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Larger maps and a map editor would be great addition to the game. More complex economy would be nice especially for the custom game. Maybe dorfs need tools to do their job and some goods to be happy, excess could be exported and money used to import raw materials in case map's resources have been depleted.
 
Haven't seen this suggested yet, but how about Ctrl+Left Mouse Button to buy and sell in 1000's? Cause right now you can buy/sell 10's by just clicking and buy/sell 100's by holding shift when you click.
 
The one thing missing for me is to have digging for resources be meaningful.
Right now there's really no point in going to the trouble of digging when you can buy anything you want because of your lumber industry,

In way, though, that's good because digging doesn't work very well..
Right now, the only way to dig for resources is complete strip mining, like in these pictures here.
Whenever I decide to dig for minerals (just for fun), my levels end up looking just like that.

The reason is that there is simply no other way to find anything.
The only way to see the type of a tile is to dig out a tile beside or above the exact tile.

If digging for resources should work in a properly dwarven fashion, digger or scholar dwarves need some sort of mineral RADAR.
Either always display the "hidden" minerals x blocks around them or add some buildable mineral scanner.

Then my dwarves could plan and build a "proper" mine, targeting specific minerals that I need.
 
The one thing missing for me is to have digging for resources be meaningful.
Right now there's really no point in going to the trouble of digging when you can buy anything you want because of your lumber industry,

In way, though, that's good because digging doesn't work very well..
Right now, the only way to dig for resources is complete strip mining, like in these pictures here.
Whenever I decide to dig for minerals (just for fun), my levels end up looking just like that.

The reason is that there is simply no other way to find anything.
The only way to see the type of a tile is to dig out a tile beside or above the exact tile.

If digging for resources should work in a properly dwarven fashion, digger or scholar dwarves need some sort of mineral RADAR.
Either always display the "hidden" minerals x blocks around them or add some buildable mineral scanner.

Then my dwarves could plan and build a "proper" mine, targeting specific minerals that I need.

Afaik, that's exactly how the mining used to work back when humanity didn't have any fancy tools. You only see the ore on the surface, and from there you determine if it's worth digging for more.

That said, I entirely approve. I'm not a huge fan of realism, and we're already growing ale and building power generators anyway.

On a side note, you DON'T need to mine out a whole freaking crater. If you think it through you'll realise that you need 20% + resource blocks themselves (some of them are dug as the part of other categories) + some extra for passage (the more convenient you want your travelling to be the more you'll need) + some extra to dance around the the ground you can't dig or want intact.

On a different subject I've another request. If it's not too time consuming, could we get a way to stop particular plants from replanting? Or at least to stop all of them from replanting for a time? Kinda rubs me the wrong way to have to sell a plant if I want to stop paying it's upkeep. I mean, why can't I just harvest them to the point of disappearance as if I had no resources to replant then without actually empting my reserves? Like I said, it's not particularly important though.

Last but not least, about economy. I've an idea - an undigable ore blocks. Spawn no more than one per type, and preferably spawn them closer to the settlement or pre-set rooms (to let them be found without obliterating the map), and let diggers "dig" them infinitely for a very slow, but potentially endless ore income. That way we could maintain a colony without the wood industry (you can't BUILD undigable blocks, so you are limited to whatever income you get) and don't have to turn the map into a piece of cheese.
 
On a side note, you DON'T need to mine out a whole freaking crater.
It's the only borderline efficient way.
If you don't, you don't even see where the resource blocks are! You cannot mine what you cannot see.

If you build a "proper" mine with shafts and tunnels, assuming you knew where to dig to, you have to babysit your diggers all the way, building bridges and ladders to get them past their own excavations.
Sure, you could dig a line along every 3rd block but there's no great difference to "real" strip mining. Non-navigable cheese slices instead of a crater.
Now if you go with strip mining, they start at one end and dig their way to the other like good little gophers. The "mining camp" with a table and a few beds falls down when they dig out the ground below it so it automatically moves with the mining progress.
The game clearly was designed for strip mining.

Mind you, I'm not asking for realistic mining - only for mining to have some sort of gameplay value.
For that, mining would have to
  • be important
    Right now gardening is the only skill a dwarf ever needs.
    The amount of minerals you can buy in Hemfort should not be unlimited but refresh in irregular numbers and intervals.
  • take longer to mine out resource tiles.
    *plink* *pow* Oh? That was an ore vein?
    "Mining" a particular vein should be a little of an undertaking. Right now it's complete happenstance and the minerals are gone before you even notice.
  • have semi-permanent resource blocks.
    This is not a trivial issue.
    In Dungeon Keeper they were used because digging was often too damn dangerous and they extended the "life" of the small maps.
    In AGOD, gardening fills that purpose - only that it's so powerful that digging is completely optional.

