What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So frustrating you the most about Dwarf Fortress?
What is killing my fun is that at bigger forts i have to set each dwarf i want for a task f.e. to Engraver if i just want 20 dwarfs from the list to smooth a room. I would like to group select them somehow and then turn them to engraver with one klick/keypress.
the amount of time devoted to getting my tile number and game resolution JUST right so everything isn't a garbled mess.
Separate the init file parser to a separate piece of code, so others can help improve it and write init file creators and checkers. This could allow frontends similar to what DOSBox has that would make screen calculations, etc, very easy.
I personally hate how fluids behave. Water takes forever to flow down a aqueduct and forms impossibly shallow gradients. This adds to my frustration in dealing with aquifers. Water from a lake should rush down a aqueduct like a big ol' wave. Perhaps the pressure system is the problem.Well... that's actually how water should behave, if there's no pressure behind it, water flow slowly and will form a shallow gradient (which is why Roman aqueduct is built with a slight incline, something that dwarf-fortress doesn't support).
The problem pretty much was that it was impossible for a beginner to understand certain concepts like... for me it was that fish needs to be processed (that bugged me for quite a while..), how to build stairs... how water works together with dug out edges and so on.Well, it makes sense the fish needs to be processed in order for it to become food (probably doesn't take that much effort thou). I would like for the fishery to auto generate the clean fish tasks so I don't have to constantly check for raw fish.
One of the things that slowed me down in the beginning was being confused by [v] and [k], and I think the fact that they're so easily confused yet are both very necessary is one of the biggest interface problems.
It seems to me that most of these complaints are about personal annoyances (learning curve, difficulty in doing things, etc.), but the things that bug me more than that are things that I see as more game-breaking than that.I agree, the dwarf's skill progression should be much slower. Soemthing like,
For instance, long-term fortress viability is severely screwed over by the extremely fast rate at which dwarves gain skill, children becoming legendary socialites right away, lack of viable long-term goals, wilderness depopulation, etc.
Of course, better (in-game?) documentation and stuff would also help. Being on IRC and the forums and having the wiki burnt into my brain helped me enough where I could get by just fine, and I guess some of the industrial practices are helped by having a decent knowledge of things like chemistry beforehand, although I've actually learned a lot about a lot of those real-world processes since I've started playing DF. Ideally, though, I shouldn't have needed access to any online resources in order to learn how to play, although the lack of documentation is probably par for the course for a game that's still under development... it would suck for Toady to have to update a ton of help files with every new version.
i dont know why people dont like the micromanagement, would you rather have a regular rts style game?
You all have many valid complaints, as should be expected. It seems like the thing that would keep the most players from giving up is a good tutorial, in addition to other fixes. I’d be interested in hearing how you think that should look. For instance, one long tutorial, or several guides aimed at different aspects of the game. What subjects are the most confusing? Should the tutorial map fit in the world itself as a mission from the Mountainhomes for example?
You all have many valid complaints, as should be expected. It seems like the thing that would keep the most players from giving up is a good tutorial, in addition to other fixes. I’d be interested in hearing how you think that should look. For instance, one long tutorial, or several guides aimed at different aspects of the game. What subjects are the most confusing? Should the tutorial map fit in the world itself as a mission from the Mountainhomes for example?
Should the tutorial map fit in the world itself as a mission from the Mountainhomes for example?
You all have many valid complaints, as should be expected. It seems like the thing that would keep the most players from giving up is a good tutorial, in addition to other fixes. I’d be interested in hearing how you think that should look. For instance, one long tutorial, or several guides aimed at different aspects of the game. What subjects are the most confusing? Should the tutorial map fit in the world itself as a mission from the Mountainhomes for example?Tutorial mode (another option the start menu) with preselected world that learns player how to dig, make stairs, farm land (both under and above ground), make workshops, designate locations, make rooms, etc. in a step by step manner
I’d be interested in hearing how you think that should look. For instance, one long tutorial, or several guides aimed at different aspects of the game. What subjects are the most confusing? Should the tutorial map fit in the world itself as a mission from the Mountainhomes for example?
You all have many valid complaints, as should be expected. It seems like the thing that would keep the most players from giving up is a good tutorial, in addition to other fixes. I’d be interested in hearing how you think that should look. For instance, one long tutorial, or several guides aimed at different aspects of the game. What subjects are the most confusing? Should the tutorial map fit in the world itself as a mission from the Mountainhomes for example?
Whenever I play, I think "Well, I shouldn't get to addicted or the update will just make me have to restart EVERYTHING." Which is an annoying habit because I really want to play but I get so immersed that I hate to have to get the newest version.
Second, I wish there were much more goblin sieges, and there was some way to increase their frequency from within the game, so I could start having 24/7 sieges once my fort's defences are all set up.
Of course, better (in-game?) documentation and stuff would also help. Being on IRC and the forums and having the wiki burnt into my brain helped me enough where I could get by just fine, and I guess some of the industrial practices are helped by having a decent knowledge of things like chemistry beforehand, although I've actually learned a lot about a lot of those real-world processes since I've started playing DF. Ideally, though, I shouldn't have needed access to any online resources in order to learn how to play, although the lack of documentation is probably par for the course for a game that's still under development... it would suck for Toady to have to update a ton of help files with every new version.
Well, how well does wiki converts to a window's style help file? If it can be done quickly, the Dwarf Fortress wiki can be made into a downloadable help file. Since having in-game help you need to access anyway can be done just as well with a separate file (wondering what does fishery do? search "fishery" in help file).
3. The fact that when you switch between [k], [v], [q] etc, the cursor always jumps back to the middle of the screen rather than staying where it was last placed.
You all have many valid complaints, as should be expected. It seems like the thing that would keep the most players from giving up is a good tutorial, in addition to other fixes. I’d be interested in hearing how you think that should look. For instance, one long tutorial, or several guides aimed at different aspects of the game. What subjects are the most confusing? Should the tutorial map fit in the world itself as a mission from the Mountainhomes for example?
I don't personally think any "tutorial" style thing should really be a part of the gameworld, because I wouldn't like to see something so artificial being shoehorned into the procedurally-generated universe
Consider this before tracking individual dwarf genealogy and beard hairs: Is the game fun to play? Is there a point to continue playing? Is the player ever challenged?
Thinking about it, I guess the point to take from most of these comments, is that the game shouldn't be so obtuse that a player needs to keep the wiki tabbed open in the background in order to run an industry. Pertinent information should be visible in-game.
QuoteConsider this before tracking individual dwarf genealogy and beard hairs: Is the game fun to play? Is there a point to continue playing? Is the player ever challenged?
It is an attempt to keep Save Compatability for a long period of time rather then Toady believing it is a vital aspect of gameplay that needs to be in the game NOW! Then there is the fact that often to get to the gameplay improvements you have to revamp the whole game at once rather then in a steady stream over long periods of time (because balance isn't one sided). This is a good reason why the "Combat Arc" likely exists rather then being part of the Army and Dungeon Arc.
Community fortresses. Succession games. There's more going on than just normal player forts. And some people (myself included) don't like constantly restarting forts.
The updates are far more than biannual, this one is just slow. Sometimes they come out every week or two, and breaking save compatibility that often is what Toady is trying to prevent now.
Can somebody explain to me the holy mandate of Save Compatibility?
Sometimes they come out every week or two, and breaking save compatibility that often is what Toady is trying to prevent now.
I still don't agree with his argument that these appearance updates are useless, though
I still don't agree with his argument that these appearance updates are useless, though.
The thing that irritates me most is that all of the advances made to DF ever since it went 3D have been primarily focused around making a big mess of Mad Libs that you'll never pay any attention to. Dwarf religions, preferences, personalities, none of these influence gameplay. Now we are being treated to a six-month dev arc about making the already complicated wound system even more complicated. It does not make good sense to add all this fluff while the game itself is so boring compared to what it was in 2D.
The game's problem for new players is also it's greatest strength imo, it is far too complex for newbies and most people in general
That display idea I promised earlier
I had thought for a while that a good way to make the display easier to approach, especially with the new graphical tweaks, would be to draw not one layer at a time, but to draw the layer the player is looking at as well as every layer below it(to a certain point. Ten to fifteen layers should be sufficient.
Things such as unmined stone and open areas would be rendered as transparent, so that the next layer is visible below them. The exact render depth should be an Init value.
Every layer is rendered at 80-90% scale of the one above it, with the top layer rendered at 10%. Every layer is centered on the XY cordinate of the tile the player is looking at.
This allows a clear way to show the 3D aspects of the world as well as allowing players to see into those massive pits they've dug out, and in my opinion allows multilayer monitoring better than an isometric viewpoint would allow. I also anticipate that it would lead to more interesting fort design, such as balconies and overpasses, since such structures would now have a visual impact on what the player sees, and it has a minimal impact on the rendering pipeline, because ultimately, it's only an expansion on the viewport settings currently in place.(Render the current layer, the 10-15 layers below them, and have them stacked and scaled in the draw thread, which is almost entirely desynchronized from the game thread)
Another idea I had for this layout was the idea of making the opaque stuff on the current layer semitransparent, with a value in the Init files to let the player set how semitransparent it is. This allows the player to monitor stuff on both the current level and the level immediately below. I wouldn't advise more than one layer of X-ray vision of this sort, as it would get visually confusing, but in my opinion, the DFMA already shows the effect off nicely, so it's been shown that it can work.
An additional idea would be to have fluid layers --that is, magma and water-- be highly(or completely) transparent below the surface, so that a player can see to the bottom of a pool of water or magma at a glance. Perhaps making the surface layer of a fluid normal(or perhaps 30% transparent. It would be another Init value), while the underlying layers are all 90% transparent(another Init value) would produce a nice "haze" effect.
The idea here is to compress as much useful information into the screen as a player can make sense of, in a way that the player can make sense of it.
Finally, you still have this attitude is that you're the one who's finally telling it to Toady like it is. Yours is not the first or the most eloquent expression of those sentiments, and even if it was, he knows much better than you that Armok-style bottom-up development has major problems, and that the current game is seriously lacking in cool things to do. He AGREES with you there. So why the refusal to acknowledge that the next version is going to introduce at least as much, if not more, new stuff to do than the 2D -> 3D switch did?
What I think makes DF incredibly hard for newbies is that the hardest part of the game is generally the starting of the fortress, you need to quickly start farms and get booze production up and running before your dwarves start killing each other, yet once you have the beginning down, the game is too easy, trap yourself with a moat and you are safe from everything. What I personally would do to make DF more accessible to the average person would be to make the early game a bit easier and the later game a bit harder.
There was a Suggestions thread about this, (http://www.bay12games.com/forum/index.php?topic=30114.0) although your idea goes more in-depth in a lot of ways (you could paste your post in there and bump it). And yeah, I'd forgotten, but only being able to properly see things on the current z-level was one of my first (and lasting) peeves too.Thanks. I checked it out(I like it, though I think my system's a slight improvement), and took your suggestion.
We've waited two years and the only major improvements since the move to 3D have been 1) the location finder and 2) multiple construction selection.
One thing might be to include an options screen instead of making people edit a .ini file
We've waited two years and the only major improvements since the move to 3D have been 1) the location finder and 2) multiple construction selection.
Pay more attention to development. We've also gotten a very much revamped worldgen/history system, for instance. Just because you don't see a change right away doesn't mean it isn't there, or that no work got put into it. Watch a world generate sometime and you'll see.
He's saying that all those frills like worldgen and history really doesn't have a direct impact on gameplay itself. That while impressive, it could just as well not be there, and the game would control and react exactly the same.
I won't say he doesn't have a point, but he lost a lot of credibility tagging himself "Hitlers Cumrag" anyway.
He's saying that all those frills like worldgen and history really doesn't have a direct impact on gameplay itself. That while impressive, it could just as well not be there, and the game would control and react exactly the same.
I won't say he doesn't have a point, but he lost a lot of credibility tagging himself "Hitlers Cumrag" anyway.
Oh I will say that he doesn't have a point. It's basically like saying that the Lord of the Rings would read the same way without the Silmarillion. And while that is true to a certain extent, the latter does make the whole experience far more enjoyable if you take the time to delve into it. And DF isn't exactly what I'd call a casual game.
We've waited two years and the only major improvements since the move to 3D have been 1) the location finder and 2) multiple construction selection. The reason that complaints like mine have to be brought up is that Toady seems particularly dense about many complaints that ought to be nigh-intuitive - you mention that only now is he finally integrating solutions to "YOU HAVE STRUCK MICROCLINE!" after literally two years. The fixes to so many of these issues are so short and sweet there is no reason to not integrate them right away - location finder was almost an afterthought, just a little addendum to an update. It would be the work of five minutes to nerf crossbows out of being deadly chainguns but these things that are in the player's interest are largely orthogonal to the things the devs want to toy around with.
Applying tensile strength this and density that to every material in the game does not alter gameplay one bit - as far as these things are concerned, there are really only two or three hardnesses or temperatures that the player ever interacts with. You defend this as though establishing some kind of bottom-up universal constructor is somehow necessary to a solid game, when all that matters is the player's empirical experience.
I have to say, I'm also looking forward to blister-spitting critters being the new Fire Snake Venom and medicine becoming the new alchemy.
That while impressive, it could just as well not be there, and the game would control and react exactly the same
QuoteThat while impressive, it could just as well not be there, and the game would control and react exactly the same
Yeah but isn't that one of the points of playing Dwarf Fortress as opposed to a strategy game of some sort? (Hmm I really should get my hands on Dungeon Keeper 2)
Is it really better to strip down Dwarf Fortress to its bare elements?
We've waited two years and the only major improvements since the move to 3D have been 1) the location finder and 2) multiple construction selection.
Pay more attention to development. We've also gotten a very much revamped worldgen/history system, for instance. Just because you don't see a change right away doesn't mean it isn't there, or that no work got put into it. Watch a world generate sometime and you'll see.
The problem with this is that the player is not invited to take part in this action at all. If the player were to make the history himself through his actions, that's one thing, sure, and then the history of his actions would be a neat summary a la a succession game write-up. However, the bulk of changes made to DF3D have been, as stated, worldgen, history and other appearance trackers, which happen completely independently of the player and are not the player's toys.
People have long been rationalizing these and other "improvements" as leading up to some grand vision, or that the later, actual gameplay updates will come easier once we have these modifiers in place, but I just don't see it.
The player could have wars without any underlying religion worldgen process to supposedly motivate it, for example, and the wounds system was already quite thorough enough. While I admit that giving a beast a skin of iron or whatever will definitely make it more difficult, I don't see how these gameplay concerns couldn't have been handled through some careful tweaks to the existing system.
I think you're just complaining about things the effects of which you aren't immediately seeing
I think you're just complaining about things the effects of which you aren't immediately seeing. A lot of people do that.
If the wars have no underlying motivation, they end up being incredibly artificial and stilted. The current wounds/body system also doesn't allow for things like actual material considerations, use for body parts, REAL wound-tracking and scarring, infections, etc. The game adopting a reasonable system for materials, bodies, and so forth opens the door for a ton of new stuff. Just read the dev lists and you'll see it.
I think you're just complaining about things the effects of which you aren't immediately seeing. A lot of people do that.
We need a name for this... How about Alpha Shock?
With regard to warfare, though, it would be sufficient to allow the player to determine his own diplomatic status at his leisure without tracking a bunch of other ancillary variables that he doesn't get to actually do anything with. Religions would be neat with a system of altars or divine favors or etc. etc. but considering the current dev cycle and current dev priorities such a bloat as "the world beyond your fortress matters one iota" or "religions have any effect" are so far off that I hate to bring them up.
Or he could be raising valid points to consider about the way Toady is going about the project. Toady's "vision" for the game may be immutable but that doesn't mean that it is perfect. People like Hitler have a legitimate fear of the game becoming too bloated and filled with useless things that would been better off removed or, better yet, never been implemented in the first place.
Hardest things about getting into DF?
1: The varied ground tiles outside. The different colors and shapes for the grass were very, very confusing to me. I had a hard time identifying what was what outside. The way rock and stone were handled made sense, though.
If the wars have no underlying motivation, they end up being incredibly artificial and stilted. The current wounds/body system also doesn't allow for things like actual material considerations, use for body parts, REAL wound-tracking and scarring, infections, etc. The game adopting a reasonable system for materials, bodies, and so forth opens the door for a ton of new stuff. Just read the dev lists and you'll see it.
I think you're just complaining about things the effects of which you aren't immediately seeing. A lot of people do that.QuoteI'll wait and see for the next version (whenever that may be) to tell you what I think of wound-tracking and scarring and etc etc but I think by and large it will be much like the existing "this dwarf has ruined arm, this dwarf has ruined leg, this dwarf has brain damage" system but again with even more description words. The poisons may end up with particular antidotes but this is far from a core gameplay feature.
If you think that's the case then you haven't been paying attention to the recent development notes, which I suggest you do before acting so presumptuous. Things like medical care and damage in general are getting serious overhauls.
He's saying that all those frills like worldgen and history really doesn't have a direct impact on gameplay itself. That while impressive, it could just as well not be there, and the game would control and react exactly the same.
I won't say he doesn't have a point, but he lost a lot of credibility tagging himself "Hitlers Cumrag" anyway.
Oh I will say that he doesn't have a point. It's basically like saying that the Lord of the Rings would read the same way without the Silmarillion. And while that is true to a certain extent, the latter does make the whole experience far more enjoyable if you take the time to delve into it. And DF isn't exactly what I'd call a casual game.
Reading the World Generation history gets tiresome after the 3rd world and it's laughable to compare several novels to the generated history.
Dwaf Fortress may not be a causal game but it doesn't have to be obtuse in order to be enjoyable.
I'm sort of disappointed to see that the people who really, genuinely don't care what color Urist's left eye is are so off-handedly dismissed as being myopic by some of the posters here, but what the hell. Here's my two bits.
The lack of interesting things to do for players with a "gamer" orientation rather than a "simulationist" orientation once you get comfortable with the game is a huge turnoff for me right now.
Even using self-imposed limits -- my last fortress was completely open-air design with no walls, no traps, no farming, and no shields or armor -- once you get the hang of the game any given fort ends up being pretty damn dull after 5 or 6 years. Invaders seem to run out, chasm and lava critters get exterminated, dwarves become stupidly happy over trivial things, and generally it reaches a point where you can quite literally walk away from the keyboard, stop back in to undo the auto-pauses once in a while and order in some more booze production, and the fort will hum on merrily for years with almost zero intervention.
It's good that a lot of these things have either been tweaked already or are on the radar to be fixed, but until they are fixed, the appeal of the game is being limited.
The fact that all the simulationist stuff is hidden away where I don't have to pay attention to it unless I get curious is great, but it also means that there's been very few changes that are visible to someone (like me) who doesn't leaf through every description and history entry as a matter of course, and even fewer that I actually care about. I mean, do you really care about the state of the teeth and beard of every one of your 100+ digital dwarves?
I'd love to see an "Arcade mode" where it just generates enough random terrain for a single fort, abstracts out the entire world past the fortress map borders, and just keeps throwing more and more crap at you faster and faster until your fort collapses.
I don't need to know -- and really kind of don't care -- that the goblins are attacking because the demon got attacked by an elf that was enslaved by a dwarf (who had a brown beard that was unevenly cut and was missing his right incisor) that was kidnapped but rescued by those sames goblins 300 years ago.
We got dwarves (all of whom look dwarf-ish), we got goblins (all of whom look goblin-ish), goblins attack dwarves because that's what they do, and we can move on from there to seeing just how long I can hold out against ever-larger waves of successively more pissed off and better armed goblins + friends.
I agree with 'change name please' that development is too oriented towards 'fluff' and not on core game play improving and blindingly obvious fixes/balance of already present features.
Having a robust simulation is a good thing ONLY if it supports and vitalizes the game not when it exists for its own sake.
Having a robust simulation is a good thing ONLY if it supports and vitalizes the game not when it exists for its own sake.
You beat me to it. That is just what i wanted to say. I love the idea of having all the history behind events so you know that, as tourettedog put it : "that the goblins are attacking because the demon got attacked by an elf that was enslaved by a dwarf (who had a brown beard that was unevenly cut and was missing his right incisor) that was kidnapped but rescued by those sames goblins 300 years ago." However until this actually has an effect on gameplay, so that I DO get attacked because of this, the core game is not gonna hold my attention for very long.
I suppose what I would prefer is for Toady to do stuff in chunks that means that those small details would affect gameplay in the same release as opposed to the distant future.
Especially since by the time he does come to something that relies on something he did ages ago he may have to rewrite that bit anyway.
Adding a big bold green link on the download page informing people of the existence of the wiki would help people a lot. Currently the official documentation leaves more than a little wanting, the wiki more than makes up for it.
A lot of those simulation goals simply aren't able to be broken up into smaller units effectively
I for one welcome my Toady One and ThreeToe overlords and their method of implementation.
Most of the exceptions i can think of have very small player bases
The only thing that got me was the ASCII graphics; i'm fine with low graphic games, but i need something to work off. There's plenty of graphic sets though; so that problem is solved for me.
DISPLAY "Press [d]esignation [d]ig and dig a hole in the mountainside"
WAITFOR HOLE SIZE 10
DISPLAY "Press [b]uilding [w]orkshop [m]ason and build one - you may need to dig more"
WAITFOR MASON
I think I've made a good case already for how the game is moving in a direction far more complicated than that, and why that's a good thing.
You're committing the exact same fallacy that tourrettedog is. You're assuming the the "fluff" has no gameplay relevance due to short-sightedness. You have to keep in mind the kind of gameplay it's going to make possible in the near future.
I think the problem we are facing here is not unlike that Will Wright suffered while Spore was in the works...and we all know how that turned out.
There are some here who are literally asking for a dumbing down of the game...I have said this before, and I will repeat: DF is all about pointless details. Take this from it, and we will have a Dungeon Keeper with worst graphics and an anemic nethack.
God, do you remember how long we went with dwarves that would willfully pick up & wear burning items? How about even now how dragons will burn themselves to death on their own flames? "All about the details" indeed.
