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Author Topic: What is YOUR most wanted feature?  (Read 12860 times)

Alkhemia

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Re: What is YOUR most wanted feature?
« Reply #75 on: September 26, 2012, 10:43:35 am »

Boats, Sea Travel, Pirates being one and fighting them and Sea Monsters. Hmmm if he does add boats he'll need to add cannons >_>

We aren't going to get cannons in vanilla DF, as Toady doesn't want any technology beyond what 12th or so century Europeans had access to. However, it was perfectly normal for navy vessels to use mounted ballista turrets as heavy ranged weaponry on the high seas, and mobile siege equipment will happen eventually, so boats will eventually get heavy equipment like ballistae and catapults to complement their archers. Other than that, about all ancient warships would regularly do was ram each other. A couple other techniques were flamethrowers and releasing toxic gases upwind of an enemy.
Ah that works I new about the 12th century thing but I did not know that they had ballista on boats that sounds more fun then cannons anyways.
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MrWiggles

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Re: What is YOUR most wanted feature?
« Reply #76 on: September 26, 2012, 10:50:56 am »

Some fucking proper AI to dwarves run to the secure area when chased by a goblin army.
Everytime, EVERYTIME there's an ambush, about 10 dwarves will start running towards the enemy army to haul a sock I forgot to forbid and then when the army chases them, the dwarves just run around like headless chickens. And when I order a squad to attack and then cancel because I notice they're just too weak, the bastards will keep running to a random location with "no job" status.
This is the only frustration I'm having with Dwarf Fortress.

This issue can't actually be solved with AI, for fort mode.There is no way for dorfs to know what is 'safe' vs. what isn't safe, since it cant really judge your intent.  The dorfs are doing as much as can be reasonable expected out of them, when they encounter creatures.

This is why there is the zone and alarm system. Through that system, you can tell the dorfs directly what your intentions are.
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VNdoug

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Re: What is YOUR most wanted feature?
« Reply #77 on: September 26, 2012, 11:40:41 am »

This is why there is the zone and alarm system. Through that system, you can tell the dorfs directly what your intentions are.
Damn, I can't believe I missed this in all the tutorials I've seen. Thanks for the tip!
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Mesa

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Re: What is YOUR most wanted feature?
« Reply #78 on: September 26, 2012, 01:53:04 pm »

Actually, as a creator of this (surprisingly popular, imo) thread, I forgot that there's one thing I want REALLY badly, moreso than the counties...
Fortress Mode skills in Adventure(r) Mode!

Because let's face, everyone wants to build their own "four corners" (that's how we call it in this God-forsaken Poland) at one point or another.
Be it just a shack in the forest, tower on the peak of a mountain or a replica of Boatmurdered - heck, I dare you want it.

And all those industries, oh God, all that crafting...
Being dependant on shops and loot is such BS. (and Dwarf Mode-made fortresses and stuff)
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gestahl

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Re: What is YOUR most wanted feature?
« Reply #79 on: September 28, 2012, 05:12:22 pm »

1) FPS death fix/reduction

2) Better job management.

3) The ongoing active world stuff. Elves get mad when I trade them a wooden bin? Order a raiding party to go fill a wooden bin with elven skulls.

4) Better military training. Loading my starting seven with teacher/student/observer/axe skill/armor user/dodger etc. should be necessary for a super soldier program. It should not take all that to get Urist McCheesemuncher to figure out how to hit the green thing with the sharp end of the axe.

5) Traders that listen. The same way that military problems cause danger rooms, stupid traders cause coin-melting. We now need four times as much flux. When I request flux at max priority and pay you a healthy profit margin, and you come back the next year with five hunks of marble? Your getting locked in the depot next to the cage full of giant cave spiders.
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NAV

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Re: What is YOUR most wanted feature?
« Reply #80 on: September 28, 2012, 06:10:20 pm »

I want better sieges, with siege weapons, battering rams, ladders, climb, dig, break down walls, and not rush into the hallway of traps more than once.

I want to load my stonefall traps with anvils.

I wan volcanoes to erupt.

I want realistic organ use. No alcohol with a rotten liver. Also, pulping. After 842 hammer strikes, there should be nothing left to revive.
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Leatra

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Re: What is YOUR most wanted feature?
« Reply #81 on: September 29, 2012, 07:20:19 pm »

From the most I want to the least I want:

1) Ability send armies to attack other settlements. I want to control the commander (who I chose) like in the adventure mode and order my soldiers to attack according to my tactics. If commander (that's me) dies, the most of the troops will start running away in terror. If that's not gonna happen, just let me see watch the battle. I can leave the fortress to the hands of my nobles.
2) Ability to assume control of a dwarf at your leisure in fortress mode. TANTRUM TIME!
3) A good enough economy system that is working (hey, I don't like the get my hopes high up)
4) Ability to write the training programs of soldiers ourselves.
5) Sea travel in adventure mode. I'm done with freezing in the water.
6) Multithreading. It's the last in the list because it sounds like praying to God to win the lottery.
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JimiD

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Re: What is YOUR most wanted feature?
« Reply #82 on: October 03, 2012, 02:06:05 pm »

I want to load my stonefall traps with anvils.

