Save Games: The whole motto of the game (it seems) is "Losing is fun!" Additionally, this breaks the continuity of the game world, and Toady's goal seems to be creating a simulated world. A real world doesn't have a "oops, let's rewind 3 months" button, and I don't think DF should either.
I agree. And when DF gets into a more finished state, when it better approximates the real world, I'll be fine with not having a save feature. Right now, when sixty dwarves will happily rush to their deaths in order to pick up a sock off a dead goblin, when I have my population cap set at SEVEN and yet I have fifty dwarves in my current fortress (just now got my Dungeon Master), we need an official save feature. If the real world could disappear and the universe reboot because God clicked on a pop-up ad which tried to pull up a video, I'd say real life needed a save function too.
(Apparently trying to display a .wmv file while DF is running is REALLY bad, but I haven't filed a bug report because it's not strictly to do with DF, it involves too many other factors.)
I don't necessarily agree that "losing is fun". It's fun if I lose because I made an idiotic design decision like not giving the water anywhere to drain to after it makes a waterfall in my dining room. Hey, I learned from my mistake and my next fortress will be better. It's not fun if I lose because I assumed that a feature would work correctly and it didn't.
Impossible Locations: Particularly with the new tunnel system, trade could still be viable in these places, but I'd like to see other work done before this is implemented.
I'm not even talking about allowing trade. In my admittedly limited experience, trade is much less essential to a proper fortress than stone, yet the game will let you embark on a triple-aquifer area with sparse vegetation and only one z-level of dirt. I just want the option to build a fortress ten miles into the mountains whether the merchants can get there or not. Let it give you a warning stating that, "Although your dwarves may be mighty or stupid enough to try to live in this location, sensible dwarves, beardless humans, and pantywaist elves will not be able to trade with you because there's no roads to the godsforsaken boondock area you are trying to live in. Are you sure you want to embark here?"
Mineral Announcements On/Off: I'd like to see a third option, On/Off/First. That way I'll know when a NEW mineral type is struck.
You are absolutely correct. This is what I should have posted originally, if I had put more thought into it. I may edit my original post to reflect this superior suggestion.
(thoughts on) Detailed Combat Reports
Everything CLO said about this, seconded.
Dwarves Carry Babies Outside: Another little thought on this. As Icycloisters enters its seventh year, I'm seeing dwarven parents with Cave Sickness carrying their babies outside and barfing. It didn't occur to me to see if the poor infants have "vomit splatter" on them, but I'm going to check. The dwarven concept of "motherly love" is as horrifying as it is hilarious.
Cave Adaptation: Since my last three fortresses have all been outdoor construction experiments, I can't really recall what Cave Adaptation was like anymore ... but I do remember it seemed broken. Your suggestion sounds like an improvement.
See, my current fortress is almost entirely outdoors. Every workshop is above ground. Every storage area and all the living quarters except the military barracks (six out of fifty dwarves at the moment) are either on z-levels -1 or -2. Most if not all of my dwarves have spent at least half of their lives above the ground, working on my magnificent (at least in my eyes) walls, towers, and moat, the only reason I go underground is to get more rock salt to build my walls out of. And yet, my dwarves are barfing all the time.
Notes: For the love of God, why would you call this fluff?
There's a guy on this forum who has the greatest sci-fi villainess of all time as his avatar. He knows where I got this idea. I call this "fluff" because (unlike most of my other suggestions) it's something I can handle with Notepad or with a real-life pencil and paper (as I do now), but it would be mighty convenient to have it in the game. I got introduced to this game in the first place by reading a succession game on a different game's forum, and they had to restart from a save because one guy left the irrigation floodgates open when he forwarded his save to another guy, and the second guy didn't know which lever closed the floodgates, so all he could do was watch helplessly as his dwarves drowned.
This is already an option, both for your Group and your Fortress; when you're picking your gear to get ready to embark, check the screen carefully. I'm sure to rename the group it's "G" and to rename the fortress might be "F", but I might be wrong about that one.
No, you're right, but I'm talking about renaming the fortress after you get there and decide that either you don't like the randomly-generated name it gave you, or the name that you picked is inappropriate because it describes a feature that doesn't actually exist. Constantinople becomes Istanbul, Saint Petersburg becomes Stalingrad, and Bloodyanus the Festering Tunnel becomes, well, Riverhome or something.
Appalling? =-> This game IS free.
I didn't have to pay for my eyes, but that doesn't stop me from wanting glasses so that I can see more than ten feet.
I'm just sayin', in Construction, we can choose whether to use larch logs or granite blocks to build our fortress walls, but when it comes to having your mason build a door, our choices are "whatever I damn well feel like using" or "whichever material you seal me in a locked room with", and it shouldn't be that way.
But that's how they get to know each other; check it out, after a party they'll start to know all the people there a little bit more...
Oh, I know, and I think it's genius that parties are a "job" that levels up dwarves' social skills. I just don't like the fact that dwarves will neglect VITAL labors to attend parties for three months at a time. "If you will just
please finish linking that lever to that drawbridge so the goblins won't get in and slaughter us all in our hungover stupors, then for all I care you can party until you go blind, but can we just get these doors installed first?"
Regarding the multiple fortress discussion, I meant that I want more than one fortress running in the same world at the same time. I'm curious to see if I've got the sack to handle a fortress in the lovely two-aquifer Haunted Scorching Desert halfway across the world, but I'm not curious enough to abandon my current fortress. And if my hypothetical new experimental fortress turned out to actually be worth saving, then I couldn't have it coexist in the same world with my current fortress.
I understand that eventually everything will be affected by your actions in Fortress Mode, and therefore it won't be feasible to have multiple fortresses going at once. But for right now, there's no reason why we shouldn't. I mean, at one point, people used to play Dwarf Fortress with no z-levels and Hidden Fun Stuff was guaranteed in every fortress, right? But later versions made those fortress designs obsolete, and certain features were removed.
Obviously you shouldn't be able to have two fortresses on the same world map square, or right next to each other, but my Frozen Tundra fortress shouldn't preclude me building a Scorching Desert fortress literally thousands of miles away, even if they are technically existing at the same time.