I think I've made a good case already for how the game is moving in a direction far more complicated than that, and why that's a good thing.
I think you've restated the conventional wisdom on the part of all the people who like the text-based facial feature simulation that you have faith that this will all converge into something that has deep and interesting ramifications on gameplay. My point is that huge amounts of detail are being added at an extremely intricate level that -- assuming it can all be integrated -- may still not end up having a noticeable impact on gameplay.
Even if we do have it impact gameplay, I'd rather not dig through four levels of keypresses to finally figure out that -- for instance -- the reason I'm getting bad deals from the caravan is that my broker is hideously deformed. That would be cool exactly once: the first time I realized that that was what was going on. Then it would quickly become annoying to have to sort through all my dwarfs to find a good-looking broker from that point forward.
QuoteYou're committing the exact same fallacy that tourrettedog is. You're assuming the the "fluff" has no gameplay relevance due to short-sightedness. You have to keep in mind the kind of gameplay it's going to make possible in the near future.
Could we leave the "shortsighted" thing out of it? We're raising practical, immediate concerns that respond to the question "what turns you off about DF?" I imagine anyone reading this forum has, at some point, read the dev pages and knows what Toady has planned. Acting like you're transmitting some sort of revelation when you write "Oh, this will all pull together into a glorious confluence" misses the point that a) we know that that's the plan, and b) right now, today, what's turning us off about DF is the fact that there are major gameplay issues that are being 90% ignored while we get fine-tuned text-based beard growth hidden away under four keypresses.
Features, not bugs. The difference being that these events are hilarious.
1. Release early, release often.
You often say that donations are better in release months. People like releases. Is there a compelling reason there cannot be a Dwarf Fortress release when the underground features are finalized? Why couldn't there have been one before that section of work started? Especially 7 months since the last release there should be another release before the save compatibility is broken. Is the gain of not releasing sufficient?
Even if we do have it impact gameplay, I'd rather not dig through four levels of keypresses to finally figure out that -- for instance -- the reason I'm getting bad deals from the caravan is that my broker is hideously deformed. That would be cool exactly once: the first time I realized that that was what was going on. Then it would quickly become annoying to have to sort through all my dwarfs to find a good-looking broker from that point forward. I realize that may be right up some people's alley -- and bully for you if it is, I don't get the fascination, but if it's your thing then great -- but fact remains, it's a turn off for me.
But what if the elves, in their fascination with your freakdwarf give you incredibly good deals on some diverse and useful animals? Or, even more bizarre, offer to trade you several useful animals for your hideously deformed dwarf? Not saying that they would, but what if?
I think the problem we are facing here is not unlike that Will Wright suffered while Spore was in the works...and we all know how that turned out.
There are some here who are literally asking for a dumbing down of the game...I have said this before, and I will repeat: DF is all about pointless details. Take this from it, and we will have a Dungeon Keeper with worst graphics and an anemic nethack.
Is this some kind of troll? Are you trying to make me scream?
Tomato has gained friend recently.Spoiler (click to show/hide)
I think it's time for a complete interface overhaul, and I suggest something like this:
(http://img151.imageshack.us/img151/8676/dfinterface.png)
I think it's all pretty self-explanatory, but if there's any confusion just ask what I meant with a particular item.
This, of course, is merely a rough sketch and is meant to portray the general style of the interface only. Specifics like what tabs will be used and what will be put in which tab should be given a lot of thought to make everything as intuitive as possible.
As a veteran Dwarf Fortress player, the most distressing thing about DF is the dearth of late-game content or challenge. An entire fortress can survive on two 5x5 plots of plump helmets, and goblins show up once in a blue moon to damage your framerate much more than your dwarves or fortress.
The most frustrating thing is Toady's development process. Slaves to Armok II is rapidly becoming the new Slaves to Armok I, in which feature bloat is given priority over core gameplay ideas. Consider this before tracking individual dwarf genealogy and beard hairs: Is the game fun to play? Is there a point to continue playing? Is the player ever challenged?
The thing that irritates me most is that all of the advances made to DF ever since it went 3D have been primarily focused around making a big mess of Mad Libs that you'll never pay any attention to. Dwarf religions, preferences, personalities, none of these influence gameplay. Now we are being treated to a six-month dev arc about making the already complicated wound system even more complicated. It does not make good sense to add all this fluff while the game itself is so boring compared to what it was in 2D.
Saving my game with roughly 250,000 units of loose stone on the map takes upwards of thirty minutes.
I've said it before and I'm saying it again now: Anyone who doesn't think that civilization entity definitions, dwarven personality, religion, etc. have anything to do with the development of the actual gameplay has absolutely no idea where the game is going in the first place.
flows? pathfinding? Both of those should be fairly easy to multithread, since it's a lot of independant things figuring out where to go
fairly easy to multithread
Saving my game with roughly 250,000 units of loose stone on the map takes upwards of thirty minutes.
I just gotta say. 250,000 units of loose stone? You could only get that much if you mined out seven WHOLE z-levels in their entirety on a 4x4 map. Not saying you shouldn't do that, but, geez. If it's just the endgame stuff you want, you are still Doing It Wrong because you do not need to mine that much stone to get there! Let the game get optimized, yes, but seriously...
Just a word on the multithreading note, from my spectating on the computer industry, it seems like raw processing power hasn't really been going up for a long time, but rather the focus is on adding new cores.
..........?
Okay, it's been like ten years since I had any clue at ALL about hardware, but I don't understand that. How are two chips with the same clockspeed and number of cores different in terms of performance?
Now explain to me why teeth, beard layers and the hyper-detailed physical properties of the haft of the sword of the third '@' from the left are critical to any of those? Many of these details are probably going to have to turn into init options so that computers don't get choked on all the calculations anyway, why not pick the ones that are headed that way, put in the placeholder code now, add some fun stuff to lure back the people on the non-simulationist side of the fence, and then go back and add the detailed stuff later?
You all have many valid complaints, as should be expected. It seems like the thing that would keep the most players from giving up is a good tutorial, in addition to other fixes. I’d be interested in hearing how you think that should look. For instance, one long tutorial, or several guides aimed at different aspects of the game. What subjects are the most confusing? Should the tutorial map fit in the world itself as a mission from the Mountainhomes for example?I think a tutorial fit into the world itself would be the most fun for players -- basically a scripted "campaign mode" that is really a tutorial. Give the players sequential requests to build and use certain structures (a farm with farming instructions, a dining hall, some bedrooms, and so forth.)
Yeah, doing twice the amount of work for items that are already coming up in the near future sounds productive.
Spend months putting in placeholder code and then a year down the line gut all of that and make the "real version", all to gain a couple hundred more downloads and keep peoples interest for a couple of months before they figure out how to abuse it and get bored again. Then when he starts gutting the placeholder stuff you will probably return and complain about him gutting it and redoing it when he could be spending his time implementing other stuff you'd rather see and use the same argument: "Why don't you just keep the placeholder stuff and make more placeholder stuff bloo bloo blah blah mad libs teeth and beard simulation"
Yeah, doing twice the amount of work for items that are already coming up in the near future sounds productive.
Spend months putting in placeholder code and then a year down the line gut all of that and make the "real version"...
I know Toady has to rely on donations, but I hope he doesn't ever end up making too many concessions in order to drum up downloads or a bigger player base.
Unless the "I love playing Dwarven-dress-up" brigade
If you're going to act like that, people aren't even going to read the rest of your posts, much less take them seriously. Realize that you're being a dismissive jerk not only to the people who like where the game is headed, but also to the person who decided to do it that way in the first place.
You write something like this:
function calculate_weapon_damage(weapon_data, victim):
if weapon_data has super_complex_materials_data then:
// calculate it based on tensile strength and victim tissue information
else:
return dieroll(2d6+1)
end
And making placeholder junk to implement sending out war parties to sack goblin forts, megafauna that can be captured and sent along with war parties, actual diplomacy options, being able to embargo a city and have them cave to demands, and slave trading/exchanging prisoners of war could probably be implemented in about five minutes right? Probably just a couple of dice rolls or something. ::)
1. A quick help. She was completely overwhelmed by the massive amount of things that can be done. What she would have liked to see was the ability to click a word or object and have some kind of helpful hint pop up to briefly explain the word. For example, she was making her starting 7 and wasn't familiar with what a thresher was or did. I wasn't around to explain it or show her the wiki, so she just skipped it.. what would have made the difference was a quick pop up text bubble stating what the job is, inputs/outputs, and associated buildings/areas. Same goes for objects.. "this is a throne. It is needed as seating adjacent to tables in dining rooms. It can be designated as an office for administrative purposes or as a throne room for nobles." That way you can be quickly informed about what something is, instead of the default "what the hell is that" or "how the hell do I make this"This is a good idea. The '?' help would be much more useful if it was context-sensitive and brought up information about whatever your cursor is over at the moment. It would especially be nice to be able to get information about workshop tasks, too, learning what each task requires and produces.
1. A quick help. She was completely overwhelmed by the massive amount of things that can be done. What she would have liked to see was the ability to click a word or object and have some kind of helpful hint pop up to briefly explain the word. For example, she was making her starting 7 and wasn't familiar with what a thresher was or did. I wasn't around to explain it or show her the wiki, so she just skipped it.. what would have made the difference was a quick pop up text bubble stating what the job is, inputs/outputs, and associated buildings/areas. Same goes for objects.. "this is a throne. It is needed as seating adjacent to tables in dining rooms. It can be designated as an office for administrative purposes or as a throne room for nobles." That way you can be quickly informed about what something is, instead of the default "what the hell is that" or "how the hell do I make this"This is a good idea. The '?' help would be much more useful if it was context-sensitive and brought up information about whatever your cursor is over at the moment. It would especially be nice to be able to get information about workshop tasks, too, learning what each task requires and produces.
Raw Adamantine is a stone.
Adamantine Strands can be extracted from it at the craftsdwarf workshop.
Legends speak of horrible fates befalling those who, in their greed, delved too deep in search of Adamantine.
Okay, to run with the context sensitive use of '?', what would it show when a piece of Raw Adamantine was selected. Here is my idea:Code: [Select]Raw Adamantine is a stone.
Adamantine Strands can be extracted from it at the craftsdwarf workshop.
Legends speak of horrible fates befalling those who, in their greed, delved too deep in search of Adamantine.
Okay, to run with the context sensitive use of '?', what would it show when a piece of Raw Adamantine was selected. Here is my idea:Code: [Select]Raw Adamantine is a stone.
Adamantine Strands can be extracted from it at the craftsdwarf workshop.
Legends speak of horrible fates befalling those who, in their greed, delved too deep in search of Adamantine.
The thing here is that it's very hard to implement this stuff easily, I think. Especially since A: The game should, I feel, only tell you what has been discovered about some object- like Adamantine. Likewise, there's like a zillion objects in the game, and I'd rather have Toady working on the game then in-game descriptions for 'em right now. For the time being, at least.
I really think that a lot of the tutorials and wiki stuff are fine the way they are now- a product of the community.
I really think that a lot of the tutorials and wiki stuff are fine the way they are now- a product of the community.
Might I point out that were missing some things here. Maybe some of you are frustrated by the lack of tangible progress but you're letting it get to your heads. Take a look at the list of remaining items (http://www.bay12games.com/forum/index.php?topic=30026.0). There are 188 bullets on that list and only 8 of them relate to teeth, wrinkles, beards and whatnot, that you claim Toady has been working on for the last six months. And get this, they're mostly finished already. My point is we seem to be selectively observing things. I can see plenty of items on that list that will affect gameplay.
So just relax. We're getting there.
(And this is going to be a huge update. Everyone is likely to find something they'll like.)
This happens to be an inconvenient time to argue what TouretteDog and I have seen to be the problem with dwarf fortress since there is this big, nebulous update that's coming out "soon" (read: in the next 1-6 months) that will purpotedly incorporate the layers system and the military and a rich-content underworld and serve you a cold beer. Me, I'm banking on there being far less to this patch than most people are expecting, and I'm not expecting the changes to enrich gameplay that much. Unfortunately, there's not really much I can do while this looms somewhere off in the distance other than to ask "why not sooner?" and promise to return to say "I told you so" when we end up with one or two extra little features and five pages of dwarven hair and scar and tooth descriptions
The thing here is that it's very hard to implement this stuff easily, I think.Not really, especially not compared to the ridiculous assertions being made about optimization in this thread. Heck, since the data has to be loaded from a file anyway, just getting the community to provide context-sensitive information that balances help against spoilers would be one way to get this done with little more than some refactoring and the addition of a hook to several parts of the raws (plus creating placeholder doc files for anything hardcoded.)
In reality, most games avoid this sort of problem by disguising coarser tilemaps under cleverly-blended terrain which bleeds into surrounding tiles and by using steering to navigate within and between tiles. Unfortunately, this sort of approach is generally only viable when you have some form of isometric / 3D terrain representation, and is effectively impossible to accomplish in roguelikes.
since there is this big, nebulous update that's coming out "soon" (read: in the next 1-6 months) that will purpotedly incorporate the layers system and the military and a rich-content underworld and serve you a cold beer. Me, I'm banking on there being far less to this patch than most people are expecting, and I'm not expecting the changes to enrich gameplay that much.
Now, who's trolling?Look at his avatar. Of course he's trolling. Just ignore him.
Now, who's trolling?Look at his avatar. Of course he's trolling. Just ignore him.
The thing here is that it's very hard to implement this stuff easily, I think. Especially since A: The game should, I feel, only tell you what has been discovered about some object- like Adamantine. Likewise, there's like a zillion objects in the game, and I'd rather have Toady working on the game then in-game descriptions for 'em right now. For the time being, at least.
The other great thing is that we, being the community, can write it instead of burdening Toady with it.
I was thinking that DwarfFort would look at the item type and put up a statement about it....
Of course he's trolling.
Even trolls can make good points.
This is the irony of your viewpoint, instead of taking '5 minutes' to change how deadly a bow is, he's (at least potentially) based it on the tensile strength of the bow. And not only that, it's been applied consistently throughout the entire world. Imagine if he'd taken your idea and said bowdamage = 5 , crossbowdamage = 7 , TreeSnapsinaHurricane = 231... The idea of programming is to get the computer to do the work.
Why would you go to the lengths of making 'beards' be wrestleable against dwarves when you can actually give the dwarf a beard and hence it will be wrestleable (among other things). That's how these basic building blocks can interact to form something a lot more vivid.
The discussing-in-spoilers thing isn't considered kosher anymore.
I'm going to have to disagree. The current ranged weapons are probably the least defensible placeholder in the game. Like farming, they're hopelessly broken, but unlike farming, they can't even be modded properly (unless you mod them out entirely, which I often do). Even the quickest and dirtiest of updates -- changing the rate-of-fire cap or skill multiplier or exponential constant or whatever to, what, 1/5 of its current value? -- would improve Fortress Mode combat by an embarrassingly disproportionate amount.
I can't wait for crossbows that properly take their base material and quality (and raws numbers) into account for accuracy, projectile speed, rate of fire, and so on. And I understand the principle of not wasting time on elaborate placeholders. But this is situation where there's a single integer constant somewhere in the source, and it's the wrong integer and it just needs 5 seconds of TLC. Or you know, a day's worth of basic overhaul for projectile weapons, even if that means one additional day before release.
I really think that a lot of the tutorials and wiki stuff are fine the way they are now- a product of the community.
Won't something about ranged combat change in the next updade anyway? AFAIK, bone bolts won't break through iron armor anymore, for example.
Somewhat offtopic stuff concerning the placeholder debateSpoiler (click to show/hide)
Again, we're seeing the tragedy of the Universal Constructor idea - the idea that, once every in-game item being affected by every possible in-game variable, the rest of the guts are just cake and will write themselves.
resource-hungry, CPU-taxing
This would have been an extremely relevant and timely criticism maybe 7 years ago before Toady caught on that Armok was floundering for more or less this reason.
Could you provide some more details about the comparative memory footprints of whatever data structures you have in mind (leaving aside the fact that DF rarely uses more than 500 MB), or how the new tissue interactions are going to affect CPU usage?
Slaves to Armok II is fast becoming the new Slaves to Armok I
Hmmm.
My fortresses end up being identical. I can address basic needs pretty easily. I can ignore most of the shops completely. It's hard to control a military. Dwarves being stupid is often a problem, but I have learned to get around it. But really, it's hard to come up with good fortress designs. It'd be nice if there were ways to reward variance in that.
Oh: and keeping an economy running. Employment is hard.
And changenameplease, explain to me how beards being wrestleable, just by giving a dwarf a beard, hasn't written itself? Not only that but they'll be cleanable, cutable and all the rest of it.
I'm going to mod in a Beard race. Eventually, in some version of Dwarf Fortress, they'll form symbiotic relationships with Dwarfs.
And changenameplease, explain to me how beards being wrestleable, just by giving a dwarf a beard, hasn't written itself? Not only that but they'll be cleanable, cutable and all the rest of it.
THank god. After putting in code for beard growth, beard coloration, beard tangibility & tensility & durability and printing up a few paragraphs of descriptors, finally the beard achieves sentience and can be grasped in the impossible-to-use wrestling interface.
What turns you off about DF?
Meh screw multicores. :(
Meh screw multicores. :(
You don't see the advantages? Temperature, pressure, AI, and path finding could really use separate threads.
Old Jim Programmer: "Why, back in my day, we actually optimized our codes. No siree, we didn't have a bajillion cores to throw at a game."Meh screw multicores. :(
You don't see the advantages? Temperature, pressure, AI, and path finding could really use separate threads.
You can't fix a slow algorithm by throwing more cores at it. All that does is slightly delay the real problem.
Meh screw multicores. :(
You don't see the advantages? Temperature, pressure, AI, and path finding could really use separate threads.
you have to build quarters,
Meh screw multicores. :(
You don't see the advantages? Temperature, pressure, AI, and path finding could really use separate threads.
No, I just can't afford a multi-core processor.
Meh screw multicores. :(
You don't see the advantages? Temperature, pressure, AI, and path finding could really use separate threads.
No, I just can't afford a multi-core processor.
Not that you would notice it if a program is multithreaded on a single-core CPU. You simply won't have the benefits. (Well, one downside is that the CPU has to do more context switching due to more multi-tasking, but you won't notice. You never have, so you won't start to notice it with DF. ;))
Isn't there a performance loss of a Multicore game forced to use a single core processor?
Meh screw multicores. :(
You don't see the advantages? Temperature, pressure, AI, and path finding could really use separate threads.
No, I just can't afford a multi-core processor.
Also for a problem I have with df:
Immigrants.
I understand the need for having them, but the game really does them poorly, You just get settled in to a new fort, preparing to line up stuff and BOOM 20-30 dwarves come crashing your party, you now have to abandon what you were doing to screw with them, you have to build quarters, make sure you have enough food, and mostly they are just a pain with the only solution being Nazi style death rooms, or messing with the init every time you want to allow more dwarves to join your fort.
There really just needs to be a way to control them, like having migrant group leaders coming to you to request joining your fort, and leaving when you say no. I know eventually migrants will be the migrant groups you see on the world map so that should help a bit, especially if that 20-30 dwarf group that wants to join you gets attacked by goblins and ends up around 5 when they get to your fort.
How weird, that there out cry for challenge, but when a challenge presented in the game (the immigrants), is asked to be removed, or downgraded.
The dev issue is really that Toady likes to code on what interests him. That's all well and good to some extent, but if he wants to keep the money flowing, he's going to have to focus on the needs of the user base at some point.
Isn't there a performance loss of a Multicore game forced to use a single core processor?
How weird, that there out cry for challenge, but when a challenge presented in the game (the immigrants), is asked to be removed, or downgraded.
Well I prefer to turtle, and when I'm moseying around with a few dwarves and suddenly I'm having to deal with 30 some dwarves when I've not even adapted to 7 it just ruins that fort for me, makes me want to just abandon that fort, no matter how much I liked it.
A DF player out to choose his own challenge, and some will want more in one area and less than another.
Telling people to deal with what they are given goes against the semi-sandbox principle that Dwarf Fortress embodies in the first place.
I disagree and take an almost diametrically opposed view. Dealing with what you are given is an essential part of DF and any sandbox style game. What is left up to you is exactly how you deal with what your given.
To use the sandbox analogy, what you are given is the sand in the box. What you do with the sand with the tools you have available is up to you, as the last few posts have ably demonstrated, coming up with all sorts of approproaches to dealing with the immigrant "sand". :)
But isn't it more useful to let the user have the option rather than not?No.
In other words: I can let the player choose to have sieges or not. If I make the choice available, it doesn't mean that I disable sieges outright, but that I allow the player to turn them off if he wishes so. It does not affect siege-lovers in any way whatsoever.
That sort of thing happens in several civ/strategy games. You can choose whether resources are abundant or scarce, if the economy is simplified or complex, etc. You choose your own game parameters to suit your playstyle and your goals. If you don't want to get bogged down by food management, you set it to its simplest form so you don't have to worry about it.
If you want a gritty challenge, you kick every difficulty variables to the maximum levels.Easier enemies != no enemies.
Otherwise, if you set absolutely everything in stone, then you're filling a niche of only those people who like that playstyle - and if there's a single turnoff in the parameters that the devs have set, then that player is lost, lacking the option to change that parameter to suit his playstyle.
But isn't it more useful to let the user have the option rather than not?No.
You obviously won't be convinced by anybody then. But I'll point out that there's already options to disable sieges, moods, the economy, and bedroom rent. A lot of players turn the economy off so they don't have to deal with all their haulers suddenly turning homeless and little unmovable piles of coins dropping everywhere. Why not have a similar option for immigrants, or at least some measure of control over them beyond just locking the door?
But isn't it more useful to let the user have the option rather than not?No.
You obviously won't be convinced by anybody then. But I'll point out that there's already options to disable sieges, moods, the economy, and bedroom rent. A lot of players turn the economy off so they don't have to deal with all their haulers suddenly turning homeless and little unmovable piles of coins dropping everywhere. Why not have a similar option for immigrants, or at least some measure of control over them beyond just locking the door?