With a pressure plate and a hatch, Your dreams are already here.  Props if you use a mine cart to load it.
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TripJack

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Re: What is YOUR most wanted feature?
« Reply #83 on: October 05, 2012, 10:35:11 am »

Touhh question, but aside from bugfixes and speed optimizations I think I would have to go with improved sieges. It is too easy to make one's fort impervious to all outsiders.
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Levi

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Re: What is YOUR most wanted feature?
« Reply #84 on: October 05, 2012, 10:55:47 am »

I'd like an actual point to equipping my dwarfs with leather armor.  Every time I've outfitted an army with leather they've been slaughtered.  I'd be happy to see combat in general reworked a bit so that weaker units/armor/weapons is less weak and stronger units/armor/weapons are less strong.

I haven't played for a few versions though, so maybe some of this has already been tweaked?

Edit:  Also more interesting underground features/events.  I'd love to be digging around and find some buried city, a dungeon or maybe a lost temple.
« Last Edit: October 05, 2012, 11:05:27 am by Levi »
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pisskop

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Re: What is YOUR most wanted feature?
« Reply #85 on: October 05, 2012, 11:12:40 am »

I'd like an actual point to equipping my dwarfs with leather armor.  Every time I've outfitted an army with leather they've been slaughtered.  I'd be happy to see combat in general reworked a bit so that weaker units/armor/weapons is less weak and stronger units/armor/weapons are less strong.

I haven't played for a few versions though, so maybe some of this has already been tweaked?

Edit:  Also more interesting underground features/events.  I'd love to be digging around and find some buried city, a dungeon or maybe a lost temple.

Im in favor of not making metal weaker and leather stronger, but making metal slower across the board and leather faster.  For starters.  Id want DF to try to ultimately simulate RL.
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hops

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Re: What is YOUR most wanted feature?
« Reply #86 on: October 05, 2012, 05:48:18 pm »

Active worlds, really, it would be so awesome.
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imperium3

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Re: What is YOUR most wanted feature?
« Reply #87 on: October 07, 2012, 04:47:16 am »

Active worlds are coming pretty soon, I deem :D

I'd love to see the different dimensions that Toady talked about in one of the DFTalks. Imagine finding a mysterious portal that might lead either to a plane made of plump helmets and booze, or be a Doom-style portal that swamps the world in vast hordes of unimaginable horrors.

And hopefully the game will be sophisticated enough that doing that won't just be a problem for the fortress, but the entire world.
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cikulisu

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Re: What is YOUR most wanted feature?
« Reply #88 on: October 07, 2012, 01:31:51 pm »

a sorting function and a migrant wave option that allows me to trim down the amount i get. honestly it's kind of a buzzkill when i get 30 dwarves, all of which are useless. if i could set a profile that if cheesemaker ----> assign to military, shit would be so, so much easier. as it is sorting migrant waves when 90% of everyone is worthless is such a chore. even a tag when new migrants come that says "new" so that i can identify which cheesemaker is assigned to my farming/brewing thing and which is a raw newbie that i can throw into the grinder of the military-industrial complex would be wonderful.
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Roflcopter5000

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Re: What is YOUR most wanted feature?
« Reply #89 on: October 07, 2012, 04:29:07 pm »

UI Tweaks:
--------------------
Labor:
- The ability to set any order into a standing order, be it from the workshop menu or the job manager menu.
- The ability to tell certain workshops to ignore to job manager declarations.
- The ability to create, name, save, and apply customer labor profiles from within DF. IE: This dwarf is a 'Porter.' I assign him the labor profile of 'Porter,' and now he has a lot of hauling labors enabled.
- An actual fortress labor management screen, not just an arbitrary list of Dwarves. Or at least the ability to pop back into your list of Dwarves with cursor memory after you've set the active labors on a specific Dwarf.

Military:
- Assigning Dwarves to a squad should differentiate Dwarves currently part of the militia from Dwarves that are just civilians.
- The ability to assign a squad a mess-hall.

Construction / Designation:
- Remove the arbitrary 10 tile limit.
- Remove the check for whether or not the construction can be built while designating. Leave this check up to the dwarf that gets assigned that job, default behavior upon being assigned the task is to suspend the construction.
-Add the ability to suspend designations. This could be accessed by adding an option in the designation menu, 'suspend designation,' which lets you draw a box around the designations you want to suspend.


Actual Features:
--------------------
- Fortress 'retiring.' Really, I don't care how cheeseball this is, if everything just gets totally frozen in time and it's a pure nubmers game, using the exact same entity tracking stuff that is used for the human cities. Introducing this sooner rather than later lets the fortress players actually interact with the world at large, without this we have to wait for the army arc. For example, with actual tracked trade routes and succession in game, I can build a series of forts that connect two previously unconnected mountain homes via a giant road, essentially trying to model towns that came from the daycamps that the civilisation used as they constructed a new road. Like, that is a super awesome story that we can tell with very little in the way of new feature support.

- Greater interaction with your civilization beyond simple trading. If I'm besieged, I should send a runner out to my neighboors and beg for help. I should dispatch my own Trade caravan, and ask them to bring back certain items in exchange for these goods.

- Education. Ideally, an apprenticeship style system for most labors, perhaps with some university style things for other skills. Actually, it would be kind of cool to have skills that had utterly no effect other than to be a part of the education system, so that we could have an erudite fortress filled with mathematicians and historians, and maybe a grand library. They don't have to really -do- anything, except maybe have lectures that are attended by other historical entities or chat with each other. I guess medical dwarves could also benefit greatly from this as being a way to advance their skills.

- Better military training. Dwarves currently do not behave as if they are in the military, spending too much time lollygagging about and not any time being soldiers. Honestly I think half of this would just be adjusting frequency of demonstrations and sparring, and adjusting the frequency with which dwarves are allowed any other tasks.

- Daycare. 'Nanny' should be a legitimate profession.
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