I had one of my days... And I have a few suggestions, so I put them in a group
I: Military Discipline
Currently, if you give a squad an order, any active (not sleeping/eating) dwarves will go there, unless their leader is sleeping in which case they stay around him like headless chickens.
I suggest 3 modes when turning a squad 'active' (ie not standing down)
a) Station: This is the current mode, they do things at their own pace ect
b) Battle: The Leader walks into the barracks, and all fighters in that squad go to the barracks with him. Any tasks are interrupted at once, and they answer the call. When all are there, the leader walks out to the designated area, and the squad stays with him. There they stay in formation, and never break ranks. If they're hungry/thirsty they will still stay there, unless they have rations on them. The troops will only return to their normal lives when the order has been removed, or they get so many unhappy thoughts at being kept awake, hungry and thirsty that they mutiny.
This mode is for the days when you 'NEED' to have troops at a particular location, in case for example the goblins get through your first line of defence.
c) Scramble: Dwarves in that squad will drop all they're doing, and move towards the designated area. Once there , they will fight if needs be, but then return to the station mode.
This mode is for emergencies, when you have ratmen coming up the river and you 'need' men there, and quickly.
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II: Alarm Traps
A trap which requires mechanisms to make. This trap can be placed outside the fort area. When a creature (or animal, or both, depends on setting) steps on it, it immediately pauses the game and brings you to the area where its happening.
The trap needs to be reloaded from each time it is used (to prevent spam). The trap can 'ring' when animals step on the tile, or when enemies step on the tile, or when either does.
Its main idea was to give a warning before your fort gets set on by racoons or monkeys, however its also a good thing to have in case you overlook an area during a fight.
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III : Follow the Leader
In adventure mode, your friends/spearcatchers should stay WITH you, instead of wandering off on their own and spamming your screen as lizardmen eat their heads. Occassionally one might wander off and take some men with him (especially if its a master, who wants to lead), but it should be quite rare
IV: Sound
Sometimes in adventure mode, you're in a cave with multiple passages, your friends disappear and you watch as they get beaten up by your target (Kill XXXXX). Then you spend the rest of the adventure trying to find them from the passages. I suggest instead, that they should make a 'sound' while fighting.
The sound will give an idea of where they are, and also might draw troops towards the area (in case of a planned military like in a goblin cave)
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V : Bolts can't be recovered
Sometimes bolts don't break and can be reused. Problem is, dwarves will walk into the battlefield, to pick up ONE precious bolt. It is then taken to the fort, where a marksman 'might' pick it up (instead of a stack), fire the precious one and only bolt at the target... then gets splattered against the wall. Can we remove the fact that bolts can be recovered? It causes more trouble then its worth.
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VI: Glass projectile
This is a fiendish idea of mine. The siege workshop creates a 'glass projectile' out of 5 pieces of glass. The result can be loaded and fired from catapults. It deals usual damage to what it hits, but when it hits, it breaks into hundreds of little shards which spray out a 3X3 area around the landing zone. The quality of the projectile determines how many shards there are, and how much they hurt.
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VII: Champions go off to adventure
Champions should sometimes get wanderlust, and leave the fort to become dwarven adventurers. They should pop in from time to time, perhaps with a present or two, or they might return after a short time fighting abroad
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VIII: Reputation
The capital should sometimes request that goods be sent to it. This increases your reputation with the nobles of the capital. A certain reputation would be required in order to get higher nobles, and the capital might decide to send rewards (resources, or trained immigrants) to forts with a good reputation
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IX: Dustbin Barrels
A barrel can be placed in the dining room and be assigned as a 'dustbin'. Dwarves will place rubbish from their meals into that barrel, and later its emptied by a dwarf with the 'cleaning' task
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X: Tantruming Dwarves
Tantruming dwarves should get happy thoughts if any dwarves they see as friends try to 'talk' to them and calm them down, as opposed to just ignoring (and getting ugly thoughts) from the tantrumer
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XI: Dungeon Master without need for coins
The dungeon master is a very useful noble, however he requires coins (and .: the economy) to be obtained. Now some of us don't like the idea of the dwarven economy (I prefer communism personally), and don't start it. Can he have different requisits instead?
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XII: Work faster with nobles
Lower end nobles should give a bonus to speed/workspeed when in the presence of other dwarves. The other dwarves would work faster due to fear of punishment, or wanting to make a good impression with the noble
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XIII: Finishing jobs
Currently, a dwarf continues his job for as long as he doesn't fall hungry/thirsty/tired while doing it. This often causes a lot of litter on the ground as he drops whatever he's carrying, or wastes time when he travels near the edge of the map to recover a comrade, then falls tired and walks back to the fort.
Dwarves should ideally finish their jobs, THEN see to hunger, thirst and tiredness. Obviously, dehydration and 'starving' should interrupt jobs
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XIV: Internal economy
The economy should be more realistic. Dwarves should trade coins/services WITH/FOR each other during their breaks. A dwarf might buy a plank of wood, and carve something in his free time, then sell it. A dwarf might win a bet and get some money from a fellow dwarf. Dwarves could sell their posessions to other dwarves. A black market of 'stolen' items could exist.
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XV: Drunk Dwarf
Should be a very rare thing. A dwarf goes drunk, and runs around pulling levers and moving things to random places. Guards could arrest him for disorderly conduct.
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XVI: Higher Nobles
Kings, dukes and higher nobles shouldn't mix with the lower classes. They should stay in their rooms most of the day, or visit other noble's rooms. When they walk next to a dwarf, the dwarf should bow down (lie down) until they have passed...or else.
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XVII: Warning before nobles arrive
A letter from the king/queen "I am going to send the broker ABC, he will require the following items". This helps with suggestion XVI, and is more realistic. It also gives you the chance to plan ahead for the rooms (or the drowning post).
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XVIII: Dwarven Celebrations
ALL dwarves stop for a very long break. During this break they drink, eat and visit meeting rooms. These celebrations last a few days, and are triggered when something 'special' happens (for example a champion emerges, or a siege is ended).
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XIX: Legendary Dwarves
Sometimes, legendary dwarves should become big-headed, and start complaining more then the average dwarf. I mean, they ARE legendary after all
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XX: Carpets
A new item made by clothesmakers (placed with the build menu). A decoration which gives a happiness bonus of twice that of an engraved floor of the same skill, but obviously suppresses the engraved floor's effect)
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XXI: Exit
If something 'bad' happens you can terminate the process and get out scott free. However this damages the save games. Could we have a 'quit without saving' option? Instead of having to crash the game?
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*pants* 21 suggestions.. comments?
[ August 02, 2007: Message edited by: Haedrian ]