The main reason I see for things like sieges and the economy being optional is because the mechanics of them are currently extremely flawed, especially the economy. And for invaders in particular, it's optional because the game doesn't have LEGITIMATE means by which to measure whether or not you should ever be invaded (even ambushes happen fairly early on and without real reason), so it's left up to the player.
Could the same not be said about immigrants? The game judges whether and how many immigrants you receive (on seemingly random seasons) by the number of deaths (recent or total or isn't clear, but even one can scare everybody off) and just the digging, growing, and furniture needed for the embark group can be "worth" enough to attract 25-30 immigrants in your first winter.
You obviously won't be convinced by anybody then. But I'll point out that there's already options to disable sieges, moods, the economy, and bedroom rent. A lot of players turn the economy off so they don't have to deal with all their haulers suddenly turning homeless and little unmovable piles of coins dropping everywhere. Why not have a similar option for immigrants, or at least some measure of control over them beyond just locking the door?
Nope, I won't be. The designer of the software gets to do the hard decisions, not me. :P
However, there is no inherent problem with the option being there. Nobody's forced to use it, after all, and given that DF will be more than a game once it has grown up, the option has its place.
However, I'm distinctly of the opinion that there are more pressing needs (and if you can't handle immigrants after a few days of play, I question your ability of rational thought), than the whining of a handful.
However, I'm distinctly of the opinion that there are more pressing needs (and if you can't handle immigrants after a few days of play, I question your ability of rational thought), than the whining of a handful.
I know, you won't be convinced, but that's just a silly attitude. It's silly because there is most likely something currently built into DF that you like being able to control, and that using your argument should have been a designers hard decision.
As I read the post that started this, it isn't about an inability to handle immigrants, it's about a desire not to have to deal with them. It's about enjoying game play in a manner different than you do.
What I really think you're missing is that if options are given to make the game "easier," those same options can most likely be used to make the game "harder," which would seemingly increase your enjoyment. So I think you should support more player control, because it will benefit you as well, not just the "whiners."
So basicly if I don't play the game your way then I'm not a rational person?
Look I have nothing against migration to my fort, its just there's no control, If I get 20 some Migrants to my fort and I don't want them, I have to kill them, some way or another they have to die for me to get back to my original numbers. It just sort of ruins it for me. I can't turn them away, I can't send an Emissary to basicly tell everybody to stay the hell away from my fort or be killed. Nope they come whether I will it or not, and they either have to join my fort, or die.
Deal with it. You knew that the game includes immigrants, and either you take it, or you leave it. If I don't like the combat system of, say Crystal Caliburn, I don't play the game, instead of complaining about the combat system during play.
Not to mention that DF is still an early Alpha. It is no-where near feature complete.
I thought this topic was about what is currently considered as "needing improvement".
If people want to have more control about stuff, who are you to tell them they cannot have it?
That you enjoy being forced to take in 200 dwarves, fine, but a lot of people use the population limit ini settings for a reason.
That DF is "alpha" is a non-argument. The whole point of this topic is to point out stuff that COULD be improved.
It's very much an argument. You cannot add more and more features and options, without the code having gelled enough that it is easy and quick to do.
I think you have entirely missed the point of an alpha, it's all about adding new things and making drastic changes before too much time has been invested and everything is set in its way. Things "gelling" together is what you do during the beta stage otherwise if you start "gelling" in an alpha you might add something which wrecks something you've spent a lot of time on.
Alpha is all about making modifications before it causes too much trouble and while I do agree that immigration waves don't turn people off at first (even then it can be one of the most overwhelming things for a new player to go from 7 to 27 dwarves) it can still turn many a player off after a while, losing player base further down the line.
That's what apparently everybody is missing here: The game has rules, they are there, and you have to operate within these rules. DF is no different in that regard than any other game.
You haven't done a lot of software development (no, I don't mean writing a script here and there, or something that has only a thousand lines of code, or so), have you?
Actually, and Alpha is a work in progress. However, you cannot add features here and there. You *have* to have a plan, and clean, clear code with everything absolutely necessary in place first, before you can do lots of other stuff, like creating a graphics engine, or optimizing algorithms.
Otherwise you end up with something called Spaghetti Code (that's a technical term). Browse over to The Daily WTF (http://"http://thedailywtf.com/"), to get an idea what happens if you don't do it right the first time (in short: there are no second chances).
Deal with it. You knew that the game includes immigrants, and either you take it, or you leave it. If I don't like the combat system of, say Crystal Caliburn, I don't play the game, instead of complaining about the combat system during play.
Not to mention that DF is still an early Alpha. It is no-where near feature complete.
that started with one of the developers asking what people wanted to see changed about the game
That isn't exactly it. He is asking what frustrating people and turning them away from the game.
Yeah, indeed. He wants to make those items worse so even more people are turned away!
Devs have the option to let an alpha pass or to reject it. If it's satisfactory, it goes into beta stage.
The devs have no say about whether or not an application is okay. Q&A has.
3. SAVING THE GAME: Maybe i'm just a dummy, but I am super confused about the save-game process. Why is it different from pretty much every other application or game I've ever used?
Again, the disconnect between levels of control; I can't tell the dwarves what to do, yet I seem to have to tell them exactly what to do. A consistent level of autonomy would go a long way.
Quote3. SAVING THE GAME: Maybe i'm just a dummy, but I am super confused about the save-game process. Why is it different from pretty much every other application or game I've ever used?
The Roguelike curse ("We can't let you cheat so we will just make saving as horrible as possible")... I personally wouldn't mind Dwarf Fortress differing from Roguelikes in this department.
So, what is the answer? All I want to do is have the game save when I quit, and continue from where I left off when I start it again. Am I doing something wrong? Can you point me to a link or wiki page that explains how this works and what to do? I can't imagine it is really this hard - it has to be operator error on my part.Half of one:
So, what is the answer? All I want to do is have the game save when I quit, and continue from where I left off when I start it again. Am I doing something wrong? Can you point me to a link or wiki page that explains how this works and what to do? I can't imagine it is really this hard - it has to be operator error on my part.The saves that have seasons and years and stuff after them are backups. Don't load from those. If you want to use one of those, delete your region1 (or whatever) and copy a backup folder, renaming that folder to region1 (or whatever). That's the easiest way to keep track of which one you are playing from.
Devs have the option to let an alpha pass or to reject it. If it's satisfactory, it goes into beta stage.
The devs have no say about whether or not an application is okay. Q&A has.
I know, you won't be convinced, but that's just a silly attitude. It's silly because there is most likely something currently built into DF that you like being able to control, and that using your argument should have been a designers hard decision.
No, it isn't silly. I pay (for some value of pay, since DF is at the moment donationware) a designer to actually do the hard stuff of figuring out how the game world works, and what its rules are.
An example: What would you think if you had, every single time, to adjust the kerning of a heading in your favorite word processor? Any graphic designer will tell you that kerning is 100% necessary. Yet, I doubt you give a crap. So, your word processor makes the decision on how to display the heading, and apply necessary adjustments.
QuoteAs I read the post that started this, it isn't about an inability to handle immigrants, it's about a desire not to have to deal with them. It's about enjoying game play in a manner different than you do.
Tough. I want to play Warcraft III without Orcs, too.
QuoteWhat I really think you're missing is that if options are given to make the game "easier," those same options can most likely be used to make the game "harder," which would seemingly increase your enjoyment. So I think you should support more player control, because it will benefit you as well, not just the "whiners."
No problem with adjustable difficulties, at all. In fact, I'd prefer it if I could manage immigration as I can in Colonization: I get to chose who and when I get immigrants into my colonies, within the boundaries of the game's rules.
That's what apparently everybody is missing here: The game has rules, they are there, and you have to operate within these rules. DF is no different in that regard than any other game.
I'd go nuts over options to tweak my game exactly to the way I like it, from dragons to the size of raindrops. Until I'd have to reinstall it or my computer. Then I wouldn't bother, but rely on the designer to provide me with sensible defaults for the settings, and any rough difficulty I set.
Look at Railroad Tycoon II for an example regarding difficulty: If you don't want to bother with short selling and buying on margin, you keep the difficulty of the economy low. But if you want to buy industries, you'll have to deal with the increased difficulty of a much harder stock trading system. That's how the game works, and is one of the challenges.
Deal with it. You knew that the game includes immigrants, and either you take it, or you leave it. If I don't like the combat system of, say Crystal Caliburn, I don't play the game, instead of complaining about the combat system during play.
Hi people, I joined the forums in order to post my thoughts in this thread
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Short Term/Initial Attention keeping
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Longer-term attention keeping
I'm curious why a lot of people mention tutorials and wikis but never the in game help? I got into the 2d version, when the help was still pretty relevent, is it hopelessly out of date now or did no one even read it? I remember it being quite helpful.
I almost immediately gave up. I'm serious
or take (d) designate. having english as a second language, i actually had to look this word up before i understood what i meant.
(m)odify could be an alternative here. and while on the designate topic, removing stuff really shouldnt require several different commands..
..and one last thing. beds, and tables. these should when built, automaticly turn into ownerless bedrooms and diningrooms.
And then, if you ever want a bed or table in a room that you DON'T want to be a dining room or bedroom, you're screwed. You can probably see the problem there.That could be fixed, though, by having them default to being a dining room or bedroom (unless placed inside another room -- it's rare for players to want to have a room inside a room, so that'd be a logical check that could make for 'useful defaults'.)
And then, if you ever want a bed or table in a room that you DON'T want to be a dining room or bedroom, you're screwed. You can probably see the problem there.That could be fixed, though, by having them default to being a dining room or bedroom (unless placed inside another room -- it's rare for players to want to have a room inside a room, so that'd be a logical check that could make for 'useful defaults'.)
But if the player's going to successfully play the game, they need to know how to designate rooms from buildings/furniture anyway. So it just ends up being a hassle
imo the hassle really is that you have to manually make every table a dining room, on top of actually building it.
Really brining the enlarging on the x-y axis (like when building a bridge, floor or wall) to every single item (traps, tables, cairs, doors, beds) would speed most things up.
imo the hassle really is that you have to manually make every table a dining room, on top of actually building it.
But you don't have to make every table a dining room. In a communal dining room you only have to designate one table for all the tables to be used.
Your input has been really useful so far. The things that really confused/annoyed you from the start, that's what I want to hear about. Keep it coming!From the start? Huh.
There's no way to review or change the labor settings on large numbers of dwarves at once. There's no way to see who the top X dwarves in your fortress with a particular skill are. These are major issues to a new player, because if they screw up the VPL settings or an important dwarf dies, they'll often be forced to go over all their dwarves by hand to fix things and assign new labors. A centralized labor-management screen would help a huge amount with this.Dear god, yes - I still absolutely hate the system, even with Dwarf Manager. At least with DM you get a better view of the situation.
We figure we are losing 90% of the players because of the UI and other barriers, and that doesn’t even count the ones scared away by the ASCII graphics.Everything you said... IS the interface. with the mainly text based interface and keyboard inputs, it's hard to designate areas, place buildings, embark, etc. As a professional e-Learning developer, I see it day in and day out in the stats we collect on every course. Courses with poor, confusing, or less than intuitive interfaces score lower, generally return less than favorable comments, and garner the most "resistance" to learning. I spend nearly 90% of my time developing and fixing features in the interfaces to make it better and more intuitive so our students can learn more without the application getting in the way.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?
I think a better tutorial for how to designate things. I, personally, figured out how to build things, but for the life of me digging seemd to make no sense. It took a tutorial that I find on the wiki to educate my of digging, and even then it took me awhile to understand ramps and channeling.Tutorials to teach users how to use your program are a HUGE problem. If you have to teach someone how to use it... it's not intuitive. Tons of people fall into this trap. They think people just need to learn the right way to do something and everything will be peachy. In fact, it's the opposite. If people have to do a tutorial to learn how to play, they'll likely not do the tutorial and get upset at the game.
Like to, for instance, slaughter a large collection of animals I have to go into the unit menu, scroll down past my hundred or so dwarves, then go through the hundred or so pets, while keeping an eye out for strays.You could go through stocks->animals; much quicker.
Tutorials to teach users how to use your program are a HUGE problem. If you have to teach someone how to use it... it's not intuitive. Tons of people fall into this trap. They think people just need to learn the right way to do something and everything will be peachy. In fact, it's the opposite. If people have to do a tutorial to learn how to play, they'll likely not do the tutorial and get upset at the game
You could go through stocks->animals; much quicker.In a perfect world, the game itself shows me what the most efficient way to accomplish a task is.
In fact, it's the opposite. If people have to do a tutorial to learn how to play, they'll likely not do the tutorial and get upset at the game.
That's why you make the tutorials optional and separate. There is nothing wrong with having tutorials AND a more intuitive interface, as long as you aren't forced into tutorials in order to progress.
He said short-term goals...?
Well, no, for this purpose they aren't the same at all. A basic tutorial would be good for giving players very short-term goals, like digging out a shelter, building a trade depot or getting a farm up to survive the winter. This is what the "Your first fortress"-type guides on the wiki do. It would not be good at giving players long-term goals like what to do when your fortress automatically produces more food than it can consume and slaughters 80-goblin sieges without your help.
Well, no, for this purpose they aren't the same at all. A basic tutorial would be good for giving players very short-term goals, like digging out a shelter, building a trade depot or getting a farm up to survive the winter. This is what the "Your first fortress"-type guides on the wiki do. It would not be good at giving players long-term goals like what to do when your fortress automatically produces more food than it can consume and slaughters 80-goblin sieges without your help.
Game functions aren't goals. They are teh basics of getting the game to do what you want it to do. Goals would be actual "mission objectives".
Neither of these things are part of a tutorial. And if they are, the game's UI is broken.
The moment I start a game that is new to me, I want to be able to actually accomplish things. Not to read a wall-of-text. A tutorial on complex things, like complicated supply lines (a meat industry, a steel industry, a glass industry), makes sense. One for designating tiles to dig out, doesn't.
So what you're trying to say is absolutely no effort should be made to help people trying pick up the alpha release before the presentation arc has even been started?
Because thats what you *are* saying, intentional or not.
My main bugbear is the micromanagement - I'd much rather that the Manager could be told to keep booze levels between 100-200 (ie when it drops below 100, queue up 100 brew drink jobs) than having to remember it myself while I'm busy planning my extravagant anti-gobbo defense grid.Agree. Settable inventory limits should be considered. Especially if the lower limit is smart enough to queue jobs:
So what you're trying to say is absolutely no effort should be made to help people trying pick up the alpha release before the presentation arc has even been started?
Because thats what you *are* saying, intentional or not.
ill mod you an "easy mode" if you want...
what dont you want in? and ill use Maydays graphics for ease and Pulling-in-friends power.
The biggest turn-off for me is the lack of a simple save-game system, instead of this rogue-like system we have right now.I kinda agree; there's no question that the audience of 'roguelike' fans is limited, and things like this (and the ASCII) make it hard for DF to move beyond that (though certainly not impossible.)
I just lost a fortress because I tried to go back to an older savegame, but being unable to find it again after I saved it.
But, with that said, DF just doesn't work that well with a simple "list of saved games"-style save system. That would give players the impression that they can, for instance, save their game during a fortress and then go adventure -- which would prevent the fortress and adventure from overlapping. Basically, the big consistent world doesn't play well with the 'branching' that you get from a large number of saves.
People have complained about lag once you get a lot of dwarves; I'm seeing it now with around 100 little guys. I read in an interview that you're using an A* algorithm for pathfinding, since you can't lay down "cheater paths" that other devs might do on maps that are not dynamic. If the amount of cpu that's being used for A* is a significant factor in the lag, this could help:I do not think this will help much with decreasing lag, though I do not know much of programming. It would though, make everything more realistic. A dwarf does not know whether the door it came trough would be closed once it has reached its destination, they now seem to magically know this.
Could you implement something similar to how ants navigate? Basically, the way it works is that ants leave a pheremone trail behind them (that gradually fades) depending on what task they are on, and they follow these trails also depending on their task.
For example, an ant is on "forage"; it leaves the hill, and is leaving behind "forage" scent. It randomly wanders until it finds food. Once it does, it follows the gradient of decreasing "forage" pheremone back to the hill, only this time it's leaving behind "food" scent. When it reaches the hill, the other ants can detect the food trail and follow it back. They all do the same thing, so the more traffic, the heavier the scent. Once the food is gone, the scent gradually evaporates.
Now, the dwarves in DF are not as dumb as ants - they know where they need to go, using A*, but you could have them leave behind the virtual "scent" that subsequent dwarves could follow to simplify the A* search they need to perform. You could also have a number of "pathfinder" dwarves that don't follow the trails but do use the straight A* path in order to "update" trails in cases where changes in the environment has opened up new trails or closed off old ones. You would have lots of virtual "pheremone trails" all over the map that would act as highways for common dwarf tasks.
I do not think this will help much with decreasing lag, though I do not know much of programming. It would though, make everything more realistic. A dwarf does not know whether the door it came trough would be closed once it has reached its destination, they now seem to magically know this.
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This is obviously faster, even though it isn't as customizable as a personal book for every dwarf.
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This is obviously faster, even though it isn't as customizable as a personal book for every dwarf.
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Not at all; the game has to find which "book" is the correct one to give. In order to do this, it has to, basically, write a new book. At the very least, your idea would require cashing a connection from every point to every other point, and recalculate this whenever the map changes- an absurdity.
I think I've read that the problem with caching routes is that the map in DF changes damn near constantly.
Say the game caches a path from point A to point B. If anything on the map changes, like water entering or leaving an area to some degree, or dwarves moving around, or any architectural changes or other dangerous terrain problems, it has to calculate the entire path again anyway, since in such a case, the cached path may be inaccessible, or more difficult to traverse (and thus not necessarily the best anymore), or another path may have come up which is simply better. And considering how often this stuff, especially fluids, move around...
I think I've read that the problem with caching routes is that the map in DF changes damn near constantly.
Say the game caches a path from point A to point B. If anything on the map changes, like water entering or leaving an area to some degree, or dwarves moving around, or any architectural changes or other dangerous terrain problems, it has to calculate the entire path again anyway, since in such a case, the cached path may be inaccessible, or more difficult to traverse (and thus not necessarily the best anymore), or another path may have come up which is simply better. And considering how often this stuff, especially fluids, move around...
So you do a check every 5 seconds if the paths are still valid. If they aren't, they are discarded, and the game builds a new list of paths.
They hit a wall where a wall wasn't before and they check for a new path.I think I've read that the problem with caching routes is that the map in DF changes damn near constantly.
Say the game caches a path from point A to point B. If anything on the map changes, like water entering or leaving an area to some degree, or dwarves moving around, or any architectural changes or other dangerous terrain problems, it has to calculate the entire path again anyway, since in such a case, the cached path may be inaccessible, or more difficult to traverse (and thus not necessarily the best anymore), or another path may have come up which is simply better. And considering how often this stuff, especially fluids, move around...
So you do a check every 5 seconds if the paths are still valid. If they aren't, they are discarded, and the game builds a new list of paths.
And if somebody has to path to a now-invalidate-but-still-considered-valid path during that five-second-interval, then what happens?
I think I've read that the problem with caching routes is that the map in DF changes damn near constantly.
Say the game caches a path from point A to point B. If anything on the map changes, like water entering or leaving an area to some degree, or dwarves moving around, or any architectural changes or other dangerous terrain problems, it has to calculate the entire path again anyway, since in such a case, the cached path may be inaccessible, or more difficult to traverse (and thus not necessarily the best anymore), or another path may have come up which is simply better. And considering how often this stuff, especially fluids, move around...
So you do a check every 5 seconds if the paths are still valid. If they aren't, they are discarded, and the game builds a new list of paths.
And if somebody has to path to a now-invalidate-but-still-considered-valid path during that five-second-interval, then what happens?
They do that anyway; Dorfs pick a path at a given point and then follow that path until they hit an obstacle, at which point they recalculate. This can be seen in the goblin repeater room.That is actually not quite right. They don't recalculate the whole path -- they recalculate how they can get to the next available step on their old path. The difference may seem small but can cause catastrophic results.
It's too slow paced for me.
This.
Dwarf Fortress needs a "fast forward" button. 2x, 4x, and 8x speeds.
This.
Dwarf Fortress needs a "fast forward" button. 2x, 4x, and 8x speeds.
You can achieve this by increasing the FPS cap, at least in young forts that aren't murdering your CPU yet.
Then that isn't much of a solution is it?
1.Lack of achievements/goals/objectivesEven the standing orders?
I managed to get 20+ dwarves, fend off a siege, find the HFS area. Now there's nothing left to do. Its takes ages to learn the game, then you run out of things to do very very quickly. Its like learning to speak Chinese only to find out all Chinese people now speak Spanish.
2.Lack of events
You play a game because you want to escape from real life for a while. Dwarf fortress tends to have lapses where nothing happens at all making the fun factor fall. This could be fixed by inserting random events into the game, Im not saying like a message apears saying "12 dwarves have died" but more like having trolls set up shop just outside your fort etc.
3. Dwarfs do everything but what you tell them to do. ( yes I have turned off everything but what I want them to do, somehow they still find excuses not to do it)
Multi-threaded applications, and in particular games, require a lot of concurrency (http://"http://en.wikipedia.org/wiki/Concurrency_(computer_science)") (meaning that the threads do stuff on their own, while using data from other threads). If you do that wrong, you get all sorts of interesting effects, mostly manifesting in crashes. Concurrency is *hard*. It is even harder in languages like C/++, which, IIRC, is used to write Dwarf Fortress.
I believe the experimental versions of DF(40d11, for example) do have a separate graphics thread, and there's actually a significant performance increase. It was the first time I'd seen framerates above 100 on my system, which previously ran about 50 FPS(pre-Partial Print) to 75 FPS(with Partial Print)I believe the FPS increase was not mainly due to the separate thread but mainly toward the optimization of what is displayed, when it is displayed and proper usage of buffers.
