Yeah some of the noble positions unlock more powerful macromanagement tools, like being able to universally queue up crafting jobs instead of having to find a workshop and doing it manually.

This is my 1st post on this forum. I’ve been lurking since 2009. Hi all!

I’ve been thinking the ghost mechanic would make for a good gimmick for a Quakebells sequel. There could be a group of dwarfs with a culture that doesn’t bury their dead. They choose to live with their ghostly companions. They believe coffins are spirit prisons and memorial slabs are marks of punishment. Coffins and memorials are only used after a ghost has committed murder. Other ghost mischief such as stopping work or stealing items don’t warrant punishment.

I wasn’t going to post this idea yet because my gaming schedule is booked to the end of the year (BF3, Skyrim, Minecraft release, SWTOR). Since you mentioned ghosts, I decided to let it out.

Hi Montecore!

You get to stay on the forums. The next person who complains about the DF UI has to leave forever.

Gnnngnggghghrrrhhh you are very sneaky, JMJ.

Sneaky AND sexy! And yeah, a ghostly fortress sounds rather fun :)

I fixed three problems with bridges, stopped pigs from thinking that they are selling things at the market, made towns that overlap lakes and oceans not screw up rivers and made them not screw up river sources in general, and also finished the graphical map export. Tonight I’m going to fix various issues with temples and whatever else I can get to after that. Tomorrow is crayon art day.

Here’s an image showing new towns that get generated.
Of course, all this work will only be visible in adventurer mode, and who wants to play that? Perhaps after these updates it will be fun!

He has spent about a year on adventure mode now I reckon. The mode no one plays.

Yah, I’ve never found adventure mode fun.

One could assume that the changes being done in adventure mode will appear in fortress mode.

He’s not making this game for us.

Well to be fair a lot of stuff is bleeding over into fortress mode too… zombie attacks, vampire dwarves, etc.

Only in incidental cases, which is aggravating. There are all these cool systems being build for the overworld, and then a big curtain is pulled across them when you start a fortress, with just a little space for the occasional legendary creature elven ambassador to come along.

Which is why I don’t play it or donate money anymore.

Yep. Me too.

I find it pretty frustrating, though. In many ways, this is an amazing simulation with so much potential to be an amazing game. But it never will meet that potential because the developer’s priorities are elsewhere.

Agreed. I’ve gotten all the enjoyment I’m going to get out of it as long as it steadfastly refuses to reach for any level of user-friendliness. The stone-age UI was manageable when all you had was a straight cliff face to dig back into, but now it’s more of a chore to play than anything else.

Please see post#3287

I introduced DF to the forum, I’ll complain about whatever damn thing I want.

Fucking right, you tell 'em.

This is post #2. Seems relevant, somehow.

Also, I think the only thing that’s made me stop playing is not being able to see what layers you’re working with before embark. It’s trivial to see the top layer even without digging, so why not at least give the sedimentary/igneous/metamorphic breakdown?

Where’s the fun in that? - Alan Grant

Adventure mode is the only mode I play anymore.