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Topics - Merry76

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Suggestions / Stockpile menu enhancements
« on: October 16, 2012, 06:37:59 AM »
I think this is a small thing to add, but it would benefit my personal playstyle immensely (I am a material hog - i stockpile everything, on the off chance that i might be using it sometimes in the future):

Could we have the stockpile down to each material type customizable?

Something down the line of:

Goods -> Stone -> Blocks  -> Marble

instead of stopping at blocks?

This might sound trivial with stone blocks (i just have a few thousand of them lying around...), but with soil it makes sense to put clay near a potter. I do not want dirt there (i seldom want dirt anywhere, but the dumpster is only available in 3/4 seasons for 2 days. Did i say dumpster? i meant merchant... sorry about that). Same with the metal trade: the jeweller might need silver etc. the armourer does not.

Suggestions / Butchering made easy
« on: October 16, 2012, 06:25:54 AM »
Butchering Animals is tedious, at least at the moment: If you have more than one type of animals, its an outright catastrophe - you get a long list of unsorted animals, with no suggestion as where they might be coming from (You can name the pastures, but do not get them displayed in the butchering dialog - separating the animals to be killed in a different pasture doesnt help much at that point.)

Its ok, it is alpha afterall. But it might be nice to have the whole butchering thing a bit more user friendly.

One easy step would be a "Auto-Butcher Animals that do not fit into a pasture". This would get rid of the strays that run all over the place, and you could use the settings in the pasture (that are already there) to fine tune how fast you want your animal population to grow (and get butchered).

Suggestions / Stupid Suicidal Psychic Engineers
« on: September 29, 2012, 11:55:13 AM »
I thought long and hard if I should write this suggestion, but after loosing my second engineer to goblins, I give it a go.

Could you make it so Engineers are less suicidal, or at least not psychics anymore?

Let me elaborate:
Everytime a goblin stumbles into a trap (they seem to miss a lot, but they do go off allright), the engineer will - thanks to his psychic powers of knowing wich trap was sprung - walk past the guards and into the arms of a goblin raiding party - something my strongest warrior shouldnt do alone.
More often than not he is too far away from the guards to go into the "scared of goblin, let the Army handle it" mode that was patched in last tuesday.
So he is the first one to contact them and insists to fight them to boot. Being a wrench-wench, he is not that good at fighting but may be influnced by the fact that he has to get to his workplace anyway (wich is behind the goblins). Sure my Army arrives one or two combat rounds later (i have to send them, the engineer apparently is to stupid or cocky to raise an alarm), but that may already be too late.

So - would it be possible that a sprung trap is either not found out by gnomes until someone walks by it (revealing the "fog of war", thus setting the task), or if it is sprung everyone knows it and it causes a general alarm? (first solution would actually be better - this would patrols make useful).
The other solution would be to inform the engineer of the trap as before, but give him some time until he thinks the coast is clear, so he goes and resets the traps after the invaders have been dealt with (this might take an awful lot of code, and may be easily affected by bugs)

Suggestions / Medipacks / Field Medic Kits
« on: September 17, 2012, 06:29:27 AM »
New item, goes into weapon slot (or backslot, though this might be overpowered). Requires Bandages and Cloth to be created (its basically a neatly wrapped up bandage).

Can be assigned (if it goes into the weaponslot) to a uniform.

If a gnome starts bleeding nearby, the medipack is used by the carrier (and the medicine skill) to stop the bleeding.

If used in combat, it hardly does any damage at all (using brawling skill), since it is basically a pillow.

If assigned to Guarding Gnomes, its a bit wasteful (its easier/cheaper to just have a stockpile of bandages nearby). If you have a squad fighting down in the mines, it could be a lifesaver. Shouldnt be gamebreaking, either way.

Suggestions / Clothes (armour that protects a little, but still looks cool)
« on: September 15, 2012, 03:12:36 AM »
I like how the "Unarmoured" Gnomes look. I really do. However, Gameplay wise, its better to clad them from head to toe in Yak hide armour (its cheap, quickly produced and may be the difference between "Arm Off" and "We can fix that").
At wich point they kinda look like midget mexican Wrestlers. Gone are the funny Topheads, the monocles and the Leprechaun garb they sport while being "naked".

It would be great if we could give them "civilian clothes" that do not change the appearace (so they still look like funky gnomes) and still gives them something to wear. I suggest part leather (inlays, for protection) and cloth (its underused at the moment...) would work.