I find it fascinating that you transformed the concept of how DF is run into a finite state machine. I was thinking more hardware than software while reading your post.
But then, I suppose all computer programs are one sort of FSM or another.
MULTITHREADING AND PATH CACHING DISCUSSION OUT!!!
This is not the right thread for that stuff! Take it to its own threads!
Especially since multithreading isn't frustrating anyone... it is how slow the game plays that is doing it. (Which is why I find it hillarious when people say "Lack of Multithreading")
Especially since multithreading isn't frustrating anyone... it is how slow the game plays that is doing it. (Which is why I find it hillarious when people say "Lack of Multithreading")
Joke's on you. Dwarf Fortress doesn't use multiple threads.
In fact the word multithreading is now the official term for the genitals on a starfish
This is masterful cooked starfish genital soup mixed with exceptionally minced weed and exceptionally minced plump helmets. In the soup are images of starfish in exceptionally cooked pasta, the starfish are screaming in agony.agony or pleasure?
As said before some moire tips at embark might be neat. For example a warning in a destert that growing food might be a porblem.
Also, I have no idea how a new player is supposed to know what "Flux" is.Flux is that gooey stuff you use when you solder...
Heck I can't even identify Flux at all as it is.
You can use the mouse for designations.
Also, I have no idea how a new player is supposed to know what "Flux" is.
Heck I can't even identify Flux at all as it is.
Also, I have no idea how a new player is supposed to know what "Flux" is.
Heck I can't even identify Flux at all as it is.
Not knowing what flux is will not make or break the DF experience for a player.
Dwarf AI needs a look at, they do some really stupid things that new players have no idea how to stop. Perhaps flag items dropped from battle not to be picked up until all fighting is finished? Maybe add the option to designate where a dwarf stands when he constructs/deconstructs something? Make dwarves smarter concerning large building projects so they don't construct the nearest preventing them from completing other connected buildings (eg, large walling or channeling projects). Why don't dwarves swim out of water it looks like they should be able to? Why don't they clean up after themselves or break? etc.
Production, a move away from batch production to event based would be nice. It can be frustrating having to micro industry to keep production rolling, eg, playing on a map without wood will leave you with low numbers of barrels, meaning you constantly have to manually juggle farms, butchering, cooking, milling so you have enough free barrels to brew drinks. What about managers for each industry to oversee production levels?
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End game, as the game wears on you have less and less things to do other than repel invaders. More diplomacy, trading, crises, etc, maybe even something as simple as allowing me to order my legendary dwarves to spend 10 years creating some magical artifact. Whatever, more to do outside combat please.
Im sure people have mentioned the UI and basic tiles implementation enough by now.
What do you think is scaring people away?
Actually, excepted from this page (http://en.wikipedia.org/wiki/Flux_(metallurgy)):Also, I have no idea how a new player is supposed to know what "Flux" is.Flux is that gooey stuff you use when you solder...
Heck I can't even identify Flux at all as it is.
A related use of the term flux is to designate the material added to the contents of a smelting furnace or a cupola for the purpose of purging the metal of impurities, and of rendering the slag more liquid. The flux most commonly used in iron and steel furnaces is limestone, which is charged in the proper proportions with the iron and fuel. The slag is a liquid mixture of ash, flux, and other impurities.See also: Article on Steelmaking (http://en.wikipedia.org/wiki/Steelmaking)
More specifically, what problems did you have before learning the ropes of the game?
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What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up.
Where DF looses the most of its potential fan base, people who already made peace with the graphics and complexity of the game, is when they download the game, build their first fortress, watch it fail, abandon, build a new fortress and suddenly realize "Ahh fuck. I have to do all that (fortress design), all overYes.
Actually, excepted from this page
I find this thread saddening. So far everything in the game, other than the amount of time it takes to do certain tasks through the U.I., seems to be things that keep away the foolish. I thought that was one reason why this game was prized so, because it is constructed to put off all of the jerks, trolls, fools, and others that degrade a community. And yet some people want to remove these protections.
Protecting them from that stupidity is one of the main challenges of the game
New players need to die
It isn't hard to find out what flux is, and any metallurgy handbook will tell you the rest
I think it would be good to organize the manual a bit better
It isn't just a learning curve, it is the player developing systems to solve problems
Please don't hack apart my sentence, the rest is meant to dull the sharp meaning.
isn't Fun to have a lemming rush out to the battle?
I find there is a direct correlation between a person being impatient to learn and being one you would not want to talk to
see how the strength of the community helps if you get a flood of them, they will still get into arguments where the target is the each other instead of the conversation
- Nobles are a hassle and provide no clear benefit.
QuoteI think it would be good to organize the manual a bit better
An out of game Manual would be a lifesaver especially since it is rather hard to navigate inside the game. I realise there is a Wiki but I more or less mean a copy of the ingame manual. It should also have visuals.
Thank god the Tarn brothers don't share that dangerous thinking
The learning curve is steep, but not for the right reasons. The game has some pretty indepth or complicated stuff, but it's not THAT hard to learn.*Hides behind the sofa as he turns into: THE HULK!*
The reason the learning curve is steep is due to the fact the interface makes even the simplest of actions a pain in the ass.
I also think this notion of "complicated keeps of the riff raff!" is self serving bullshit, as if you're special or even intelligent for learning a needlessly complicated game. Besides, who cares who plays a game? It has no effect on you if even the dumbest person on Earth is a DFer.
Thank god the Tarn brothers don't share that dangerous thinking
I also think this notion of "complicated keeps of the riff raff!" is self serving bullshit, as if you're special or even intelligent for learning a needlessly complicated game. Besides, who cares who plays a game? It has no effect on you if even the dumbest person on Earth is a DFer.
Also, dude no need to go insane, i was just saying it's great that we don't get random 4Channers coming in shouting over-used memes and posting (ARMOK FORBID) Hentai all over Bay 12. And i do think only intelligent people play Dwarf Fortress. Simply due to the fact anyone who sees the ASCII art gets turned off instantly, and whether you can cope or not is a test in itself if you ask me. You HAVE to admit:
The graphics are terrible, and that is why the game ultimately fails to draw large amounts of players.
I also think this notion of "complicated keeps of the riff raff!" is self serving bullshit, as if you're special or even intelligent for learning a needlessly complicated game. Besides, who cares who plays a game? It has no effect on you if even the dumbest person on Earth is a DFer.
Also, dude no need to go insane, i was just saying it's great that we don't get random 4Channers coming in shouting over-used memes and posting (ARMOK FORBID) Hentai all over Bay 12. And i do think only intelligent people play Dwarf Fortress. Simply due to the fact anyone who sees the ASCII art gets turned off instantly, and whether you can cope or not is a test in itself if you ask me. You HAVE to admit:
The graphics are terrible, and that is why the game ultimately fails to draw large amounts of players.
I don't know what forum you've been haning around on, but this one does have 4channers coming in and mucking around (and others acting like rational people) because DF has loads of fans on /tg/.
Really, this faux-elitism that the game's interface and presentation being obtuse and uninviting is some how a net plus or admirable in itself has to stop. It does no one, not you or anyone, any good to leave a game hard to get in to. Not least because Toady's income relies on donations - I know you're going to respond with something like "oh right dumb everything down to attract money lol stupid", but no. I'm saying that means there's nothing wrong with making DF more approachable, and is an incentive to do so.
And I hate to burst your bubble but being willing to climb the UI learning curve does not elevate you a superior level of nerddom.
It's the interface, not the gameplay, that wards off the vast majority of people, and there is no way to argue that an unwieldy interface improves the game or Toady's position in developing it. Whether that trait improves the "community" of players is your own decision alone, but it says nothing positive about you to support that interpretation.
The learning curve is steep, but not for the right reasons. The game has some pretty indepth or complicated stuff, but it's not THAT hard to learn.All that from one sentence. Now, don't get me wrong. But what is the problem with what i said? I wasn't trolling anyone. I wasn't saying anything. I was complimenting that the game was attracting intelligent people to the game. Why is it, if i say a SINGLE word out of line. The next post is dedicated to saying how wrong i am? If i'm wrong. Just say.
The reason the learning curve is steep is due to the fact the interface makes even the simplest of actions a pain in the ass.
I also think this notion of "complicated keeps of the riff raff!" is self serving bullshit, as if you're special or even intelligent for learning a needlessly complicated game. Besides, who cares who plays a game? It has no effect on you if even the dumbest person on Earth is a DFer.
Thank god the Tarn brothers don't share that dangerous thinking
Shame it can't be helped. If you ask me, it sorts the rabble from the intelligent gamers. :)
Really, this faux-elitism that the game's interface and presentation being obtuse and uninviting is some how a net plus or admirable in itself has to stop. It does no one, not you or anyone, any good to leave a game hard to get in to. Not least because Toady's income relies on donations - I know you're going to respond with something like "oh right dumb everything down to attract money lol stupid", but no. I'm saying that means there's nothing wrong with making DF more approachable, and is an incentive to do so.
Really, this faux-elitism that the game's interface and presentation being obtuse and uninviting is some how a net plus or admirable in itself has to stop. It does no one, not you or anyone, any good to leave a game hard to get in to. Not least because Toady's income relies on donations - I know you're going to respond with something like "oh right dumb everything down to attract money lol stupid", but no. I'm saying that means there's nothing wrong with making DF more approachable, and is an incentive to do so.
Well, I guess if the UI was excellent and the graphics were a retro-but-cute 2D, toady would become so insanely rich he'd just pack up and head off to live on some tropical island ;)
Thank you for proving my point by missing it completely and responding with exactly what I wanted to head off. I'm saying there is nothing to lose by making the frontend more approachable. The other side to that argument is that the playerbase is somehow worsened by being enlarged. I counter that there is only something to gain, including financial incentive, however small.
No, not everyone who doesn't like the graphics are "Rabble". Also i assume that in your quote:Shame it can't be helped. If you ask me, it sorts the rabble from the intelligent gamers. :)
Okay, I'll say it. Are you wrong? Yes, you're wrong. You called people who are turned away by interface problems "rabble", which is an insult any way you slice it. You're qualifying people as intelligent by whether they're willing to surmount that, I would argue needlessly, high learning curve.
Remember this always, for future discussion of the sort. There is no element of gameplay whose acceptance by a person can mark them as intelligent or not. Trying to extrapolate that fallacious principle to include yourself and exclude others in a group considered desirous is bigotry of interest. And even if a trait is demonstrably true (to the extent that something as nebulous and emotionally charged as 'intelligence' can be), pointing out a lack of such desirable traits is still an insult.
I'm willing to concede that this response is needless fighting, but I'm saying this to everyone who has held or espoused such a view about game design.
Um... you can remap keys.
It's in the ESC menu.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?
*I* like having keyboard control - I'm about ten times faster on the keyboard than on a mouse - but the menus are *ugly*, blocky, and hard to navigate if you don't know exactly what you're doing.
The thing that frustrates me the most about DF is the weird inverse reward mechanism of Adventurer mode. In order to become an effective adventurer you have to do tedious, not-fun things like throw rocks for hours or swim in circles in a puddle. I'm not sure what to suggest in terms of changes to Adventurer mode, but right now it's a mode I want to enjoy but just can't because I have to engage in tedium in order to get effective enough to actually be an adventurer, or I have to wander around in circles killing wolves in random encounters because I sure as hell can't kill any quest monsters.
Oh, I fully agree. Keyboard control is nice to have, but it's not for everyone - so games need to be fully controllable using both keyboard and mouse.
It is the only reason why PCs have a HUGE edge on consoles when it comes to strategy games (and quite a few simulations as well)
Regarding the manual, what I would If i were Toady, is publish/create an editor, and let the player update it. If on good enough sprouts (and it will), then toady will simply have to add it in the package...People read manuals? (rhetorical question... no... they don't)
Regarding the manual, what I would If i were Toady, is publish/create an editor, and let the player update it. If on good enough sprouts (and it will), then toady will simply have to add it in the package...
Basically, it's a question of whether and why the player should have to rely on an external, third-party database for critical information on how to play the game, instead of the game (and maker) providing the information first hand.
Regarding the manual, what I would If i were Toady, is publish/create an editor, and let the player update it. If on good enough sprouts (and it will), then toady will simply have to add it in the package...People read manuals? (rhetorical question... no... they don't)
People read manuals? (rhetorical question... no... they don't)I read manuals from time to time. For something as complex as DF, I looked at the in game help extensively.
Actually, the only thing that keeps me from playing 24/7 is the lack of sieges and the updates.
Whenever I play, I think "Well, I shouldn't get to addicted or the update will just make me have to restart EVERYTHING." Which is an annoying habit because I really want to play but I get so immersed that I hate to have to get the newest version.
Second, I wish there were much more goblin sieges, and there was some way to increase their frequency from within the game, so I could start having 24/7 sieges once my fort's defences are all set up.
Besides those two problems, I fucking LOOOOOOOOOOOOOOOVEVOEOVOBUNRINGOHGODAOJSIAAUUUUGH Dwarf Fortress.
Gamers that don't read manuals, are basically casual gamers lacking any form of intelligence. Any serious strategy gamer would eat up a manual just for that certain "edge". The complexity of a strategy game to a certain extent can be seen from the manual, as there are many elements to understand gameplay.Regarding the manual, what I would If i were Toady, is publish/create an editor, and let the player update it. If on good enough sprouts (and it will), then toady will simply have to add it in the package...People read manuals? (rhetorical question... no... they don't)
Gamers that don't read manuals, are basically casual gamers lacking any form of intelligence.
Gamers that don't read manuals, are basically casual gamers lacking any form of intelligence.
No. And reading manuals or playing strategy games doesn't make you smart either.
Depends on the strategy game. Historical-based strategy games provides immense historical knoweldge in a fun way.Gamers that don't read manuals, are basically casual gamers lacking any form of intelligence.
No. And reading manuals or playing strategy games doesn't make you smart either.
what exactly do people find HARD about DF?
Hey! You offend me. I read the manuals before I play. Even Dwarf Fortress.You heard it here first, folks.
Hey! You offend me. I read the manuals before I play. Even Dwarf Fortress.You heard it here first, folks.
~ToonyMan can see through time~
Depends on the strategy game. Historical-based strategy games provides immense historical knoweldge in a fun way.Gamers that don't read manuals, are basically casual gamers lacking any form of intelligence.
No. And reading manuals or playing strategy games doesn't make you smart either.
What indy game have you played that has GOOD documentation? If you are wanting to play and learn the game, you'll take the time to look online.It's probably increased recently, but Eternal Lands had ~50KLOC of documentation when I was dealing with it. For those who don't know, EL uses an in-game hypertext help/encyclopedia system, the entirety of which is maintained by a team of volunteers who reverse engineer game updates as they are released. It's a system with very low overhead and high confidentiality for the game developer, while being highly visible and appreciated by the players.
The manual for Outpost, is horribly misleading.Heh. The game itself is horribly misleading.
DF just isn't a game where a manual would supply any sort of help. It's too complex.That depends on one's writing skills. If not for whomever participated in updating the DF wiki and gamers providing invaluable insight on gameplay in the forums, most DF gamers would have been lost, probably with the exception of the most hardcore gamers...but not everyone can be hardcore gamers all the time.
I was finally able to get a buddy of mine hooked to the game recently. All it took was him using a graphic set.
I definitely wouldn't underestimate the power of graphics.
So I just wanted to get this off my chest:there is one, AHK scripts can do just this.
Apart from the most obvious graphics and interface, one of the things that turns me off most about DF is making bedrooms. The process should be made much quicker.
A pre planned, rotateble order-template that would tell the dwarves to dig out a proper room, place a bed (or even other furniture) there AND designate it as a bedroom would be sweet. Obviously, any player should be able to create his own template.
Im not sure if this has been mentioned allready but i find that the name can be a turn off to new players. Cant exactly change it now though.
Im not sure if this has been mentioned allready but i find that the name can be a turn off to new players. Cant exactly change it now though.
Do you mean the "Slaves to Armok, God of Blood II: " bit? I guess that might seem weird, cultish or over-the-top to some people, particularly the "simulation" type of player. Sure, we all love stories of throwing kittens off towers and cutting limbs off unicorns, but plenty of people who might enjoy the game could (I suppose) be turned off by that. Not necessarily by the violence or gore itself, but by the idea that the game is some kind of simulator for unending varieties of grisly demise. We know it can be if you play it that way, but a sandbox is a sandbox. Some people use the sand to build castles, other people use it to soak up the blood.
So I'd support changing the name from "Slaves to Armok, God of Blood II: Dwarf Fortress" to just "Dwarf Fortress", because DF has now outgrown its heritage and far overshadows the original Slave to Armok. Plus, neither Armok nor Slavery feature in the game, and while it's possible to have a God of Blood, I don't believe Dwarves will adopt deities of the right spheres without modding. Also, that's what everybody calls it anyway.
It comes down to a marketing decision: what image do Toady and Threetoe want the game to have? But whether we like it or not, marketing decisions are important. I doubt a name change would make a huge impact, but it could make some impact.
The problem with asking people what turns them off, is that if you change any of the basic mechanics like controls/starting graphics, etc, you'll cheese off the long-standing players that have learned to use them as they are.
Other than adding more mouse support, I just don't see how much of this can be used without getting some portion of the current playerbase angry.
And as Autocad and several other apps has pretty much proven, you can still have your keyboard commands and make a mouser interface. ;)The problem with asking people what turns them off, is that if you change any of the basic mechanics like controls/starting graphics, etc, you'll cheese off the long-standing players that have learned to use them as they are.
Other than adding more mouse support, I just don't see how much of this can be used without getting some portion of the current playerbase angry.
I personally don't care about having to relearn the interface. The changes will be mostly incremental and they'll make things easier for me in the long run. Besides, no long-standing player is going to quit over interface concerns like a newbie would. They'll whine, but this is one case where I feel safe saying that they can suck it up and deal with the utter horror of improvements. I mean, this is a community that gets nostalgic about bugs.
Also, a decently moddable interface will make it very easy to revert to classic-style controls.
I think df needs tutorials most of all. I mean shit, I've been playing for years and I still can't figure out how to train xbow dwarves or how to setup a wind powered water pump.
I think df needs tutorials most of all. I mean shit, I've been playing for years and I still can't figure out how to train xbow dwarves or how to setup a wind powered water pump.First, make them military with weapons of crossbows, put them off duty from the military screen ("V" if I remember) and erect an archery target in the build menu and designate it's room (an indoor range of sorts) by building the archery target, then designating to the room. Only off duty bowmen will practice, and they need practice ammo. Put a stockpile near the range with cheap ammo.
And I'm told I'm NOT supposed to alt-tab-delete out of the game, because it can cause issues with corruption? Ick. Not being able to exit without saving or abandoning is a huge turnoff.
The current folder is meant to prevent these kinds of errors. Your main saves are never touched except at the moment it says it is synchronizing the folders when you are done, at which point it copies all the current stuff back into the main folder. If you shut off during that point, you'll corrupt your game. I'm not sure of the source of these latest corruptions, but in the newer versions, quitting out of the game during play using the OS should be fine.
to get all the things you need in one area
When I first downloaded the game, I found playing impossible.
My first 5 or so forts died of complete inability to follow how the game plays.
This game was so hard to play, I had to stop playing, remember I liked the idea, and return several month later.
edit: most of my friends would find this unacceptable from a videogame.
Personally, my biggest issue with getting started was how dense the UI is. More specifically, things like... "Why can't + and - work on all screens? or PgUp and PgDwn, or Spacebar/F9."
Thirdly, for me, is the lack of any real... characteristics to the dwarfs. I know they all have personality screens, and you can listen to their thoughts. But with 100, or even 20 or so, that gets unwieldy. I tend to play the game much more like an RTS than a lot of people seem to, simply because I just started to view it as "4 miners, 2 stonecutters, a glassblower and 7 hammerers. Send hammerers to attack, retreat my cutters, send miners to build X, Require more Vespene Gas".
*Having some in game representation of various things about dwarves, even just one sentence when you page over them "Aleph Mineypants, likes fish." Then next time it'll pull something else from their bio, so "Aleph Mineypants, worships Armok", etc.* (This would be BIG, at least for me.)
And most of all... 90% of the cool stuff you hear about is really rare and/or really hard. I rarely get to do any megaprojects. I've never seen nor heard about a mega-beast. And so forth. In my mind, that was the biggest turn-off at the beginning. I was hearing stories about carp attacks, and huge goblin sieges, and building giant glass pyramids. Meanwhile, I'm trying to figure out how to build a well, spending 2 hours of reading to figure out how to grow more plump helmets, and getting killed by a single raid of three kobolds.
I personally learned most of the game and how to play it very quickly. Then again, I scored high enough on the PSAT to qualify for NMS semifinalist...When I first downloaded the game, I found playing impossible.
My first 5 or so forts died of complete inability to follow how the game plays.
This game was so hard to play, I had to stop playing, remember I liked the idea, and return several month later.
edit: most of my friends would find this unacceptable from a videogame.
I totally agree with this and this as well:
Personally, my biggest issue with getting started was how dense the UI is. More specifically, things like... "Why can't + and - work on all screens? or PgUp and PgDwn, or Spacebar/F9."
Thirdly, for me, is the lack of any real... characteristics to the dwarfs. I know they all have personality screens, and you can listen to their thoughts. But with 100, or even 20 or so, that gets unwieldy. I tend to play the game much more like an RTS than a lot of people seem to, simply because I just started to view it as "4 miners, 2 stonecutters, a glassblower and 7 hammerers. Send hammerers to attack, retreat my cutters, send miners to build X, Require more Vespene Gas".
*Having some in game representation of various things about dwarves, even just one sentence when you page over them "Aleph Mineypants, likes fish." Then next time it'll pull something else from their bio, so "Aleph Mineypants, worships Armok", etc.* (This would be BIG, at least for me.)
And most of all... 90% of the cool stuff you hear about is really rare and/or really hard. I rarely get to do any megaprojects. I've never seen nor heard about a mega-beast. And so forth. In my mind, that was the biggest turn-off at the beginning. I was hearing stories about carp attacks, and huge goblin sieges, and building giant glass pyramids. Meanwhile, I'm trying to figure out how to build a well, spending 2 hours of reading to figure out how to grow more plump helmets, and getting killed by a single raid of three kobolds.