    Semi-permanent resource blocks could work like this:
    The regular modus operandi for digger dwarfes is to excavate. They tunnel ahead and only get a fraction of the "worth" out of a vein they tunnel through.
    There would have to be a way for the player to "sense" minerals ahead because otherwise it would be terribly micromanagey to babysit them and stop them every time something good popped up.
    If you find some minerals worth mining (instead of excavating), you "build" a mine on the block, increasing the content and letting miners "harvest" the block instead of outright destroying it.
    It would still have limited lifetime, forcing you to move on. But building a mine would be part of the gameplay.
    The "mine" block could look like a regular resource block with a wooden framework border / overlay.
 
Sorry but can’t agree with what you’re saying. It’s not necessary to do the strip mining and make a huge hole to find the precious rock you want. You can do it that way – but it's not necessary.

Simply dig one shaft straight down (not hitting any event rooms) all the way to the very bottom. Somewhere along that shaft you will hit something (anything) and just start mining the resources. You will find that one resource seems to almost always touch another one.
If by chance you didn’t hit anything on your shaft going down – you need to dig out a stop point anyhow for the Digger. So about every 5 to 10 floors dig out a room to place a bed and table. In doing that you will hit some resources.
And then just start following the resources (and don’t forget to look above you too).

This can make some really cool looking tunnels and shafts that seem like real Dwarven mining going on.
But to say that strip mining is "the only way" is hardly close to the truth. It depends on how you want to play the game and how you want you game to look.

But after all that being said - having something that would allow the Digger to sense where some resource was (within a few blocks) would be a nice addition to the game.
 
It's not what I said, anyway. =P
I said it's the only efficient way when you're looking at something specific.

Just looking at a complete slice of dungeon and doing the necessary math, the chance to find anything at all with a 1 block "probing shaft" is 31.8 %.
Chance to find a vein of...
1 tile : 13%
2 tiles: 1%
4 tiles: 13,5%
5 tiles: 1,7%
9 tiles: 2,6%

Given that there are 9 different minerals to find, your chance of finding the one you need is 3,5 %.
(assuming even distribution on all levels, which... it isn't)
In fact, the chance to find titanium on that level would have been 23%. Too bad if you need iron, which wasn't present.
By digging probing shafts you just end up with a swiss cheese of a level, not an orderly mine. =)

While that's not exactly impossible, it's completely random trial & error.
That is not very dwarven. More like kids playing archeologist.


Anyway, this has turned into more of a discussion and this is a thread for collecting suggestions - not blather. =)
 
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Perhaps some misunderstanding on both sides then.
No probing shafts – plural. Only ever one. Ends up looking very “mining” like. Something right out of the Mines of Moria.

Never have the situation that I need to go after one specific resource. Doing either of these ways brings you loads of all of the resources – so you never have to be concerned about just one kind.

Maybe that is the missing key – do your mining before you need that one resource.
;)
 
Suggestion:

Stone chest. Size 1 block. Capacity 130. Not a decoration. Takes longer to build than a wooden chest.
Yes. As simple as that.

It should have considerably higher storage capacity than the Square Chest because umm... because it's more dwarven! Not some piece of hippietreehugger furniture!
Oh, and in gameplay terms, it's not made from some infinitely respawning resource. =)



Yes, I know that I could be building Wide Stone Cupboards for that.
It's just that the item description flat out lies.
It says x10 where the Square Chest says x8.
Cupboard has 200 storage, the chest 100. (I wonder who did your math.)

The cupboard adds an unknown amount of happy (your displayed x values are all over the place...) so it offers no advantage over wood.
(happiness is displayed but apparently has no in-game meaning beyond that)
 
We need broken objects:
Fallen over pillars, chest that have lids busted off, chairs with missing legs and on their sides, smashed cupboards, rusted and toppled over statues, doors with overgrown vines on them, etc, etc, etc
 
A grass ground tile.

Visible in this picture here is where I boarded up the original (ladder) entrance with a a wood block.
It... sticks out. Every ground tile I could cover it with looks artificial.
My palace gardener is complaining about it every day.
Yes.
And add to this one:
Short and tall grass. Plus something for the walls as well - maybe vines and a moss covering.
 
Suggestion:

All specialise windows, like Specialize Dwarfling or Warrior, NEED to display name and level of the dwarf being specialised.

