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Author Topic: Towns  (Read 95852 times)

BigD145

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Re: Towns
« Reply #435 on: February 13, 2013, 12:44:47 pm »

We will probably solve this by having a some sort of prohibited territories designation or items that "scare" certain type of entities from getting near them.

Why wouldn't the toads themselves scare your people away?
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burningpet

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Re: Towns
« Reply #436 on: February 13, 2013, 01:03:42 pm »

Yeah a fear mechanic is also planned.
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Urist McDepravity

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Re: Towns
« Reply #437 on: February 26, 2013, 10:17:32 am »

Bought this one on linux steam.

Some major issues for me:
 - Building aboveground stuff is as annoying as in DF. At least make it possible to queue rectangular areas of walls/floors with automatic order resolution, so I would not have to micromanage it row by row.
 - Citizens rushing ahead of heroes in dungeons. Even providing everyone iron/spider armour and weapons doesn't help, as monsters tend to gang up on single civvies.
 - Dungeons tend to be too long, civvies starve while walking from one end to another. At least needs df-like backpack with food feature.
 - Animal farms. I've built about 10 cow farms, they didn't produce enough cows, so eventually I've added 6 more and then went to manage dungeons. Only when civvies started dropping dead from starvation I've noticed that something went wrong. My farm area was flooded with dozens of cows, and everyone was busy feeding them instead of making food for themselves. All produced wheat went towards cows, so bakery was disrupted. I've managed to butcher them all in the end and make tons of steaks, but this should be automanaged like rest of food production.
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ragnar119

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Re: Towns
« Reply #438 on: February 26, 2013, 10:25:37 am »

Just some tips for you.

-Build stock piles behind doors. When you open the dungeons, lock the doors, so townies dont go before heroes. When heroes clear the dungeons, than unlock doors for stockpiles.

-Build dining rooms and barrel full of food on every dungeon level, so townies can eat there. Or mine the dungeon, and make shortcuts.

Farms are only temporary there. Devs plan to remove all the buildings from the game, including the farms. You can mod out the need to give food to animals from farms until they improve that segment of game.
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burningpet

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Re: Towns
« Reply #439 on: February 26, 2013, 02:58:41 pm »

Backpacks have been suggested many times before and will probably be in some way or another.

From v11 on wards (next patch) several build actions have the rectangular selection. it would be very very easy to mod/add it to everything.

Feeding animals is a separate priority/job from v11, so you could designate who can do that and who can't or what is the job importance.
« Last Edit: February 26, 2013, 03:16:49 pm by burningpet »
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Neonivek

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Re: Towns
« Reply #440 on: February 26, 2013, 03:03:05 pm »

Oooh people are giving suggestions? Ooooh ooooh I got one!

There should be a kitty who if you take good care of turns into a goddess and gives you a pearl.

Ok not really >_<
« Last Edit: February 26, 2013, 08:22:18 pm by Neonivek »
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Metalax

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Re: Towns
« Reply #441 on: February 26, 2013, 08:16:13 pm »

Feeding animals is a separate priority/job from v11, so you could designate who can do that and who can't or what is the job importance.

You can designate which types of jobs a particular townsperson will look for? Is that hidden somewhere in v10 or something new?
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ChairmanPoo

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Re: Towns
« Reply #442 on: March 02, 2013, 02:34:52 am »

So, to people who have played both this and Dwarf Fortress: how does it compare?
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jester

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Re: Towns
« Reply #443 on: March 02, 2013, 03:16:18 am »

At this stage anyway, id say DF light with graphics and a GUI, the game itself is solid, but ive never seen anything that even came near the complexity of DF
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burningpet

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Re: Towns
« Reply #444 on: March 02, 2013, 06:22:12 am »

Feeding animals is a separate priority/job from v11, so you could designate who can do that and who can't or what is the job importance.

You can designate which types of jobs a particular townsperson will look for? Is that hidden somewhere in v10 or something new?

Its something new. v11 will be out in the very near future.
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burningpet

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Re: Towns
« Reply #445 on: March 02, 2013, 06:24:04 am »

At this stage anyway, id say DF light with graphics and a GUI, the game itself is solid, but ive never seen anything that even came near the complexity of DF

Aye, no where near DF complexity.

Towns is kind of a mix between majesty (uncontrollable heroes), settlers (more emphasis on production lines) and DF (no need to elaborate here).
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Metalax

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Re: Towns
« Reply #446 on: March 02, 2013, 11:12:39 am »

Feeding animals is a separate priority/job from v11, so you could designate who can do that and who can't or what is the job importance.

You can designate which types of jobs a particular townsperson will look for? Is that hidden somewhere in v10 or something new?

Its something new. v11 will be out in the very near future.

Ah nice, this may finally allow me to reasonably run more than one industry at once.
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boki

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Re: Towns
« Reply #447 on: March 04, 2013, 06:19:33 pm »

This is the game and the reason why I am here. Had a lot of fun with this game, but now I am trying to play DF, and have little problems getting used to it  :D, but I am stubborn and won't give up easy
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Viken

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Re: Towns
« Reply #448 on: March 04, 2013, 06:34:25 pm »

Boki, I'd suggest making good use of the DF wiki.  Its extremely helpful, especially the tutorial section.  Once you get the hang of it though, its all good.

P.S., keep up the good work with Towns!   8)  I didn't want to take the thread off-topic. Haha.
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burningpet

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Re: Towns
« Reply #449 on: March 04, 2013, 06:41:13 pm »

It always bring a smile to my face seeing people find out about DF thanks to Towns, or That Towns was that final step they needed to get the basic hang of DF so they could look past the interface.
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