A few things, but I'll try to stay specific:This is exactly what I think as well.
+,-,/,* vs up, down, pg up, pg down. It should be the same for every menu. F9 vs spacebar is also annoying.
Items have different designations. Cages, for instance, are sometimes c and sometimes j. Blocks are sometimes b and sometimes o.
Workshops, constructions, traps and furnaces are each in one menu, but everything else is in a massive clump that makes it difficult to find the thing you want.
q, t, k, v. q and t should be fused, as should k and v.
Dwarf information is a bit all over the place. For instance, I can zoom to a dwarf from the m screen, but not from the n screen. I can see a dwarves items from his inventory, but I need to go to the item to dump it. Dwarven labours are in a very long list. I can assign a dwarf's weapon and armour from the dwarf, but for a champion I need to use the m screen. The manager screen is useful but causes endless cancellations.
Dwarven labours are in a very long list. I can assign a dwarf's weapon and armour from the dwarf, but for a champion I need to use the m screen.
[...] there are currently 7 new labor settings, 5 unit types, and 6 skills. I've grouped the entire vpl list into 15 sections to make it easier to mess with (I'm aware of further changes people want there, but I can't do it all now). [...]
I think if there were some pre-made in game scenario tutorials, it would really help the growth of the game. I think the lack of coherent goals is what makes it difficult to pick up and play for many people. Even if they were player created tutorials, using the notes system to provide tips on how to accomplish things like farming and building a military, I think it would help tremendously.
More specifically, what problems did you have before learning the ropes of the game? We figure we are losing 90% of the players because of the UI and other barriers, and that doesn’t even count the ones scared away by the ASCII graphics.
(...)
What do you think is scaring people away?
So what is frustrating you the most about Dwarf Fortress?
how many others here read the shit out of game manuals, and crank the difficulty up to eleven?
I think if there were some pre-made in game scenario tutorials, it would really help the growth of the game. I think the lack of coherent goals is what makes it difficult to pick up and play for many people. Even if they were player created tutorials, using the notes system to provide tips on how to accomplish things like farming and building a military, I think it would help tremendously.start with any process that is mentioned in the in game help (farming, smelting, brewing, etc.).
Is it a bad thing this thread is nearly 40 pages and still kicking considering the subject?Not at all. There's a lot of overlap in the posts, but there's also some diversity. Feedback is good.
1. The UI, and specifically, the inconsistency of it. I have absolutely no problem with an ASCII UI, and I can live (teeth-gnashingly ;) ) with an inefficient UI, but it's the inconsistency that really made me cry out in frustration when I was learnig this game...
Considering the current demographic ( ultra nerds, I think we can all agree ), the type of interface is not an issue and adds a lot to the appeal of the game. Also, once you get it, it really makes it faster.Come again?
Considering the current demographic ( ultra nerds, I think we can all agree ), the type of interface is not an issue and adds a lot to the appeal of the game. Also, once you get it, it really makes it faster.Come again?
Adds appeal? A lot? Sure if you want to stay an elitist nerd. I'd rather prefer a good ui and risk some non-nerds in the fanbase.
The UI is awful, yes. Particularly awful is the navigating through lists, aka as up and down. It is inconsistent. There are at least three different keys for what is practically the same action. Sometimes i have to use the arrow keys, sometimes plus and minus on the keypad and to enlarge e.g. farms i have to use u and m.
This should be the same key, just use the arrow keys for all these actions.
Also sometimes i can use PGUP and PGDOWN in alist and sometimes not. I would make shift work in lists to jump pages. or generally use PGUP/DOWN where possible.
And again, lists. Sometimes i have to use multiple directional keys. one for the main level, another for the sublevel. On other screens i can go left and right to go down the tree.
Very stupid design decisions.
In short, this game needs better manuals and tutorials either in the starting screen or in the "Manuals" section on the website. There are also some minor things that I don't completely understand but I learn as I go.
My main turnoff is that useless "you have struck *stone/gem*!" message that PAUSES THE GAME.No big deal. What's worse is that it automatically zooms to the miner and i have to find where i was before.
My main turnoff is that useless "you have struck *stone/gem*!" message that PAUSES THE GAME.
But inconsistency is indeed the problem with the current setup. Just scrolling menus is a bitch. I mean:
Status Screen: Selecting a tabbed section uses the arrow keys, as do the Kitchen and Stocks tabs, even tough elsewhere it is almost explicit that [tab] changes a menus mode/tab section (prepare carefully screen).
Unit menu uses the arrow keys
"Select component" screens use the +/- keys
Trading screen uses the arrows
"Select job" menus use +/-.
Stockpile settings are just weird and anomalous in the context of the rest of the menus.
It isn't inconsistent if you notice that the arrow keys only are used for menus where there is no cursor to move around.Fine but in the context of interface design it still doesn't make any sense.
Personally, I'd stop playing if the ASCII was removed as an option. It is, to me, THE most efficient way of displaying the information.That is just stupid.
It is, to me, THE most efficient way of displaying the information
I think keeping a community clean of retards is a good thing.
Yes, because they get onto the forums and demand stupid features which Toady (armok be with him) puts in because he's good to his players (putting in hotly demanded features early) which ruin my enjoyment of the game and require heavy modification (or unfixable if it's hardcoded) to fix up.
Rowan is in a constant state of internal rage.
But seriously, given what happens everywhere else, the retards and griefers appear and then a good game goes to shit because the sensible and visionary developers start pandering to a bunch of retards.
Rowan is in a constant state of internal rage.
But seriously, given what happens everywhere else, the retards and griefers appear and then a good game goes to shit because the sensible and visionary developers start pandering to a bunch of retards.
doubtful, a sensible developer would pander to such a thing, after all they will sell less in the long run. a visionary developer also wouldn't due to the fact that he is catering towards a future demographic and not the current one. either way you cut it, a game that panders to mmorpg players is developed from someone who is being neither sensible or visionary, and if it has any success then it is due to good marketing.
Rowan is in a constant state of internal rage.
But seriously, given what happens everywhere else, the retards and griefers appear and then a good game goes to shit because the sensible and visionary developers start pandering to a bunch of retards.
doubtful, a sensible developer would pander to such a thing, after all they will sell less in the long run. a visionary developer also wouldn't due to the fact that he is catering towards a future demographic and not the current one. either way you cut it, a game that panders to mmorpg players is developed from someone who is being neither sensible or visionary, and if it has any success then it is due to good marketing.
*cough* WoW *cough*
P.S. Chronic retards shouldn't be allowed to play such an awesome game, there's no logic behind it, I'm just a bastard)
Come on now. I want people to play my game. When you guys get all exclusive, it's bad for me.
I'll stand up for WoW... It's the most successful MMORPG for a reason. They took all the existing complaints about MMO's, fixed them, and made a solid game.
In doing so, they've alienated a lot of elitists by designing the game to be approachable and playable by casual players.
Remember, kids: Arguing on the internet is like competing in the special Olympics. Even if you win, you're still a retard.I find this statement offensive, to be honest. It seems deeply unfair to the people who've worked hard to become paralympian gold medallists.
Uh.. I don't hate casual gamers. I don't even dislike them. They're people with lives and friends and stuff, much respect to them. What I dislike are morons and retards, both casual and hardcore, because they often bring down otherwise good gaming experiences by demanding crap. As someone said earlier, Toady (armok be with him) won't be pandering to the failscapers, so I've got no issue here. I had accepted the good points made by Tenebrais and Jam, but when Granite mentioned WoW we got into this argument.
Remember, kids: Arguing on the internet is like competing in the special Olympics. Even if you win, you're still a retard.
Remember, kids: Arguing on the internet is like competing in the special Olympics. Even if you win, you're still a retard.I find this statement offensive, to be honest. It seems deeply unfair to the people who've worked hard to become paralympian gold medallists.
Anyway, the money that WoW makes is pretty much irrelevant to this topic and how good the actual game is. Microsoft make millions, so their computers must be flawless, right? EA make millions, so they must be the most popular games company, right? It's not relevant to the quality of the game. Personally I think WoW is a fairly well made and fairly fun games, although it certainly isn't without flaws (high cost being one of them).
*cough* WoW *cough*
but when Granite mentioned WoW we got into this argument.
Something doesn't have to be good to appeal to millions. It just has to strike some very base nerve that keeps them going to it. Popularity can exist without great quality.
*cough* WoW *cough*but when Granite mentioned WoW we got into this argument.
*cough* WoW *cough*but when Granite mentioned WoW we got into this argument.
Ok, when granite mentioned it the second time. After the first mention people pointed out a flaw in my thinking, and twas all good.
The WoW debate deserves to be split to a separate topic... or deleted. Anyway, I'm going back to topic, though I'll probably be ignored.
Some people complained about the learning curve. I think the main problem with this is that you can do so many things in Dwarf Fortress, that you easily become overwhelmed. This is especially true for first time players beggining their first fort. So many options at once! I suggest we should have only limited options in the beggining, and that they would expand as the fortress grows.
This is fine as an option, but I would want it turned off by default.
DF already has a nice way to expand options in time - immigrants, nobles and things tied to population size. Some functions are disabled at the beggining and become available only when you get a certain dwarf or population size (economy, justice, sieges, etc.). This is a great idea that deserved to be build upon.
For example - I think one of the biggest problems at the beggining is the huge variety of workshops and building you can build. There's dozens of them and there's no indication which are the most important ones. What if you could only build some - "basic" - buildings at the beggining, and other would unlock unly with immigrants? Imagine you can't build mechanic's workshop until you get a mechanic in a immigration wave. The same goes for smelting, furnace operating, alchemy, cheese making, clothing industry, etc... That way beggining players could easily build what's available and slowly learn new things as they come. (But even experienced playes like me could love this. I do).
Of course the immigrants would be randomised, so you'd never know what you'd get next time. Experts could customize their starting options in the embark screen (by taking a mechanic you'd ensure you'll have mechanic's workshop since the beggining). And perhaps you could "order" specific immigrants with the outpost liaison.
Jiri:It also alleviates the possibility of embarking without a farmer. Talk about confusing newbs. (What I mean of course is not limiting the building to the type of immigrants you get) Could you imagine not starting with a fisher, farmer, or butcher? I'd much prefer the ability to start with naked dwarfs (skillwise) and have jobs in the queue to build beds, doors, and food with prompts to guide a new player to build a mason shop, carpenter, etc. A message marquee area would be used to hint them to what they need: "Need Miner to retrieve Stone . . . . . . . . . . Need Woodcutter to retrieve Wood . . . . . . . . . ." and "Need Carpenter Workshop to build Bed . . . . . . . . . . Need Mason Workshop to build Door . . . . . . . . . ."
Perhaps enforce something of a tech tree... Mechanics guild and Forging ops require blocks to be built rather than raw stone? It's practically free, but limits the first instant options.
Let players specify what they want, and then generate a world with at least one area that meets their requirements.
Andir, Granite, etc.:No worries... I like your gist, I've just seen too many people flip out at the idea of starting a new fort without being able to do everything from scratch to think that needing to wait for immigrants will fly, and was trying to push it in a more publically acceptable direction.
Besides, underground features are changing next version anyway. Toady has specifically mentioned, I think, that it's going to be easier for the player to find what they want of the features available. Too much of it is really changing to make a lot of assumptions, though.
The problem is that right now, people expect to find "perfect" sites. I personally find this a bit silly and think this attitude will change a bit once site features become varied enough that there are more choices to be made, more options to take, and these options and choices are more consequential.
The problem is that right now, people expect to find "perfect" sites. I personally find this a bit silly and think this attitude will change a bit once site features become varied enough that there are more choices to be made, more options to take, and these options and choices are more consequential.
That's what I'm hoping too -- that this attitude isn't so much about perfection per se, but more about being bored with the current map features.
What annoys me most at the moment is the inabiliy to play an adventure game in a region without having to abandon the fortress.... and multiple fortresses...
want: tavern-shop attracting/creating adventurers who can then be taken out of fortress and into the world without losing the fortress.
Perhaps a better option would be to specify features and have the game generate one specific site that fits the parameters. This, of course, has the disadvantage of not being accessible in Adventure mode and maybe future disadvantages regarding politics and trading and the like. It doesn't seem too hard to do. That said, nothing in programming is as easy as it looks.
I also like the idea of having a growing tech tree (or something similar) that would presumably be an init option, default on. It would definitely be useful to help new players figure out what to do in lieu of a built-in tutorial.
yes. obviously. :)What annoys me most at the moment is the inabiliy to play an adventure game in a region without having to abandon the fortress.... and multiple fortresses...
want: tavern-shop attracting/creating adventurers who can then be taken out of fortress and into the world without losing the fortress.
1) Cutting Trees/Gathering Plants. As it stands, you have to designate certain plants for this. When your harvesters run out of designated plants/trees to gather, they stop working. On countless occasions I have gotten so involved with other projects I will forget all about woodcutting until I get the message "can not construct bin: no wood:, which grinds any wood-related industries to a halt, including glass and metal. It would be nice to tell your dwarves to just go chop wood, and they would chop it from anywhere they can find.I'd actually prefer designated wood chopping areas that the Dwarfs keep clear. It would be nice if they planted seeds from fell trees to maintain a tree farm of sorts as well.
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2) Quantitative Stockpiles. In DF2 I seem to have a problem with either having too much or not enough. Lets take the wood example again. I want to keep my workers supplied with wood, but I don't want him cutting wood when I have more then enough already and my cutter could be doing something else(like hunting). It would be much easier if you could tell him to "keep this stockpile at 40-80% full". Say the stockpile is 30 squares. When there is less than 12 wood in the stockpile, he will go cut wood. When it reaches 28 wood, he will stop cutting and go do something else. This could eb used for everything; stone, food, booze, metals, etc.
It's annoying that you can't have sparring areas and separate barracks for beds.
Doing this specifically as stated would be extraordinarily difficult unless you just brute-force the generation of worlds and search each one until it finds one with a site having the given parameters, which... is fine, but would take forever.
Doing this specifically as stated would be extraordinarily difficult unless you just brute-force the generation of worlds and search each one until it finds one with a site having the given parameters, which... is fine, but would take forever.
Only if you keep the world generation exactly as it is... which would be silly if you intended to change it. :P
I realize the world generation utilizes relatively complex geographic features, but perhaps it would be better to allow for some fudging in order to accommodate players? For instance, have worldgen as is, and then when a player specifies a combination which doesn't exist in the world, the option to create/modify an area to fit said specifications could pop up.
By way of example. Let's say I'm looking for a site with an aquifer, HFS, flux stone, and a magma pipe. I search for it, and the game gives me a partial match; it has everything but the magma pipe. A box could pop up asking if I want the game to modify the playing area to match my specifications. If I say no, nothing happens; if I say yes, it adds a magma pipe to the area.
Maybe it's impossible, programming-wise, but it makes more sense to me than brute forcing it. ;D
...lack of a challenge curve...Just to be picky, Dwarf Fortress does have a challenge curve. It's a step function smoothed with a low variance gaussian. The difficulty went from easy ("Oh look, my little dwarfs are walking around") to holy crap hard ("OMG! Why are those little blue c turning my dwarfs red?") in the matter of three minutes.
the solution is to use the wiki and read/watch a tutorial
the solution is to use the wiki and read/watch a tutorial
I think he does know that. It's still a shortcoming of the game.
Also, Anu's analysis of turnoffs for experienced players is excellent.
While much of what you say is true, I argue with your point on MOO. I play MOO2, and there are formulas for it. It doesn't matter who you play against, a telepathic race whose ships are outfitted with as many assault pods as possible will always win. It's because unless you lag behind severely in technological progress, you can always fit more assault pods than your foes can fit PD weapons, and you need never bother with a rounded military, because the conquered ships of your foes will provide all the muscle that you don't. Fucking amazing game though.
I agree with you (Anu), good sir! However, I am unsure as to how you could make the initial set up different each time (or at least requiring some sort of decision to be made). Perhaps seeds could only be planted in certain types of soil, meaning that the location of you farm plots (and so your fortress) has to be carefully dictated. And then perhaps certain types of soil is extremely dangerous to dig through (due to collapses) and thus must be navigated carefully.
More specifically, what problems did you have before learning the ropes of the game?
Well, the topic's title is "What turns you off about DF ?".
Honestly I think most of these concerns are, while perhaps valid, missing the point. In order to have most of these concerns you need to be familiar with the game. I have friends who adore the story of Boarmurdered and are well acquainted with DF from listening to people talk about it, but whom will never, ever play it due to the absolute lack of an interface. I can get past that. And it says in the start of the thing that...they realize that. But I'd underline that and put some circles around it. I tried showing them screenshots of Mayday's graphics set, and even that didn't help.
What very nearly drove me away was the grayed-out "maximize" button in the top-right.
I started with the mayday package downloaded from the Complete and Utter Newbie tutorial so I had absolutely no problem with ASCII or learning curve, what I did have though was a 1920x1200 screen that makes the game appear tiny, and the information in the wiki informed me that I had to solve complex math equations and alter sections of the init files in order to change the size of the game screen.
Now that I know what everything is, I can play it at it's default size, but for a while the only solution I could come up with was using ResToy to change my screen resolution while I was playing.
I didn't even want fancy vector graphics or anything, I would have been perfectly happy with the bitmaps being stretched, even MSpaint can do that.
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Also on a similar note: I tried out the vanilla non-mayday version of the game recently, and the first thing to turn me off about that was the fact that the 80:25 grid is far too small to see what is going on. And of course if I want to change it, I need to do a bunch of math to find out exactly how wide the window should be, and then change a dozen or so setting in the init to make it all consistent... Why can't the game just take arguments for Font, Grid Size, and Default Window Size, and then just stretch things as necessary to fit the window?
Huh, first, I don't understand why didn't you tried, I don't know, to answer "yes" when the game prompt you to choose between fullscreen and windowed ?
Then if you want to enlarge the grid, you don't have to solve complex equations or change a dozen options, just put your screen size in the "WindowedX / WindowedY" (or fullscreenX / FullscreenY) of your init file, then divide your screen abscissa (X) by 8 and your ordinate (Y) by 12, and put that info in the "grid" or "full grid" settings.
That's 3 options to change and a basic division to accomplish. But maybe I didn't understood something, in which case I'd like to see a screenshot to make it clearer.
Hm, if he hadn't any help it will be alright, but there is an entire wiki page about that, with step-by-step instructions and even some examples with the most common resolutions (but I didn't checked if his resolution is in the samples).
Hm, if he hadn't any help it will be alright, but there is an entire wiki page about that, with step-by-step instructions and even some examples with the most common resolutions (but I didn't checked if his resolution is in the samples).
do you change the oil on your car? do you know people that pay others to change their oil, and can't fathom why the would? if you didn't answer yes to both of these then maybe you should realize that maybe everyone doesn't have your mind and upbringing, and that maybe it is like changing oil on a car. if you did answer yes to both of these then i am surprised that you have internet access.
Hm, if he hadn't any help it will be alright, but there is an entire wiki page about that, with step-by-step instructions and even some examples with the most common resolutions (but I didn't checked if his resolution is in the samples).
do you change the oil on your car? do you know people that pay others to change their oil, and can't fathom why the would? if you didn't answer yes to both of these then maybe you should realize that maybe everyone doesn't have your mind and upbringing, and that maybe it is like changing oil on a car. if you did answer yes to both of these then i am surprised that you have internet access.
Huh... I don't get it. You're implying that changing these options in the raw is too complicated / tiresome for the non-initiated ?
Also, the example is somewhat broken... first of all, like I said, there's a whole page dedicated to help people with these options. There's no way you could do a mistake if you follow the steps, even if you don't know anything at that kind of "code". And I think that most people don't change their oil themselves because they don't want to put their hand in the dirt, not because they really don't know how to do it (especially with a step-by-step guide provided).
But maybe you implied that he won't change it because it's not his work and it should work normally on the first place... well, remember that DF is an alpha, and the Dxx stuff are mostly an experimentation about OpenGl. People should be ready to work a bit to make the game work, especially when their's guides and FAQs available.
I Always have problems with
YOU HAVE FOUND MICA!!!!!
Sometimes I get this imagined scene of a dwarf walking into a microcline room, with a microcline throne and a microcline floor, looking at the king who is sitting in front of a microcline statue, and shouting happily at the top of his lungs, "WE FOUND MICROCLINE!!!"
microcline makes me sad.
I Always have problems with
YOU HAVE FOUND MICA!!!!!
Sometimes I get this imagined scene of a dwarf walking into a microcline room, with a microcline throne and a microcline floor, looking at the king who is sitting in front of a microcline statue, and shouting happily at the top of his lungs, "WE FOUND MICROCLINE!!!"
microcline makes me sad.
Surprisingly, enemies in DF still don't know to dig into your fortress, which is dissapointing, i was hoping for it for the 2D fortress but its still not there :(I play it for the "coolness" factor. I enjoy that creatures can't dig into my fort and screw it all up. If tunneling was an option, and only if, I would say go for it. The more options, the better.
As is , they don't even try to knock on your door :(
I can think of a dozen nasty traps to pull on tunneling invaders. It'd even give you a reason to dig beneath an aquafier... but wouldn't it be awesome if a army sealed you inside your subterranean dwarven lair and then set up some pumps so tehy could follow you down???How will you know which way they are coming? You'd have to encase your entire fort in layers of magma and water to truly protect it. You'd spend more time doing that than actually building a prosperous city.
As is , they don't even try to knock on your door :(
I can think of a dozen nasty traps to pull on tunneling invaders. It'd even give you a reason to dig beneath an aquafier... but wouldn't it be awesome if a army sealed you inside your subterranean dwarven lair and then set up some pumps so tehy could follow you down???How will you know which way they are coming? You'd have to encase your entire fort in layers of magma and water to truly protect it. You'd spend more time doing that than actually building a prosperous city.
