kie

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Re: That one(unreasonable?) thing to change about DF...
« Reply #27 on: August 02, 2012, 09:19:31 pm »

Being able to "abandon" a fortress without actually abandoning it. Just retiring, like in adventure mode. So I can go and talk to all my citizens and buy some of my dwarven goods (which would be designated before abandoning the fort)

On that topic, I would also like to have more traders than just the 3 civilization caravans. Maybe an adventurer or two, or another human caravan from a different human civilization. There are multiple civilizations of the same species, why do I trade with the same humans every year?
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misko27

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Re: That one(unreasonable?) thing to change about DF...
« Reply #28 on: August 02, 2012, 09:21:58 pm »

In the future, hes going to add taverns, which implies adventurers and unsavory types showing up.
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Kie

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Re: That one(unreasonable?) thing to change about DF...
« Reply #29 on: August 02, 2012, 09:49:51 pm »

Yeah I know. I can't wait. Actually, I change my unreasonable thing to: All planned updates be released right now, bug-free.
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