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Author Topic: First timers suggestions.  (Read 609 times)

LordDemon

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First timers suggestions.
« on: March 30, 2009, 11:25:28 am »

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...
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Dame de la Licorne

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Re: First timers suggestions.
« Reply #1 on: March 30, 2009, 11:34:35 am »

These are all good ideas, but most of them have been suggested before.  You should try using the search function to see if there is an existing thread where you can add your ideas to what has already been discussed. Also check the dev_next page, this one has everything displayed on one page (http://www.bay12games.com/dwarves/dev_single.html), so you can use your browser's search function on that.  :)
That said, the combat/squad set-up is getting a major overhaul for the next release, and I believe the bolt stacking issues will be addressed.

Welcome!
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Mephansteras

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Re: First timers suggestions.
« Reply #2 on: March 30, 2009, 11:38:24 am »

Welcome to the forum!

You've got some pretty good ideas there. I know some of them have come up before, but they are good nonetheless.

In the future, there are a few things you should do when making suggestions so that it's easier for Toady to keep track of everything.

First, check to see if your idea has been posted. There is the Eternal Suggestions list, which is a list of suggestions for people to vote on. If your idea is there, go ahead and vote for it. If it's not, feel free to add it! Also, you can use the search function to see if your idea has shown up before. It's not 100% reliable, but some stuff (like siege warfare and mechanics) have had pretty extensive discussions done on them. It's best to read over what other people have said and add your thoughts there. That way it's all in one place.

Second, try to keep things separated topic-wise. Suggestions are a great way to get ideas rolling and a lot of conversation can happen about them. If the opening post has several topics in it the thread can get pretty unwieldy. Or, even worse, some ideas just get lost in the shuffle.

Third, make sure your suggestion title is descriptive for the topic at hand. You want it to be easy to find for anyone doing searches on the topic. :)

I don't want you to feel like I'm coming down on you. I did the exact same thing when I first showed up! These are just some guidelines that help keep the suggestions forum moving smoother.

Again, welcome to the forums. You've got good ideas, and I look forward to seeing you participate on all the discussions here!
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Footkerchief

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Re: First timers suggestions.
« Reply #3 on: March 30, 2009, 12:22:47 pm »

That said, the combat/squad set-up is getting a major overhaul for the next release, and I believe the bolt stacking issues will be addressed.

Restacking isn't getting implemented yet unfortunately, but marksdwarves should be smarter about equipping themselves.

But yeah, looking over the OP, multicrossbows and fans are the ideas I haven't seen before.
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LordDemon

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Re: First timers suggestions.
« Reply #4 on: March 30, 2009, 02:54:05 pm »

I tried to read through as much as possible, but the scope of the game alone, with the multiple dev documents and even more forum conversation made it near impossible to read or even search for this stuff. I wouldn't have posted before next summer, if I had read all the prior discussion. I figured that while it is worse for you guys to listen the same ideas before, it was still lesser of two evils.

I knew most of the ideas likely were suggested before, but I chose some that I though were more original and in scope of game. Thanks for the link to one page, I try to keep that in mind too.
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Pilsu

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Re: First timers suggestions.
« Reply #5 on: March 30, 2009, 05:51:17 pm »

Don't much care for the flamethrower. Personally I'd make catapults create some cave-in dust in the target area and when loaded with liquid fire ammo, the cloud would set things on fire or immolate the ground. Would probably require a change so the catapults no longer use bare rock but actual ammo
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