As is , they don't even try to knock on your door :(
Digging out an area totally surrounding your fort is not a "one day" task. We are in 3D here. You have to dig down, under, above, and on each side of your planned fort... and remember to keep at least one spot as a support structure and hope to hell that invaders don't destroy that as well.I can think of a dozen nasty traps to pull on tunneling invaders. It'd even give you a reason to dig beneath an aquafier... but wouldn't it be awesome if a army sealed you inside your subterranean dwarven lair and then set up some pumps so tehy could follow you down???How will you know which way they are coming? You'd have to encase your entire fort in layers of magma and water to truly protect it. You'd spend more time doing that than actually building a prosperous city.
As is , they don't even try to knock on your door :(
Hardly, it'd add about a day of digging to do that. Plus you might choose to start on an aquaduct to make things easier. I'd spend more time with stone stockpiles. If that's too much for you, there are dozens of options. For instance you might actually decide to take the offense.
If this thread is going to be continued, should we enshrine the 'if you've got a reply to the OP, make it lime green, if you're just discussing stuff, leave it white' rule in the OP?
see what i mean by 2D payer and 3D? it doesn't mean you aren't any good, just that a 3D player uses that space for needless and highly convoluted systems that are a bit delicate. being able to drop a flood gate in place would help with repair work quite a bit when you need to close up a hole in a magma pipe, and can't afford any slop space when the job is done (not to mention needing to precisely refill the container as well).
I am posting, newly registered, as someone who is fascinated by the idea of DF but finds that about four hours of play leads to keyboard-snapping frustration. What I find most frustrating about DF is the way there's clearly a good game in there trying to get out.
[FWIW, I play NetHack, Crawl, POWDER, etc. I don't care about graphics, and a modicum of interface perversity is par for the course.]
As I see it, a few things get in the way.
First is the sheer mass of micromanagement. Someone upthread mentioned MOO1, which to me (although it gets it wrong in some places) is, in places, the perfect example of how a 4X game should work. Let the player control policy, not implementation. Job priorities are a hardy perennial wishlist item; another one would be using the job manager to define desired stocks of certain items. Don't make me order batches of doors; let me say "maintain a stock of twenty doors with priority n" and never think about door manufacture again.
The second thing on my list is rampant simulationism. This may seem a strange gripe, rather like complaining about water's rampant wetness, but I'm going to run with it. My first subgripe is the diversion of development effort into pointless detail. For example, from the actual point of view of fortress management, a dwarf might be in one of at most six states of health; healthy, with a temporary injury and fighting on, with a temporary injury and seeking or receiving medical treatment, permanently crippled but still able to work, permanently crippled and a dependent of the fortress, or dead. So why model thirteen kinds of suture in exposed guts? The history of the world is modelled, but when a bronze colossus turns up, who cares if it killed Arnar Bibbleface in 524 with a slightly rusty steel mace? Not I - it presents the same challenge either way.
My second subgripe is cognitive dissonance from inconsistent simulationism. There are umpteen kinds of plant each of which brews its own booze with the specific characteristics of each booze modelled... but brewing does not require water. There's a complete model of hydrostatic pressure, but tap into a river below a waterfall and comedy ensues. The lovingly detailed "strange mood" subgame can produce an artifact pigtail sock, but no-one has reflected on the quantity in which socks are ordinarily produced and used.
Third is simulationism versus gameplay. DF has done surprisingly - incredibly - well with gameplay through emergent properties, but gameplay does seem to be losing out. There's a reason there's a hardcore that still plays the 2D version, where the river/chasm/magma gameplay was explicitly scripted in.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?
It's a fine line, though, no? And the two are obviously different sorts of games--DF is inherently more personal in scope than MOO1, where you throw hundreds of millions of people around on any given game turn. Keeping that in mind, many standard 4x features just wouldn't feel right for the game.
Cutting down micromanagement for mature forts, however, would be great--"Maintain x stock of y" would be a great feature. The game shouldn't too easily "play itself," however
To a point that's true, but the same style of argument could be used to justify removing a lot of great flavor from the game. The hilariously violent current combat system could be replaced with hitpoints,
This comes down, I think, to features being added as Toady feels like adding them
While complexity without overall consistency in sims can seem a bit wacky, you don't want the player to be forced into learning arcane real-world mechanics for mundane aspects of the game. Imagine having to micromanage forge/smelter temperatures precisely based on what sort of metal you want worked. If sim complexity adds to variety and potential for player creativity, it's good. If it provides only tedium, it's bad. Still, it's a hard balance to strike.
The easy answer to this is that replacing scripted antagonists with procedurally generated antagonists is difficult and can't be effected easily all at once.
To me, complaints that some planets are rich or poor or radiated, and you've got to pick the perfect one doesn't make any sense, nor does worrying about the excessive modeling of the fleets and space monsters that show up at your door.
a dwarf might be in one of at most six states of health; healthy, with a temporary injury and fighting on, with a temporary injury and seeking or receiving medical treatment, permanently crippled but still able to work, permanently crippled and a dependent of the fortress, or dead. So why model thirteen kinds of suture in exposed guts?
The history of the world is modelled, but when a bronze colossus turns up, who cares if it killed Arnar Bibbleface in 524 with a slightly rusty steel mace? Not I - it presents the same challenge either way.
My second subgripe is cognitive dissonance from inconsistent simulationism. There are umpteen kinds of plant each of which brews its own booze with the specific characteristics of each booze modelled... but brewing does not require water. There's a complete model of hydrostatic pressure, but tap into a river below a waterfall and comedy ensues. The lovingly detailed "strange mood" subgame can produce an artifact pigtail sock, but no-one has reflected on the quantity in which socks are ordinarily produced and used.
Third is simulationism versus gameplay. DF has done surprisingly - incredibly - well with gameplay through emergent properties, but gameplay does seem to be losing out. There's a reason there's a hardcore that still plays the 2D version, where the river/chasm/magma gameplay was explicitly scripted in.
I think you misunderstand me slightly. I don't want DF to be like MOO1 and I certainly don't want it to be like a normal 4X: I want to look at the way MOO1 is not like normal 4X games. Instead of this nonsense of ordering individual buildings built on colonies of millions of people - and having no real idea what the effect of changing the build order is - you say "build factories" and they go and build factories. Policy, not implementation.
I think the fear of "playing itself" is misplaced. I don't want the game to make decisions for me (albeit that some sensible defaults might help the process along a bit - for example, a job priority system would probably default to doing Clean Fish before Fishing), but I do want to automate away anything I can do which is repetitive and requires no thought. For example (once I can check fortress stock at all) I could maintain x stock of y by checking the fortress stock every fifteen minutes or by manually tracking whenever I use a y, and ordering new ones built immediately. Boring, repetitive, requires no skill on my part - automate it. But I don't expect to be able to say "build me a farm" (that said, a macro language for standard constructions wouldn't hurt, but that really is wishlist stuff).
Well, quite. As I mention, dwarfs only have about half a dozen distinct states. A dwarf is healthy, hurt, or dead; if hurt, they will or will not make an eventual recovery. Now the modelling of injuries in hideous detail is amusing once, and thereafter it contributes basically nothing, and represents a vast diversion of development effort. Furthermore the current system is very hard to balance compared to a simpler one - to write a creature that will, say, provide a reasonable challenge to well-trained dwarves is tricky at best without copying an existing one. Look at the way totally random creatures have become King of the Beasts. Carp?
Well, quite, rather than being added where they are most needed to paper over known gaps in the game. (Blah, blah, yes, it's his game, he can work on what he likes. But the question was what _I_ don't like). For how many years, now, have dwarfs been incapable of responding sensibly to being on fire, and fire itself a slow-burning but irresistible contagion which isn't actually very like fire?
But I don't think there is any effort to strike a balance there at all; sim complexity is added without any real consideration of the gameplay effects.
But, again, is there ever going to be a real effort to ensure the procedurally generated antagonists are equally varied and interesting? Procedural content can go too far. Consider a roguelike; the individual levels and monsters therein are procedurally generated, even the depth and branching of the dungeon may vary, but you never turn up to find the dungeon consists of two rooms, three asthmatic goblins, one cheese ration, and the Amulet of Yendor.
The current - and even the projected future - situation where interesting terrain features are scattered all over the world and a given site has only a small proportion of them strikes me as analogous to that. So what's the answer? Use Site Finder to find the spot in the world with them all. Why not just _generate_ a spot with them all and have done with it? The terrain in the rest of the world is basically irrelevant either way.
Sure, eventually there might be _so many_ fascinating terrain features that any site will have a good selection and a site with them all would be obviously mad. That strikes me as being a very long way off, though, and right now a reversion to the 2D model where you just get a site with all the good stuff wouldn't hurt.
(and frankly the thrust of development, which appears to be adding an endless series of minituae picked at random, doesn't inspire confidence)
The one thing that's turns me off is that it's not hard enough."Hard" is subjective. Hard, to you, could mean throwing fire beasts over the walls to rampage all your dwarfs. This could be impossible and/or downright frustrating for someone else.
Which minutiae are you thinking of here? There's a ton of minutiae in the upcoming version but I can't think of any that weren't motivated by an upcoming major feature (the Army Arc, in most cases).
To stretch another analogy upthread to the breaking point, the foundations of the skyscraper may take a while to build, but why on Earth are we agonising about the carpet, wallpaper, and light fittings to be installed in the offices on floor 107 when the building isn't even up yet?
To a point that's true, but the same style of argument could be used to justify removing a lot of great flavor from the game. The hilariously violent current combat system could be replaced with hitpoints,
Well, quite. As I mention, dwarfs only have about half a dozen distinct states. A dwarf is healthy, hurt, or dead; if hurt, they will or will not make an eventual recovery. Now the modelling of injuries in hideous detail is amusing once, and thereafter it contributes basically nothing, and represents a vast diversion of development effort. Furthermore the current system is very hard to balance compared to a simpler one - to write a creature that will, say, provide a reasonable challenge to well-trained dwarves is tricky at best without copying an existing one. Look at the way totally random creatures have become King of the Beasts. Carp?
While complexity without overall consistency in sims can seem a bit wacky, you don't want the player to be forced into learning arcane real-world mechanics for mundane aspects of the game. Imagine having to micromanage forge/smelter temperatures precisely based on what sort of metal you want worked. If sim complexity adds to variety and potential for player creativity, it's good. If it provides only tedium, it's bad. Still, it's a hard balance to strike.
But I don't think there is any effort to strike a balance there at all; sim complexity is added without any real consideration of the gameplay effects.
The current - and even the projected future - situation where interesting terrain features are scattered all over the world and a given site has only a small proportion of them strikes me as analogous to that. So what's the answer? Use Site Finder to find the spot in the world with them all. Why not just _generate_ a spot with them all and have done with it? The terrain in the rest of the world is basically irrelevant either way.
Sure, eventually there might be _so many_ fascinating terrain features that any site will have a good selection and a site with them all would be obviously mad. That strikes me as being a very long way off, though, and right now a reversion to the 2D model where you just get a site with all the good stuff wouldn't hurt.
$
Different injuries don't affect gameplay? I belive Lightning (http://mkv25.net/dfma/movie-24-lightningtheblindcrossbowchampion) would beg to differ.
To say nothing of goblins who have been shot in the leg hobbling slowly toward the edge of the map while their brother who had his left hand severed has already fled.
Being able to grab the sutures on a recently injured and treated combatant and rip them out isn't a useful gameplay effect?
Having a poorly thought-out floor plan which ends up with you evacuating the dining hall because it's filling with water from the lake you accidentally tapped into isn't exciting?
You can't walk from place to place in a continuous world and see volcanos, rivers, marble, magnetite, sand, and trees all within one square mile of each other, EVERY square mile.
If you "fix" that by making fortresses standalone pocket dimensions then your actions in the fortress can't ever affect the rest of the world.$
You can speak to a man and find that his great-grandfather was a legendary warrior who slew a hydra.
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Different injuries don't affect gameplay? I belive Lightning (http://mkv25.net/dfma/movie-24-lightningtheblindcrossbowchampion) would beg to differ.
There's a neat example of rampant simulationism mixed with a sudden amusing lack of sense. We know he's blind, but nowhere does that discourage him from using a crossbow.QuoteTo say nothing of goblins who have been shot in the leg hobbling slowly toward the edge of the map while their brother who had his left hand severed has already fled.
Either one's a mission kill. Sure, you might get the stuff from the former, but again a straight up "some flee, some die" model would give you that.
I think this has been a bit misunderstood. I'm not saying it's bad to represent distinct states of temporary or permanent incapacitation - as long as they _are_ distinct - but that the existing model is far too complex given that the number of really distinguishable outcomes is small. It's like modelling the exact state of someone's digestive bacteria when all you care about is whether they are hungry. Sure, if your game is about 18th century navies, add scurvy - but don't try and get scurvy as an emergent effect of the digestive bacteria simulator. It can be done but it's a waste of time.
QuoteBeing able to grab the sutures on a recently injured and treated combatant and rip them out isn't a useful gameplay effect?
It's not a distinct gameplay effect. The real effect from the fortress command POV is that someone who has not healed up fully is easier to defeat. A hitpoint system could do _that_.
QuoteHaving a poorly thought-out floor plan which ends up with you evacuating the dining hall because it's filling with water from the lake you accidentally tapped into isn't exciting?
Hang on, I _don't_ regard the water flow and pressure system as unnecessary detail. It's quite important for a grand-scale terraforming game like DF.
There's a complete model of hydrostatic pressure, but tap into a river below a waterfall and comedy ensues.
I know *I'm* not worried about the juxtaposition of features in 2d... that's because I don't play 2d. :)QuoteYou can't walk from place to place in a continuous world and see volcanos, rivers, marble, magnetite, sand, and trees all within one square mile of each other, EVERY square mile.
Nor can I see a place where dwarves are digging into the earth. When realism trumps gameplay, something's gone wrong - and it's always a danger with an overly simulationist approach. People confuse realism with ability to suspend disbelief; but, of course, no-one seriously worried about the convenient juxtaposition of features in 2D. In that respect the generated world may be doing us a disservice by making us think harder about the plausibility of the embark site.
QuoteIf you "fix" that by making fortresses standalone pocket dimensions then your actions in the fortress can't ever affect the rest of the world.$
Right now, the effect is very limited either way. Once I embark the game consists of my embark site and some numerical properties of the adjacent civilisations. If you didn't know, how could you ever tell that the whole world had been generated in detail and then effectively thrown away?
QuoteYou can speak to a man and find that his great-grandfather was a legendary warrior who slew a hydra.
Et cetera. But with the current limitations of procedural content, it's just the same blocks stacked in a different order every time. Real historical figures are interesting because they did different and memorable things; in the DF history the names of who killed who may change but the nature of the interactions does not. It's cute enough to produce an image of Urist HomicidalManiac striking down Bob McOrc, but reading one page of it is just like reading every other page.
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Everybody has got different likes and dislikes, you might not care about those features while other people would die for them.
How do you explain a deciduous forest growing out of sand? Because deserts are convenient to make glass from and trees are convenient for beds and charcoal? I wish my life had everything I ever wanted available to me within a few yards of my house.actually i'd explain it as the "volcanoes erupting from the sea floor from a magma source described in geological theory as a hotspot." which would cause isolated land to form for these single map fortresses with magma, sand, forest, flux, and fresh water all in close proximity to each other.
I understand your point from a min-max kind of gamer perspective, but if all you want are statistics you might as well be playing Battle Champs or MOO1. The main "selling point" of Dwarf Fortress is its individuality, as least as far as I'm concerned.
Nitpick: I think scurvy is an effect of vitamin deficiency, not technically a disease.
Not in adventure mode (which is what I was talking about). Fortress mode and Adventure mode use the same system for combat (and everything else). This is a GOOD THING.
1) Development time - get the world to work correctly once and it works for all gameplay modes.
Sorry, that part was really responding to:QuoteThere's a complete model of hydrostatic pressure, but tap into a river below a waterfall and comedy ensues.I guess I didn't understand what you meant there, so feel free to correct me. :)
But seriously -- you sort of glossed over my point -- you can walk from place to place. (...)
It's different because the 2d version didn't have a WORLD to wander.
QuoteRight now, the effect is very limited either way. Once I embark the game consists of my embark site and some numerical properties of the adjacent civilisations. If you didn't know, how could you ever tell that the whole world had been generated in detail and then effectively thrown away?You never play more than one game in the same world, do you?
QuoteEt cetera. But with the current limitations of procedural content, it's just the same blocks stacked in a different order every time. Real historical figures are interesting because they did different and memorable things; in the DF history the names of who killed who may change but the nature of the interactions does not. It's cute enough to produce an image of Urist HomicidalManiac striking down Bob McOrc, but reading one page of it is just like reading every other page.Well, sure, but the same would be true if you had access to knowledge about myriad alternate histories of Earth. "Oh, Roger Krugenfeld was this world's version of Einstein. Yawn."
And this is what the next few versions of DF will introduce - casualties will reduce the active, combat-ready population of the attacking civ (and I'm sure demoralization will be thrown in as well, although I don't think I've seen it specified). Not there yet, but on the other hand I'd rather incremental improvements than have to wait 20 years to play the finished game. :)I understand your point from a min-max kind of gamer perspective, but if all you want are statistics you might as well be playing Battle Champs or MOO1. The main "selling point" of Dwarf Fortress is its individuality, as least as far as I'm concerned.
Mmm, but I think you must acknowledge as well that there are people (like me) looking for the detailed management game buried in DF but not really too worried about _gratuitous_ detail, by which I mean detail that has no consequences. A goblin sieger dies or they do not; I get their gear or I do not. The rest can't come back to bite me.
... of course, it would be _nice_ if you could let a lot of horribly wounded gobbos escape pour encourager les autres, kind of thing.
QuoteNitpick: I think scurvy is an effect of vitamin deficiency, not technically a disease.
Did I say it was a disease?
QuoteNot in adventure mode (which is what I was talking about). Fortress mode and Adventure mode use the same system for combat (and everything else). This is a GOOD THING.
Let me go out on a limb here and say; no, it isn't, and furthermore the current system is appropriate for neither.
A basic characteristic a combat system may have is that any opponent has a chance, albeit potentially an extremely slender one, to kill you in one shot. This is a fine mechanic for fortress mode. You have lots of dwarves, and losing one unexpectedly is just the sort of hiccup you need to be able to deal with. What sort of a mechanic is it for a combat-focussed permadeath roguelike? Terrible; every time you get into combat you may get "game over" in spite of having made no mistakes.
For fortress mode, the current system is overly complex; for adventure mode, it's impossible to balance.Quote1) Development time - get the world to work correctly once and it works for all gameplay modes.
That assumes that the same behaviour is appropriate for different gameplay modes.
QuoteSorry, that part was really responding to:QuoteThere's a complete model of hydrostatic pressure, but tap into a river below a waterfall and comedy ensues.I guess I didn't understand what you meant there, so feel free to correct me. :)
That's an example of a different gripe - woefully inconsistent levels of detail. Having a complete model of hydrostatic pressure that doesn't actually work properly and requires you to memorise a few arbitary tricks isn't going to make _anyone_ happy.
QuoteBut seriously -- you sort of glossed over my point -- you can walk from place to place. (...)
It's different because the 2d version didn't have a WORLD to wander.
In fortress mode (which, for the avoidance of doubt, is all I'm talking about) you can't do that either. Sure, you can in adventurer mode, but that doesn't mean that individual embark sites can't be dollied up for a better fortress mode game. (FWIW, the 2D version did have an adventurer mode, and you could walk the world).
QuoteQuoteRight now, the effect is very limited either way. Once I embark the game consists of my embark site and some numerical properties of the adjacent civilisations. If you didn't know, how could you ever tell that the whole world had been generated in detail and then effectively thrown away?You never play more than one game in the same world, do you?
No reason why the salient details of fortress #1 can't be saved for use in fortress #2.
QuoteQuoteEt cetera. But with the current limitations of procedural content, it's just the same blocks stacked in a different order every time. Real historical figures are interesting because they did different and memorable things; in the DF history the names of who killed who may change but the nature of the interactions does not. It's cute enough to produce an image of Urist HomicidalManiac striking down Bob McOrc, but reading one page of it is just like reading every other page.Well, sure, but the same would be true if you had access to knowledge about myriad alternate histories of Earth. "Oh, Roger Krugenfeld was this world's version of Einstein. Yawn."
Well, quite. I'm not sure "this would be dealthy boring if it was a clone of Earth's history" means it's not deathly boring when it's a DF world history made out of the same bits as every other DF world history.
I suppose... but on the other hand I was writing a MUD at one point and instantaneous death being a possibility of combat was a strong feature that I thought made it much more exciting/fulfilling to play. Different strokes. :)
I still don't understand your point, sorry.
I know it did have adventurer mode, but could you literally walk from place to place? I thought you could only 'T'ravel.
I'm confused - what I was saying above was that the salient details of fortress #1 ARE saved for use in fortress #2. :)
So I guess we're on the same page here?
I suppose... but on the other hand I was writing a MUD at one point and instantaneous death being a possibility of combat was a strong feature that I thought made it much more exciting/fulfilling to play. Different strokes. :)
But death was not permanent. In a roguelike, it ordinarily is; and so having a mechanic where you can be oneshotted without making a mistake (this does assume that the game isn't one where being in combat in the first place means you've made a mistake) is inappropriate.
QuoteI still don't understand your point, sorry.
I'm referring to the way rivers downstream from waterfalls have incorrectly high pressure and the water doesn't behave as you expect.
QuoteI'm confused - what I was saying above was that the salient details of fortress #1 ARE saved for use in fortress #2. :)
What I'm trying to say is that that could be done without simulating the entire world.
QuoteSo I guess we're on the same page here?
I'm not sure. Let me try and explain what I'm really getting at more clearly.
I don't object to all that detail per se. It doesn't normally make the game worse for me (in the way that, say, the nightmare of micromanagement does). And I'm not soley concerned with statistics; that individual dwarves have personalities, or that engravings depict notable events (elephants on fire, say), is all perfectly jolly.