Often the floating tooltips are stacked badly and it's impossible to tell which dwarf the game thinks I selected.
 
I'm sure you've been told this many times but I think the players would really appreciate it if you added an option for spawning enemies for you to defend against. It would finally create a reason to have traps and would add longevity to the game.
 
Enemy Diggin's:
What would be neat and it goes along with the enemies doing their own digging would be....

1. Enemies dig, but they dig at a tremendously slower pace than the digger dwarfs can dig, (we don't want them digging out the entire map, maybe they should start by trying to expand their own event rooms first, then once it hits a certain size then they start to tunnel). Also only some enemies should dig out their event room and tunnels, for example I have a hard time thinking of spiders wanting to make a huge lair out of their event room or digging tunnels, they'd be more likely to want to stay in a small dark hole, where as goblins and trolls would likely want huge lairs and tunnels to see what else is outside of their own little lair rooms.

2. We as the player do NOT see the tunnels or expansions of the event room until one of our dwarfs actually sees that tunnel or room, and even then it should only allow us to see xx amount of blocks down a tunnel that one of the enemies have dug out, as our dwarf moves further down the tunnel, then more of it gets exposed.

3. Completely optional but I would see it as a good option... Enemies do not dig up or down, they only dig on the same layer that their on currently. I can't express in English why it is that I like this, but I much prefer to see enemies only dig on the same layer they're on rather than deciding to dig straight up or straight down. Also I think if they dig into an enemy event room and it's not the same type of enemy (i.e., a troll digs into a spider room) then they should battle it out since they are as likely to be mortal enemies as would be a troll and a dwarf. The winners would gain XP like our warrior dwarfs do and get a little bit stronger from the experience too.

4. Also optional... Every time that a digger creature (troll, goblin etc) digs up a resource block in their tunneling (i.e., gold, platinum, dragonfart etc) it should drop that item on the ground where they dug out the block. Then when the players dwarf comes across it, we would then be able to move it to our own resources (for example, if a dwarf ran across a pile of titanium on the ground then that would get added to our titanium count, where as if the troll dug out a gold block it should drop a small pile of gold and we could then move that gold pile to our treasury room if we so wanted or sell it like we can currently do.

It'd be kind of boring to me to be able to see all of the tunnels that enemies have dug out in an "invasion mode option" to which if I wanted, I'd just avoid tunneling into them and try to reinforce where they might dig into my own settlement (assuming that they made the wood blocks stronger in defense that is). Speaking of which, perhaps they could also add stone block replacements that have substantially higher defense than the current wood blocks that we can build?
 
Make the amount of of layers/levels we can see at one time an option:

Hi again,
I'd really love it if there was maybe a slider or a way to input the number of layers that we can see at one time. I know that some people want a toggle to make it so that you only see One layer at a time and I fully support that, but what I'd really like is a way to make it so that I can see more layers at the same time.

In my current build I've dug out a huge rectangle of the map quite deep, and when I'm at my settlements main layer, I can see down my staircase, which stops in a black void, I have to go down aproximately 5 or more layers before I can see what is going on down at the lower section of my settlement. I'd really love to see a couple of options (all or some anyway) of the following:

1. Option to see only one layer at a time.

2. A slider that goes from 1 to 30 (or however is the deepest layer in the game) in increments of one that let me choose how many layers would be view-able at any time in the game. Thinking about it, there would be no need for option 1 above if you implemented a slider as those that only want to see one layer at a time could simply set the slider to 1 layer only (HOWEVER, A hotkey to make it only one layer viewed at a time IS the best option for those people too). With the slider those that have the processing power could effectively set the slider to 31 and be able to see their entire settlement from the first layer they've setup on to the very bottom of the map.

3. If it's any easier, then maybe along with a hotkey that makes it only view one layer at a time, instead of a slider as outlined in number 2 above, instead maybe make another hot key that makes it so that all layers are able to be viewed at one time. Of course I'd prefer number 2 above, but this would work effectively as well for people that have the processing power to deal with it.

I'd really like to be able to see what is going on, down on layer 28 when I'm up on layer 6 or 7, or 8 instead of having to keep dropping layers to see what is going on all over the place. Even my Asus G17 laptop has the necessary power to handle it I'm quite sure since viewing all the layers I can view now packed with 31 little beardies running around and the massive amount of decorations that I've got everywhere doesn't even begin to slow down my computer.

And as said, if it's a slider it's left up to the player to decide what is acceptable performance for them to play at.