Also: we make Leather armour out of hide. Wouldnt it be hide armour? Leather (or studded leather) could be upgrades to hide armour :)

Suggestions / Water Routine revamp
« on: September 10, 2012, 11:31:47 PM »
From a post in General, where i clearly didnt belong:

As for the water: there used to be pumps and rain back in the early beta, but it was too laggy so RoboB0b have removed it out. It is quite understandable, though, since the fact that moving water takes a lot of processing power: Yesterday I tried to make a 2x40x2 moat that surrounds my seaside (or lakeside) camp, but as soon as I open the floodgate, my computer drops to its knee because of the fluid calculations, which dropped the framerate from 50 down to 3-5fps. Segmenting the moat (digging 2x4x2 holes, then flood it and repeat) works though.

Sounds like a problem with the water routine. If the map creator is any indication what it takes to "settle liquids" (aka, half a minute on a quite good computer) the liquid routine needs help - badly. DJoslin from Simple machines made the "Finite Water" Mod for Minecraft, wich does not (entirely) kill computers, and works quick enough to actually surf down a chasm on a raft if you are careful. Maybe RoboB0b can drop him a line on how he did it (it isnt needed that someone invents everything all over again). If i recall correctly he did it by not doing it realistically, but by applying a simplistic model. Something down the line of: If a tile is having less water in it than the tile next to it, the tile with more water gives half of the difference to the one with less. Ignore if the difference is lower than X. if a wall next to a 100% water tile gets "empty", the water tile will give the empty tile 50% water, containing itself 50% now. Then the next adjacent reacts, goes down to 75%.... etc. While it certainly worked for Minecraft (There were only 8 levels of water in each block) this option might be too complicated (would need testing). It does, however, simulate the quick flood you get when you dig into a sea (not entirely sure why you might want that, but there might be water trapped deep down in the world, where you cannot help but digging into it).
You could compensate/tune it, if "settled" liquids get assigned a hidden "Area"/"Room" wich contains a certain amount of water. Now if someone digs into it, the same happens as above, only that you take the whole "Room" of water as a source. This minimizes the amount of calculations (real water does not behave this way, but it really does not have to be realistic) to a certain number of calculations (if you add the new sea tile to the "Room" of water if the difference is lower than 10% of the average filling of the water "Room" you have a maximum 4 calculations per normal block flooded (50%-75%-87.5%-93.75% (given a sea thats big enough to always stay at 100% (unrealistic) and a complete empty tile))
You could tone it down even more, if you add the new block to the "Room" and calculate the fill level afterwards. Game wise, this wouldnt even matter (i am not sure at wich water level a tile gets unpassable...) if the tile gets flooded instantly.

Suggestions / Death Toll affecting not much
« on: September 07, 2012, 01:24:51 AM »
Gnomes die. Such is Life (and Death, apparently).

But not much else happens, if you loose 2-4 gnomes every season (that would be a life expendancy of roughly 5 years for each gnome... seems a bit low). Sometimes you prefer gnomes dead, because all they do is take up population cap with one or more arms or legs missing (whenever mechanical limbs come in, this might or might not be fixed).

Gnomes dont mourn. Gnomads dont care about the high risk, they just look at the shiny walls and start to settle in the dead gnomes personal quarter. Merchants just think business is all that counts (well, no problem there, its very realistic).

Shouldnt a high death toll (Temporarily) reduce the kingdom worth? (may attract less gnomads or merchants)
Shouldnt gnomes worry about their comerades dying?

Suggestions / Walking on Walls
« on: September 06, 2012, 01:45:34 AM »
It occured to me that the game needs the feature that gnomes and enemies need to be able to walk on walls.

I may need to elaborate this a bit, it sounds odd. Compare a pasture that has walls around it, and one that has no floors around it, with the dirt underneath acting as a wall. Both are inaccessible from the outside, thought the latter looks incredibly silly (the floors are maybe half a meter deep, surely a bloodthirsty goblin could climb that down and up again, and butcher the farmergnome and steal his yaks)

There is nothing wrong with the need for floors(and roofs), but if you remove them and they act as a barrier is just odd. If walking on a wall makes you superslow (half speed) so be it. But having a missing floor act a s a waist high fence that cant be surmounted is just plain odd.

Of course, that could open up the possibilities for ninja goblins that _could_ climb (low) walls, walk on them and infiltrate the fortress like that.

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