But I have three caveats about all that detail. The first is that it does make the game worse when suspension of disbelief suffers because of inconsistency. Brewing doesn't require water. An artifact pigtail sock, singular (and spiky to boot, so how does anyone wear it?) When I stop and think "what, that's obviously daft!", that doesn't help the game; and these oddities are amplified by the way things are so detailed. A stick figure with no nose looks normal; a lovingly detailed human face with no nose looks distinctly odd.
The second is that, while DF has got a lot of interesting gameplay from emergent properties of simulationism, simulationism can also work against gameplay. The way I can't just have an embark site with some of everything fun and I could beforehand strikes me an an example of this. Another worry would be the upcoming Army Arc. If I establish a fortress of seven dwarves in striking range of goblins, the sensible thing for them to do would be to send a sufficient force to wipe me out immediately and take all my gear. For a fun game I want the AI to be stupid - to send attacks I can defeat; but from a simulationist POV the AI should surely do what real militaries do and try to fight battles it can win.
The third is that I think a lot of development effort is diverted into either quite arbitary detail (as mentioned upthread, do you care about dwarves' skincare routine? A difference between you and me may be that I don't care at all and you care a bit, but is that as important to either of us as, for example, having fire behave like fire?) or needlessly complex mechanics which don't really change the gameplay significantly (hospitals, treatment, and surgery - great! yet more injury minituae - not so good), and when there are a lot of long-known serious issues that impact the play of the game today, I personally would prefer to see those addressed.
Another worry would be the upcoming Army Arc. If I establish a fortress of seven dwarves in striking range of goblins, the sensible thing for them to do would be to send a sufficient force to wipe me out immediately and take all my gear. For a fun game I want the AI to be stupid - to send attacks I can defeat; but from a simulationist POV the AI should surely do what real militaries do and try to fight battles it can win.
Just a note - these are almost exactly Toady's words, when he spoke about Army Arc in the last podcast. So rest assured, he does try to strike the fine line between simulation and fun.
Sieges have been in Dwarf Fortress since before it was released, I guess around 2004. There were originally underground ones that came from the 2D chasm type thing that was there, you'd have animals come out of there; you'd have these escalating goblin sieges and you'd also have the year 6 attack by undead where all the bodies in your fortress raise up and start killing you siege. When we moved away from having set sieges and more towards civilizations in the world that changed a little bit although there's still a lot of artificial stuff around sieges like the way that the goblins just kind of ramp up without respecting their civilizations. The main idea is at first just to add something for you to do in kind of a fantasy combat type of way, because there's the underground and then there's the outside and the idea with the siege is to give you some kind of challenges associated to that. As we improve the interactions with the outside world it'll be more just to drive the plot of whatever's going on while at the same time trying to respect the notion that it's still a computer game and you can't just get jumped by two hundred goblins right at the beginning or something like that because your fortress happens to be in the wrong place, although that wouldn't necessarily be off-limits as long as there's some other stuff to balance that out like your civilization helping you out or something like that.
and where do i find valuable minerals like gold?
When the trader comes again, will i get new dwarves as well? as my fishers little home is now empty, not too mention all the other rooms i made while i was bored.
My pleasure. Don't be afraid to ask, people here are usually friendly and open to questions.... but um... keep it in the proper threads. This one is more about stating turn-offs about the game, not answering questions.
The system requirements. :'(
I've got a 6 month old middle of the line laptop. It seems to do a good job with the game, but today it overheated, and just in general DF churns the processor from the moment you start it up to the moment you shut it down.
Why is this exactly? I think ultimately it is going to have to be addressed. My understanding so far is that a lot of stuff that you cannot even see is nevertheless being tracked, which is probably not a great idea.
The system requirements. :'(
I've got a 6 month old middle of the line laptop. It seems to do a good job with the game, but today it overheated, and just in general DF churns the processor from the moment you start it up to the moment you shut it down.
Why is this exactly? I think ultimately it is going to have to be addressed. My understanding so far is that a lot of stuff that you cannot even see is nevertheless being tracked, which is probably not a great idea.
Then again, if your laptop is ever actually overheating, that sounds more like a problem with its design. A computer shouldn't overheat due to normal work like that unless it's poorly-designed or subjected to bad conditions, especially when it's new.
Simply put, a computer is poorly-designed if it can't actually sustain itself at 50% operating capacity for a few hours.
... for a modern game takes up an inordinately disproportionate amount of time and money.I always found this a funny statement when referring to Software development because in 99% of all cases, Time is Money. Now, if you were to buy a third party solution then it's a different matter, but for all intents and purposes, programming time and money are one in the same. ;D
... for a modern game takes up an inordinately disproportionate amount of time and money.I always found this a funny statement when referring to Software development because in 99% of all cases, Time is Money. Now, if you were to buy a third party solution then it's a different matter, but for all intents and purposes, programming time and money are one in the same. ;D
Nethack occasionally spawns gnome lords with wands of death/lightning/magic missile.
QuoteI'm referring to the way rivers downstream from waterfalls have incorrectly high pressure and the water doesn't behave as you expect.I haven't noticed that before - how is it incorrect?
QuoteWhat I'm trying to say is that that could be done without simulating the entire world.To some extent, but what would be the point of taking away the world sim?
And to me, deciduous trees growing in a desert at the rim of an active volcano just so I can have glass and beds and infinite fuel without having to trade for anything outside of my 3x3 embark area -- and having that be the common state of affairs! I can walk 6 miles up the road and see the exact same setup!
It would be nice if dwarves recognized that being on fire is a bad thing. I'm definitely not arguing against bug fixes. :)
Hospitals treatment and surgery don't change the gameplay interestingly?
Already fixed in the next version. There are now more attributes, split into mental and physical categories, and certain tasks exercise only certain attributes.
It's a lot easier to set up a test case in Fortress mode, but briefly, water taken from the river below a waterfall can seek a z-level higher than the river, and this can cause unexpected flooding.
It's a lot easier to set up a test case in Fortress mode, but briefly, water taken from the river below a waterfall can seek a z-level higher than the river, and this can cause unexpected flooding.Shouldn't be able to unless you block the river
Also, bloodnok, you appear to have forgotten that DF is an alpha.
It's a lot easier to set up a test case in Fortress mode, but briefly, water taken from the river below a waterfall can seek a z-level higher than the river, and this can cause unexpected flooding.Shouldn't be able to unless you block the river
http://dwarf.lendemaindeveille.com/index.php/Waterfall
No, and I think I've discussed the "jam tomorrow" position about eight thousand times already.
You've discussed it, which shows you are aware that DF is an alpha, but apparantly you still fail to understand that DF is an alpha.
Actually the steel problem could be solved by adding a new reaction (that i myself added aaages ago), "Make Steel from Ore". It takes 2 Iron Ore, 2 Flux, 2 Coke and creates 2 Steel. Ideally you'd have it so this reaction took 4x as long as a normal reaction so as not to save time, but that's not possible atm, which makes it a bit cheaty, but it's better than the whole 'smelt iron, smelt another iron, smelt pig iron, smelt steel' process you need to go through atm.especially since a similar thing has been done at the ashery. or whatever it is that makes lye. (i haver never used lye or anything like that so i am not 100% sure of the workshop)
Most of the work Toady has done so far that doesn't make sense had to be done at this stage as it would be almost impossible to do at a later stage.Just curious... but what were you referring to?
Most of the work Toady has done so far that doesn't make sense had to be done at this stage as it would be almost impossible to do at a later stage.Just curious... but what were you referring to?
When responding to people you need to pick your battles. If someone has complaints about the game you should leave them be. If that complaint however is because of something they overlooked and more importantly by telling them this they could seek more enjoyment out of the game, then you could respond.
Thanks. I was mainly curious about the aspect of it being impossible. Any good design with proper planning should be expandable. As a developer I see people assume their scope and code around that. I tend to work in the opposite direction. I assume no scope and work from the minutiae upward to the bounds of the data objects I choose. So I don't see any aspect of enhancing the engine having any really difficult or adverse effects on the simulation if it were moved to a larger scale. You might have to generalize some of the simulations (like water levels) when looking at the world from a multi-region perspective, but it's basically the same calculation on a different scale. (yes, armies, caravan groups, et al fall into this pattern as well) I've been meaning to put together my own fortress simulation using this technique, but starting from the smallest intrinsic level (a tile/a group of tiles) and working upward with threading, pathing, and all that in mind. It's likely to be a little more intensive to the lower end processors, but it should scale better. I just have to set aside some time when I'm not gaming, or slacking off to begin this pet project. I really have to begin regimenting my time off in a couple hours a night just to get the ball rolling, but I've been wanting to do this for some time now (amazingly, well before DF came into my life... I ran into DF doing my standard research.)Most of the work Toady has done so far that doesn't make sense had to be done at this stage as it would be almost impossible to do at a later stage.Just curious... but what were you referring to?
Specifically the currently 'useless' aspects of the world simulation, such as animal populations. But potentially most of the non-placeholder content.
Impossible was the wrong word; incredibly annoying and time-wasting would be more accurate.
Thanks. I was mainly curious about the aspect of it being impossible. Any good design with proper planning should be expandable. As a developer I see people assume their scope and code around that. I tend to work in the opposite direction. I assume no scope and work from the minutiae upward to the bounds of the data objects I choose. So I don't see any aspect of enhancing the engine having any really difficult or adverse effects on the simulation if it were moved to a larger scale. You might have to generalize some of the simulations (like water levels) when looking at the world from a multi-region perspective, but it's basically the same calculation on a different scale. (yes, armies, caravan groups, et al fall into this pattern as well) I've been meaning to put together my own fortress simulation using this technique, but starting from the smallest intrinsic level (a tile/a group of tiles) and working upward with threading, pathing, and all that in mind. It's likely to be a little more intensive to the lower end processors, but it should scale better. I just have to set aside some time when I'm not gaming, or slacking off to begin this pet project. I really have to begin regimenting my time off in a couple hours a night just to get the ball rolling, but I've been wanting to do this for some time now (amazingly, well before DF came into my life... I ran into DF doing my standard research.)Most of the work Toady has done so far that doesn't make sense had to be done at this stage as it would be almost impossible to do at a later stage.Just curious... but what were you referring to?
Specifically the currently 'useless' aspects of the world simulation, such as animal populations. But potentially most of the non-placeholder content.
Impossible was the wrong word; incredibly annoying and time-wasting would be more accurate.
So basically you're doing it the way Toady is doing it.No... not at all.
You're doing it in a very similar manner; 2D DF was basically 'worldless', it was just your fortress. Adventure mode had a bunch of 'floating points' you could travel between, but not walk between.It's still very much a top down approach though. There's nothing wrong with it. It probably produces more up front playable results. However, what I'm getting at is that you should be able to concentrate on the thought of groups in a generic sense instead of defining them individually. I don't know how to explain it any better than I have, but it basically wouldn't even label the structures Armies or Fortresses. It would naturally flow toward that situation. Currently under Toady's design dwarfs and other races are individual people. Nothing really works as a team or together. They complete a specific job without regard to others. I'm talking about creating semi-intelligent groupings serving a common purpose. You could essentially see "gangs" of dwarfs out mining an area of forest working together.
3D DF introduced the world as a cohesive simulated whole, as opposed to the previous abstraction.
The Army Arc will introduce the ability to navigate the world as a cohesive whole in Fortress Mode, as opposed to it simply being a cohesive whole. With the Army Arc will also come the removal of the current 'Pocket Dimension' placeholders. And so on.
You're doing it in a very similar manner; 2D DF was basically 'worldless', it was just your fortress. Adventure mode had a bunch of 'floating points' you could travel between, but not walk between.It's still very much a top down approach though. There's nothing wrong with it. It probably produces more up front playable results. However, what I'm getting at is that you should be able to concentrate on the thought of groups in a generic sense instead of defining them individually. I don't know how to explain it any better than I have, but it basically wouldn't even label the structures Armies or Fortresses. It would naturally flow toward that situation. Currently under Toady's design dwarfs and other races are individual people. Nothing really works as a team or together. They complete a specific job without regard to others. I'm talking about creating semi-intelligent groupings serving a common purpose. You could essentially see "gangs" of dwarfs out mining an area of forest working together.
3D DF introduced the world as a cohesive simulated whole, as opposed to the previous abstraction.
The Army Arc will introduce the ability to navigate the world as a cohesive whole in Fortress Mode, as opposed to it simply being a cohesive whole. With the Army Arc will also come the removal of the current 'Pocket Dimension' placeholders. And so on.
Yes and no.... I'm talking about method, not a specific implementations. AI happens to be one part of that, but it all falls into general design. It could be groups of creatures, groupings of fluids (ie: rivers/lakes as a "mutable" object as opposed to individual tiles, but an individual tile could be a body of water.) You are still thinking of things as a definable/individual entity. I still intend on having a "list of demands" that need to be done to keep the "player" (me) entertained. Otherwise I'd be developing an entire individual set of AI (which for the most part needs to be mostly implemented anyway for computer played races.)You're doing it in a very similar manner; 2D DF was basically 'worldless', it was just your fortress. Adventure mode had a bunch of 'floating points' you could travel between, but not walk between.It's still very much a top down approach though. There's nothing wrong with it. It probably produces more up front playable results. However, what I'm getting at is that you should be able to concentrate on the thought of groups in a generic sense instead of defining them individually. I don't know how to explain it any better than I have, but it basically wouldn't even label the structures Armies or Fortresses. It would naturally flow toward that situation. Currently under Toady's design dwarfs and other races are individual people. Nothing really works as a team or together. They complete a specific job without regard to others. I'm talking about creating semi-intelligent groupings serving a common purpose. You could essentially see "gangs" of dwarfs out mining an area of forest working together.
3D DF introduced the world as a cohesive simulated whole, as opposed to the previous abstraction.
The Army Arc will introduce the ability to navigate the world as a cohesive whole in Fortress Mode, as opposed to it simply being a cohesive whole. With the Army Arc will also come the removal of the current 'Pocket Dimension' placeholders. And so on.
So basically you're talking about AI development; one of the hardest and most complicated realms of game design.
found a lot of things wrong with the groundhog bite today. First, a groundhog ripped a lion in half and bit off a dwarf's arms... and it was using every part of its head (eyes, nose, etc.), not just its teeth, for the biting. After I fixed that up, it was still using its teeth like little needles and piercing brains and so on. I eventually got that sorted out.
Wow, I am amazed this thread is still alive.
What turns me off about DF, and I've posted this elsewhere, maybe here... is...
Well, it is unpopular, but I'll lay it out anyway.Quote from: Dev Nowfound a lot of things wrong with the groundhog bite today. First, a groundhog ripped a lion in half and bit off a dwarf's arms... and it was using every part of its head (eyes, nose, etc.), not just its teeth, for the biting. After I fixed that up, it was still using its teeth like little needles and piercing brains and so on. I eventually got that sorted out.
Some systems in the game are WAY too simple, like farming. While some systems in the game are way to complicated, like the health/layers system.
I think the game is simply too complicated on a level few players will really understand. You have individual layers of flesh, bones and tendons. Why? Why make it that complicated. A system which allows the loss of limbs would be just as effective, almost as cool, and take a fraction of the time to develop.
It seems incredibly awesome, but now you have to spend time checking pointy-ness of the teeth of the groundhogs! And when all is said and done, the average player isn't going to look that deeply at how their guys lost his arms anyways.
If you are talking only about what turns new players off, I am going to stick to mouse support.
Click and drag mining baby!
For that matter, why can't k, v, t and q be combined in some way? Perhaps k could be the default, with the v, t, and q being "tabbed" modes you switch between like how gen inv pref and wnd are when viewing a dwarf, without requiring you to space back (leave screen) and re-position your cursor to the same object.
How exactly is the Stocks portion of the Status window organized? It's not alphabetical or any pattern that I can discern. I notice some related things seem lumped together, but as a newbie, I find it takes a lot of time to find things.
It's very frustrating setting up dwarf preferences and labors. Maybe I'm missing something, but I find it enormously frustrating to go down the unit list one-by-one and "zoom cre" to go to each dwarf, set their labor, then space back only to find that it doesn't bring me back to the unit list, like it does with viewcre. Instead, I have to re-open the unit list and then page/arrow down to the next dwarf (hopefully I remember the name of the last one I was configuring to know the next one to arrow down to).
When there is too much stuff blinking, I often can't find my X cursor. Perhaps the cursor should have a unique tile that easily distinguishes it from the stairs, bins, etc.
Please make a way to configure which types of stone are important enough to justify pausing and recentering my view when they are discovered. I find it nearly impossible to do anything while doing exploration mining.
Can we make some way to condense stone that doesn't seem hackish like the 1-tile garbage zone? Perhaps we could build pallets that act like bins (but only for stone) so that we can stack stone on them to save perhaps 10x space in stone stockpiles.
It's very unrealistic that I can carve out huge rooms without any consequences (e.g., some risk of cave-in, especially in sandy soil). This makes the game kind of boring in that I have no reason to make individual stockpile rooms. I might as well just lump everything into one super-sized stockpile room and set up workshops scattered about in the middle of it.
Please let there be a way to have more than one line of announcements (optimally, let us configure the number of lines that can be used for announcements) on the main screen. Sometimes things just go by so fast I feel like I have to constantly keep hitting a to catch everything since there is constantly [MORE].
I have no idea what most of the symbols mean on the embark map. I don't even see a reference on the wiki.
I wish that each object in the game could get its own graphical tile in the same way that there is an option to give creatures their own graphical tileset. There are too many characters that have multiple uses and newbies don't have enough experience to determine what something is from context.
And here are some lesser issues:Blocks, lots and lots of blocks. And mass dumping, with localized garbage zones for short drag times.
Can we make some way to condense stone that doesn't seem hackish like the 1-tile garbage zone? Perhaps we could build pallets that act like bins (but only for stone) so that we can stack stone on them to save perhaps 10x space in stone stockpiles.
It's very unrealistic that I can carve out huge rooms without any consequences (e.g., some risk of cave-in, especially in sandy soil). This makes the game kind of boring in that I have no reason to make individual stockpile rooms. I might as well just lump everything into one super-sized stockpile room and set up workshops scattered about in the middle of it.
It's very frustrating that I can't designate a bed (or other furniture) to be built in a certain tile whenever a bed becomes available. When I move to a new house, I can designate that I will place my bed somewhere without having to currently own a bed.You can actually, what happen is that the bed is getting marked for stockpile storage, and consider in use as soon as its built. You could influence this by setting small number of dorf with furniture hauling, or babysit the workshop.
Please let there be a way to have more than one line of announcements (optimally, let us configure the number of lines that can be used for announcements) on the main screen. Sometimes things just go by so fast I feel like I have to constantly keep hitting a to catch everything since there is constantly [MORE].You can! IN in the init file, lots of neat stuff to set options for your liking.
I have no idea what most of the symbols mean on the embark map. I don't even see a reference on the wiki.
I wish that each object in the game could get its own graphical tile in the same way that there is an option to give creatures their own graphical tileset. There are too many characters that have multiple uses and newbies don't have enough experience to determine what something is from context.
I have to say, if Toady does fix Atom Smashing and Quantum Dump Zones, he'd better add some way to deal with the giant masses of stone lying around; a stone garbage disposal or something.
Megaprojects don't actually get rid of the stone though; it can still be accessed in the stone menu.It does if you build something out of the stone.
Megaprojects don't actually get rid of the stone though; it can still be accessed in the stone menu.It does if you build something out of the stone.
Megaprojects don't actually get rid of the stone though; it can still be accessed in the stone menu.It does if you build something out of the stone.
No-oo, i'm pretty sure the stone in walls remains in the stone menu.
Perhaps we could build pallets that act like bins (but only for stone) so that we can stack stone on them to save perhaps 10x space in stone stockpiles.
QuotePerhaps we could build pallets that act like bins (but only for stone) so that we can stack stone on them to save perhaps 10x space in stone stockpiles.
The problem is that effectively one stone could be all that is required to fill an entire square (and indeed it is) so a Pallet could only fit one MAYBE 2 stone.
Though it does say something about storing things off site. Which would be a more logical fix (and what sort of enemy is even capable or willing to steal large quantities of stone?) for the distant future.
3. Exploratory mining... this is pretty 'grind-ish'. You have to slooowly lay out line by line and hope you hit something interesting. Would be nice if this was improved.
What we could definitely use is a 'mine out this vein' command. Once i find a vein i don't want to babysit my dwarves telling them to mine it out properly.
It most definitely removes the stone from the selection list when it's not available (ie: in a construction.) This is easy enough to test. Dig a hole in a new embark. When you hit stone, stop. Then build a wall. Try to build another. You can't. Dig some more until you hit a different type. Then try to build a wall of that type. You can't. It's not listed.Megaprojects don't actually get rid of the stone though; it can still be accessed in the stone menu.It does if you build something out of the stone.
No-oo, i'm pretty sure the stone in walls remains in the stone menu.
if that is the case, add that to the list of things that need fixing.
it's just silly.
mangager: "why haven't you built the 25th floor yet?"
mason: "no stone"
manager: "what we have 10's of thousands of units what are you talking about?"
mason:"yeah, those are in the other 24 floors"
manager: *rage*
manager: where's that clerk i'm gonna rip his arm off and shove it down his throat! then put him in the drowning chamber!
What we could definitely use is a 'mine out this vein' command. Once i find a vein i don't want to babysit my dwarves telling them to mine it out properly.The problem with this is, how? Does the dwarf dig up (not possible) until they find the top then dig down so they don't have a cave-in? (in the case of large egg shape deposits.) Do you limit them to one level even if the material is multi-level?
I've never seen multi-level material before.
I've never seen multi-level material before.You can have veins of same material cross on multiple levels. I've cleared a few veins of copper that crossed over each other. If you wanted to clear out an entire "blob" of Microcline because you don't want blue in the middle of your fortress, you can do the same as well. They may not line up perfect, but they do sometimes intersect. I've cleared out Microcline and written it off as a geodesic dome. Sometimes even clearing the material above it into a dome and building inside of the hollowed area (after dumping all that Microcline into the convenient pit.)
