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Author Topic: Top3 suggestions ROUND 2  (Read 3796 times)

MaxVance

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Re: Top3 suggestions ROUND 2
« Reply #60 on: April 17, 2008, 03:54:00 pm »

I want stack combining/restacking, workshop material selection, and Keldor's suggested job overhaul.
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zagibu

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Re: Top3 suggestions ROUND 2
« Reply #61 on: April 18, 2008, 04:57:00 am »

Is it me or is this round going much slower than the last?
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ShunterAlhena

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Re: Top3 suggestions ROUND 2
« Reply #62 on: April 18, 2008, 06:18:00 am »

+ combine stacks / better stack handling
+ organized religion (yay! pet wish for a long time!!!!)
+ improved siege AI (tunnels, siege ladders, etc.)
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Aldwin

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Re: Top3 suggestions ROUND 2
« Reply #63 on: April 20, 2008, 12:16:00 pm »

The ability to differentiate between pitted and non-pitted creatures
Stockpile priorities

Door access lists

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Slappy Moose

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Re: Top3 suggestions ROUND 2
« Reply #64 on: April 20, 2008, 01:03:00 pm »

1. Combine stacks (bolts and such)

2. Stop dwarven entrance dance

3. Growable/plantable/spreadable trees.


I hope Toady at least tries to work on the top nominations.

[ April 20, 2008: Message edited by: Slappy Moose ]

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PTTG??

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Re: Top3 suggestions ROUND 2
« Reply #65 on: April 20, 2008, 02:16:00 pm »

Does anybody else think that Designate Forbidden Area and No Entrance Dance really imply one annother? Designating areas to be forbidden would probably work exactly like the current Inside/Outside rules, and if one where to go and re-do them to allow free designation, one would probably try to tweak them to work with the AI better too. Either way, if one is done, the other probably will get done too by default. Between the two of those, there are 18 votes for Forbidden Area Improvements.
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Thassa

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Re: Top3 suggestions ROUND 2
« Reply #66 on: April 20, 2008, 08:28:00 pm »

transport vehicles / better hauling:
combine stacks / better stack handling:
complete overhaul of job system (see Keldor's post below):   <- I would add in not dropping tasks you are only ticks away from completing here, just because you are a little thirsty or something.  Could be affected by personality of course
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Wokeye

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Re: Top3 suggestions ROUND 2
« Reply #67 on: April 20, 2008, 10:23:00 pm »

My three picks this time are:
- job priotisation
- forbidden area designation

and a new one:

- a seasonal report by the fortress mayor/leader/king etc. Separate to the fortress summary stats page.  It provides guidance on fortress needs, based on the sum of individual dwarf preferences + all the basic fortress needs.  eg "more grog is needed" "we need more food production" "we need more beds etc." "we need more melee troops" "mine more X and Y" "make more stuff out of gypsum, people like it".  Would be good for newer players.

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PTTG??

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Re: Top3 suggestions ROUND 2
« Reply #68 on: April 20, 2008, 11:58:00 pm »

quote:
Originally posted by Wokeye:
<STRONG>
- a seasonal report by the fortress mayor/leader/king etc. Separate to the fortress summary stats page...</STRONG>

That's definitely in the plans. That, according to the plans up on the Dev Notes.

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Eagleon

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Re: Top3 suggestions ROUND 2
« Reply #69 on: April 21, 2008, 02:16:00 am »

- Fully customizable interface dealie. Not that I'd use it, but I'd be interested in seeing what people would do with that.

- The fire suggestion someone had, specifically some sort of flammable liquid. Oil or booze, doesn't matter, but since booze is already in, that fits the bill. The chaos this could cause using traps is just too sweet to pass up.

- More trap/mechanical/construction components! Huge springs (would move a component one tile above or next to where it is set, violently (usually a weapon trap, but walls and ceilings could also be fun  ;)) - must be placed against a wall or the floor. After it is triggered, it must be reset), platforms that raise/lower on worm tracks (same as springs, only no need to reset, not as violent, requires energy, and much more expensive to produce), stairways that turn into chutes, caltrops/broken glass that can be hauled onto a hatch above a corridor and then cleaned away when the battle is over (or just thrown down as a quick defense), taut adamantium wire, blockades that would only allow creatures below a certain size through, etc. etc. Lots of possibilities here.

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A_Fey_Dwarf

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Re: Top3 suggestions ROUND 2
« Reply #70 on: April 21, 2008, 06:46:00 pm »

1)  Naming levers, so that you know which lever floods the whole fortress and which lever opens the draw bridge. This would prevent so many disasters from happening and it would be really simple to change.(same as show lever connections suggestion)

2) Caged animals don't escape on abandon/reclaim. Having multiple megabeasts as residents in your fortress is not nice.

3) (already suggested) Improved siege AI

[ April 21, 2008: Message edited by: A_Fey_Dwarf ]

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Ralje

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Re: Top3 suggestions ROUND 2
« Reply #71 on: April 21, 2008, 08:26:00 pm »

Here's my votes:

* wrestling improvement "throws" (like hammer "push"):
I'd like to see throwing be a good defensive move for dealing with multiple attackers. i.e. Rather then face 3 goblin swordsman at once, use throw to knock 2 away, and fight 1 individually. (also, for hurling enemies down chasms  :) )

* Show lever connections:
A "Connected to ___" message would be great, especially when you have levers that do multiple things, or just many levers.


* improved siege AI (tunnels, siege ladders, etc.):
Sieges are what make the game intersting for me, but to defend against attacks is currently too easy.
It would really add depth to seiges if the attackers began to exploit weakpoints in defences, like short/thin walls, dry moats, etc.

[ April 21, 2008: Message edited by: Ralje ]

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Jamuk

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Re: Top3 suggestions ROUND 2
« Reply #72 on: April 21, 2008, 09:24:00 pm »

Resizeable viewport
time control slider
complete overhaul of job/task system
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A_Fey_Dwarf

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Re: Top3 suggestions ROUND 2
« Reply #73 on: April 21, 2008, 10:15:00 pm »

[edit] Sorry bad post.

[ April 21, 2008: Message edited by: A_Fey_Dwarf ]

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Kagus

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Re: Top3 suggestions ROUND 2
« Reply #74 on: April 21, 2008, 10:25:00 pm »

Underground diversity
Plantable trees
More mechanical parts
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