I've never seen multi-level material before.
Yeah, the only mineral that spans z-layers is... uh, HFS. (Do people still care about the oldest spoiler ever?) That'll probably change at some point, but for now it's fine to just follow veins on a single layer.
I've never seen multi-level material before.You can have veins of same material cross on multiple levels. I've cleared a few veins of copper that crossed over each other. If you wanted to clear out an entire "blob" of Microcline because you don't want blue in the middle of your fortress, you can do the same as well. They may not line up perfect, but they do sometimes intersect. I've cleared out Microcline and written it off as a geodesic dome. Sometimes even clearing the material above it into a dome and building inside of the hollowed area (after dumping all that Microcline into the convenient pit.)
Needless to say, crossing materials does happen. Other situations you could run across are things like damp/warm stone which will currently cancel a dig order.
Damp and Warm stone would still cancel the 'dig out vein' order, and the dig out vein order wouldn't cross Z levels.What happens if/when Toady adds logic to the world gen to allow material to transition levels?
Damp and Warm stone would still cancel the 'dig out vein' order, and the dig out vein order wouldn't cross Z levels.What happens if/when Toady adds logic to the world gen to allow material to transition levels?
;)Damp and Warm stone would still cancel the 'dig out vein' order, and the dig out vein order wouldn't cross Z levels.What happens if/when Toady adds logic to the world gen to allow material to transition levels?
Uh...that's already in for the next version. It went in a while ago
What turns you off about DF?
What happens if/when Toady adds logic to the world gen to allow material to transition levels?
Uh...that's already in for the next version. It went in a while ago
Quote from: FootkerchiefAre those big quasi-circular deposits normal? I've never noticed them in that pattern before, but in the screenshots it's pretty apparent that you get a single big circular splash of Other_Stone in each tile of your n-by-n embark site, and that you get different ones between layers. So the upper left corner of my embark site could have MICROCLINE on one layer and ORPIMENT on the next layer down, and then alternating layers of cyan and yellow, with little regard for how a sandwiched cylinder of such godawful colors came to exist.
Yeah, that's how the big deposits have always been placed and yeah, it looks terrible. Hopefully deposits will be made more interesting and unpredictable, but I wouldn't be surprised if that didn't make it into this release, since it's not strictly necessary for the slated underground stuff.
The pattern generally isn't noticed unless a map is fully revealed, which is why I haven't been quick to change it, since it is suiting its purpose without being too obstructive. At some point I'd like to do more with it, and do things like veins over multiple z levels and so on, but it hasn't been pressing.
4 different keys to look at something? <k>, <v>, <t> and <q>? Really, four? Why not one with a submenu?
Or hovering over it and leaving right clicks for special instructions (ie: mine, build, restrict..)Quote4 different keys to look at something? <k>, <v>, <t> and <q>? Really, four? Why not one with a submenu?
imagine just right clicking on a tile and selecting 'inspect' :)
I don't so much mind the stone lying around as I find it difficult to get the stone out of a SPECIFIC room. Possibly there is a work around for this I am not aware of. And ultimately that is DF's current Achiles heal. The interface is just way sloppy.
mark it for dumping? ..its quite tedious when doing large rooms, but it works.
I don't so much mind the stone lying around as I find it difficult to get the stone out of a SPECIFIC room. Possibly there is a work around for this I am not aware of. And ultimately that is DF's current Achiles heal. The interface is just way sloppy.
mark it for dumping? ..its quite tedious when doing large rooms, but it works.
3. Exploratory mining... this is pretty 'grind-ish'. You have to slooowly lay out line by line and hope you hit something interesting. Would be nice if this was improved.
How would you propose to "improve" this without dumbing the game down? Mining should be realistic, and this involves what you called "grinding".
3. Exploratory mining... this is pretty 'grind-ish'. You have to slooowly lay out line by line and hope you hit something interesting. Would be nice if this was improved.
How would you propose to "improve" this without dumbing the game down? Mining should be realistic, and this involves what you called "grinding".
I meant something like digging out several tiles at once. A tool that selects a row at once instead of having to click-click-click-click (x417). Or something that allows you to set down a mining template. Or even those ideas about having a geologist.
You can get things out of bins and barrels just fine to sell to elves. Either mark the items themselves to be brought to the depot instead of the bins, or bring the bins and just sell the items in them instead of the bins themselves.
nononononono they don't show up under the bin in the 'take to depot' screen (which is good, you WANT them to carry the bin to the depot), but they do show up in the 'select what you want the elves to cart of the map for you' screen at the depot.
Only problem is, you can't select just the contents of a bin... It's either select the bin and all it's contents or deselect the bin and all it's contents.
That said, if you select the individual items IN the bin, you can move them one by one.
nononononono they don't show up under the bin in the 'take to depot' screen (which is good, you WANT them to carry the bin to the depot), but they do show up in the 'select what you want the elves to cart of the map for you' screen at the depot.
CheckOnly problem is, you can't select just the contents of a bin... It's either select the bin and all it's contents or deselect the bin and all it's contents.
CheckThat said, if you select the individual items IN the bin, you can move them one by one.
Not working. I have literally TONS of food and wine I would like to trade, but when I do a search and type (plump) for example, the only plump helmet items that show up are the ones not stored in the barrel, or the barrels themselves if they happen to contain plump helmets. I have yet to find a way to get them out and bring them to the depot.
This is important mostly with food because I do not want to sell the barrels. I want to sell the STUFF and then re-use the barrels.
So if you have the process for getting the stuff out of the barrel and to the trading post, that would be great. I thought I had it figured out once, as I took the stuff I wanted out of my food stockpile permissions, then created a stockpile close to the trading post WITH the same permissions, THEN went and had it take from the previous food stockpiles. Worked like a charm the one time. When I tried to do the same to get my bone crossbows over to the trading post without dragging along the good ones I wanted my crossbowdwarves to use, no dice.
Finecky -- maybe even buggy. Just updated to d16. Or else I am missing something easy.
g: This command becomes active when a caravan arrives on your map. This screen menu is similar to the stocks menu (z - Stocks). This is where you select what items you want to trade with the caravan. If you have particular items you want to sell to the caravan, you can search for it. This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on mandate option. The move to depot screen will not show things that violate an export mandate. By pressing m, it will change to Ignoring mandates, and you can select banned items for export. For example, if your mayor has a mandate banning the export of iron, this screen will hide bins that contain iron items. By changing this option, all iron items will be shown.
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better Appraisal skill, the value of all items will be displayed. Once the proposal is ready, press t to make an offer, but merchants will not agree unless they make adequate profit. Be sure to use trade, not offer o, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's skills and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.
But if you just want to trade the items and not the bin, it's easy. Mark the items and not the bin! They should show up on the trade list under the bin.
Fill out a bug report over on the bugreports forum... prolly screenshots too. This is about as far off topic as we should get :-D
For the guy trying to bring bins to his Depot, make sure you search for a certain kind of bin, like a Finished Goods Bin. A simple bin, like a Maple Bin, is empty.
However, there is no way that I know of to get the food out of barrels or animals out of cages at the depot.
For the guy trying to bring bins to his Depot, make sure you search for a certain kind of bin, like a Finished Goods Bin. A simple bin, like a Maple Bin, is empty.
However, there is no way that I know of to get the food out of barrels or animals out of cages at the depot.
Thanks. Someone made that comment earlier finally. It has been a long and winding road, but I now have my finished meal stockpile set up and pulling from all the other food stockpiles. I've taken to buying tons of wood, which is quite cheap and keeps my legendary carpenter busy making barrels while the wood burners crank out the charcoal.
Now suddenly I am out of smeltable ferrous materials. Bummer.
.... Now suddenly I am out of smeltable ferrous materials. Bummer.
sounds to me that now you have to loot the corpses of some goblins.
try dig deeper's orcs, their the only things I've ever lost a siege too... damn lock-picking, trap avoiding, pain resisting bastards.
Apparently dwarves are more dangerous to dwarves than pretty much everything else.they don't even have to kill each other to be a danger to each other, they can help others kill them or simply commit suicide. of course most cases i am aware of will be gone in a few months.
try dig deeper's orcs, their the only things I've ever lost a siege too... damn lock-picking, trap avoiding, pain resisting bastards.
I'm terrified by the ammount of micromanagement required to play DF. What's worse, it seems the situation is getting worse with each update. I can only guess how will the next version work [...]
Take military, for example. Right now, when I draft a dwarf, I must set his weapon and armor preferences manually. That is micromanagement. It would be better if the game automatically equipped him with someting (depending on material, item quality and personal preferences). I should only set the weapons manually if I want to do something special, I shouldn't be required to do that.
I was always under the impression that DF was never supposed to be a simple game. The user wasn't meant to have the option of not caring about any particular detail. That's why it's, in my opinion, a level above the dull commercial strategy and management games. If you only want to care about building placement and battle tactics, then why don't you get Age of Empires or something like that?
Footkerchief, thanks for the quote. I read the devlog regularly but I tend to forget stuff.Quote from: SolarnI was always under the impression that DF was never supposed to be a simple game. The user wasn't meant to have the option of not caring about any particular detail. That's why it's, in my opinion, a level above the dull commercial strategy and management games. If you only want to care about building placement and battle tactics, then why don't you get Age of Empires or something like that?
Don't get me wrong, I don't want to make the game simpler. It's just some aspects get tedious, while not adding anything to the gameplay. Another guessxample could be the upcoming healthcare stuff. Digging rooms, building hospitals, choosing the main physician, that is gameplay, fun. But ordering more wooden crutches"in the carpenter's shop every time my crutch stock is depleted isn't gameplay, it's boring micromanagement. That's why I hope the crutches, etc. would be handled automatically, not manually. The same could be said about tools, more diverse items and other stuff that is coming someday. (I hate ordering clothings, BTW, and would kill to have automated clothier's workshop.)
Again, it's just an example of my greater hate of micromanagement, no need to prove me it won't actually be like that.
Footkerchief, thanks for the quote. I read the devlog regularly but I tend to forget stuff.But then, see, the carpenter's workshop would be clogged down by automated crutch orders and nobody would get those sorely needed beds done for the new immigrants. Or the hospital would only order one crutch at a time, meaning that every single broken-legged or disabled dwarf would have to wait months for his crutch. Not to mention the other disabled dwarves queuing up behind him, slowing health care to a crawl. All of these options leading quickly to tantrum spirals.Quote from: SolarnI was always under the impression that DF was never supposed to be a simple game. The user wasn't meant to have the option of not caring about any particular detail. That's why it's, in my opinion, a level above the dull commercial strategy and management games. If you only want to care about building placement and battle tactics, then why don't you get Age of Empires or something like that?
Don't get me wrong, I don't want to make the game simpler. It's just some aspects get tedious, while not adding anything to the gameplay. Another guessxample could be the upcoming healthcare stuff. Digging rooms, building hospitals, choosing the main physician, that is gameplay, fun. But ordering more wooden crutches"in the carpenter's shop every time my crutch stock is depleted isn't gameplay, it's boring micromanagement. That's why I hope the crutches, etc. would be handled automatically, not manually. The same could be said about tools, more diverse items and other stuff that is coming someday. (I hate ordering clothings, BTW, and would kill to have automated clothier's workshop.)
Again, it's just an example of my greater hate of micromanagement, no need to prove me it won't actually be like that.
I'd like to have the option to set a workshop to make automatically requested items, and then assign one of my underused dwarfs to it. But it's not always what you want. Still, it would be neat if, say, when you had a workshop set up to generate beds as needed, you could place beds and the workshop would build them and send them to the indicated location.
For example, in Dwarf Fortress items that are currently being carried do not show up as available. Depending on how far the stockpile is from the workshops, an automated order could produce two, three or even four times as much items as needed as workshops check for the number of items of that type and find none because the ones they just produced are currently being carried. This would use up both resources and production time.
Or how would you determine which workshops would meet a particular order? Let's say you have six carpenter's workshops. That's not even an unrealistic number. One of them is for producing beds when needed, so it's close to the sleeping quarters. Another one is producing barrels for the farming industry, which constantly needs them. Yet another one is producing, let's say bins. And so on. And suddenly an automated order arrives for twenty crutches (because they're so convenient as an example). How do you control which workshop takes the order and which doesn't? After all, bin production could stop for a while and maybe bed or door production too, but stopping the barrel production would mean rotting plump helmets everywhere because they can't be put into barrels and a stopped brewing industry until the order is met. You could micromanage the workshops to ensure important production does not get stopped, but then the automation loses its point.
Were I in the position of developing df, I would try very hard to make the currently-available game as much of a "game" as possible, to ensure continued interest in its development. This would mean spending a few months working on balance issues in fortress mode, and consider gameplay balance fixes as important as bug fixes even while developing the next component of nifty simulation. Not everything can be fixed to satisfaction before developing more architecture (something several people have argued, and it makes sense). But as some people have pointed out, there are several things that should be able to be fixed by tweaking some constants (range attack, farming, immigration, perhaps trap trigger %, etc.). It feels like the current approach is to wait until a more robust/realistic simulation engine "fixes" the problem, which is unsatisfying.
Dwarf Fortress only appeals to a small hardcore\elitist demographic, so alienating the fanbase is less of an issue.
Additionally, it's pretty ovbious that Toady is doing this because he wants to, so the fanbase is substantially less important than it is for a major commercial company that would be doing it to make money.
Dwarf Fortress is very much an aberration of game production, i wouldn't try to apply mainstream techniques to it.
How about the fact that DF is basically a roguelike/rts hybrid? Even if it wasn't, my point about the small fanbase still stands.Yeah, it's roguelike/rts hybrid.
How is a Real Time Strategy town management sim a "roguelike" in any way except that by default it uses ASCI for graphics? Adventure Mode yes, but Adventure Mode barely exists yet. Roguelike is not a synonym for any game that's hard to play and has crappy/no graphics.
I call bullshit on you reading my post. I said that the fanbase for Toady is less important than it is for a major commercial company as Toady is far less interested in the bottom line.
Dwarf Fortress most certainly is an aberration. It's an exceedingly complex one and a half man roguelike game. All the standard game design models say that DF should have died by now, and indeed in 99% of the time it would. The original Armok being a good example, DF has managed to cheat the odds.
And finally, DF is a Roguelike, Roguelikes have small fanbases, compare the DF fanbase (which numbers maybe a thousand at most, and more like a few hundred) to the fanbase of a mainstream game, which will often number in the ten thousands, or, in the case of a certain MMO, over 11 million.
Finally, the fact that it has a steep learning curve for a good reason does not in any way change the fact that it has a steep learning curve.
why is everyone discussing all matters EXCEPT what the topic is actually about in here?Because... just when it's about to get back on topic, someone asks why it's off topic. ;D
It's nothing personal Toady but please don't talk about your cat so much, many of us see them as cold, loveless creatures that destroy our natural environment one bird at a time.
It's nothing personal Toady but please don't talk about your cat so much, many of us see them as cold, loveless creatures that destroy our natural environment one bird at a time.
It's nothing personal Toady but please don't talk about your cat so much, many of us see them as cold, loveless creatures that destroy our natural environment one bird at a time.
You're not allowed to talk about any part of your personal life that involves something I don't personally enjoy. This includes cats, hot dogs, and the color mauve. Thank you. Your cooperation has been noted.
It's nothing personal Toady but please don't talk about your cat so much, many of us see them as warm, clever creatures that destroy our irritating 6 am wake-up call one bird at a time.
Army is a pita to work with
1. Menus are painful to sort through. Once players get over the initial shock and into the management, they may find themselves digging through, say, the animal menu where animals are thrown in seemingly at random or trying to forbid/unforbid certain stones in the stones menu. Compared to even the rough organization of the kitchen menu (which seems to be arranged in meat->seeds->plants->drinks->processed cookables). Arranging stones by use and animals by species and gender would be great.This is mainly interface, IMHO. Objects (including empty tiles) should be contextually controlled as I've mentioned before. If you "activate" an empty tile above a ground tile, it should give you the option to dig (stairs), build(workshop, wall, statue [if available], etc), or designate (room, area -> food, stone...). If it has a dwarf in it, you should be able to assign it a job (miner, farmer, militia...) and if it's a underground tile you get the only options available there as well (excavate, etc.)
The menus just need a little more consistency to them, rather than swapping which keys do what seemingly arbitrarily.
It seems like I've offended some people so let me clarify what I was saying
Toady, you're obviously a fascinating person, just the kind of guy I'd love to share a beer with, after all you created Dwarf Fortress, the most mesmerising game since Hearts of Iron came out over half a decade ago. Your problem is that you're not used to fanboys telling you that your turds are made out of 24 carat gold, this is why you're acting like a barren 40-something sexually ambiguous spinster who thinks that people want to hear about her cats, it's not your fault, when you ramble on about your cat everyone's telling you that it's fucking Shakespere and you're not used to fame so how are you to know the difference? In my country (Australia) we're well aware of the damage cats do to the environment and red blooded Aussies only interact with cats at 900 metres per second. The best thing I can say about cats is that they taste a little like veal if you gut and skin them thoroughly before dousing their meaty remains in a stew sufficient amount of Gochugaru (Korean chilli flakes) and rice wine vinegar in order to make them taste sufficiently authentic.
Call me a barbarian if you must but apparently raccoons taste good too, the main difference is that cats are a destructive feral animal and by shooting and eating cats I'm making a positive contribution towards the restoration of Australia's pre-European ecosystem.
It's nothing personal Toady but please don't talk about your cat so much, many of us see them as cold, loveless creatures that destroy our natural environment one bird at a time.
Translation:QuoteYou're not allowed to talk about any part of your personal life that involves something I don't personally enjoy. This includes cats, hot dogs, and the color mauve. Thank you. Your cooperation has been noted.
there is a command to reclaim large areas of loot it's under the (d)esignate command, you can select an entire area to be reclaimed, you can also tell dwarves to not forbid used ammo/corpses/dropped loot from sieges.Also the stocks menu, although I think you need to do some bookkeeping for that to work.
Your problem is that you're not used to fanboys telling you that your turds are made out of 24 carat gold, this is why you're acting like a barren 40-something sexually ambiguous spinster who thinks that people want to hear about her cats, it's not your fault, when you ramble on about your cat everyone's telling you that it's fucking Shakespere and you're not used to fame so how are you to know the difference? In my country (Australia) we're well aware of the damage cats do to the environment and red blooded Aussies only interact with cats at 900 metres per second. The best thing I can say about cats is that they taste a little like veal if you gut and skin them thoroughly before dousing their meaty remains in a stew sufficient amount of Gochugaru (Korean chilli flakes) and rice wine vinegar in order to make them taste sufficiently authentic.
That would be excruciatingly tedious. I like the menus as they are right now.1. Menus are painful to sort through. Once players get over the initial shock and into the management, they may find themselves digging through, say, the animal menu where animals are thrown in seemingly at random or trying to forbid/unforbid certain stones in the stones menu. Compared to even the rough organization of the kitchen menu (which seems to be arranged in meat->seeds->plants->drinks->processed cookables). Arranging stones by use and animals by species and gender would be great.This is mainly interface, IMHO. Objects (including empty tiles) should be contextually controlled as I've mentioned before. If you "activate" an empty tile above a ground tile, it should give you the option to dig (stairs), build(workshop, wall, statue [if available], etc), or designate (room, area -> food, stone...). If it has a dwarf in it, you should be able to assign it a job (miner, farmer, militia...) and if it's a underground tile you get the only options available there as well (excavate, etc.)
You can keep your menus... this would be in addition.That would be excruciatingly tedious. I like the menus as they are right now.1. Menus are painful to sort through. Once players get over the initial shock and into the management, they may find themselves digging through, say, the animal menu where animals are thrown in seemingly at random or trying to forbid/unforbid certain stones in the stones menu. Compared to even the rough organization of the kitchen menu (which seems to be arranged in meat->seeds->plants->drinks->processed cookables). Arranging stones by use and animals by species and gender would be great.This is mainly interface, IMHO. Objects (including empty tiles) should be contextually controlled as I've mentioned before. If you "activate" an empty tile above a ground tile, it should give you the option to dig (stairs), build(workshop, wall, statue [if available], etc), or designate (room, area -> food, stone...). If it has a dwarf in it, you should be able to assign it a job (miner, farmer, militia...) and if it's a underground tile you get the only options available there as well (excavate, etc.)
It seems like I've offended some people so let me clarify what I was saying
Toady, you're obviously a fascinating person, just the kind of guy I'd love to share a beer with, after all you created Dwarf Fortress, the most mesmerising game since Hearts of Iron came out over half a decade ago. Your problem is that you're not used to fanboys telling you that your turds are made out of 24 carat gold, this is why you're acting like a barren 40-something sexually ambiguous spinster who thinks that people want to hear about her cats, it's not your fault, when you ramble on about your cat everyone's telling you that it's fucking Shakespere and you're not used to fame so how are you to know the difference? In my country (Australia) we're well aware of the damage cats do to the environment and red blooded Aussies only interact with cats at 900 metres per second. The best thing I can say about cats is that they taste a little like veal if you gut and skin them thoroughly before dousing their meaty remains in a stew sufficient amount of Gochugaru (Korean chilli flakes) and rice wine vinegar in order to make them taste sufficiently authentic.
Call me a barbarian if you must but apparently raccoons taste good too, the main difference is that cats are a destructive feral animal and by shooting and eating cats I'm making a positive contribution towards the restoration of Australia's pre-European ecosystem.
My gripe is that in Adventurer mode it's too hard to tell which race owns a site and whether they're friendly or hostile (without actually going in and seeing what's up). I guess it would be nice to have a "look" mode when traveling, which could display this information.
*stuff*
My first post in this thread.
I'd say the main thing that turns me off about the game is that as your fortress becomes more and more powerful, the surrounding land becomes more and more dead.
After only a few years, there is rarely any wildlife to be found anywhere on the map. I'm not sure how the current world gen system works, but perhaps non-civ creatures should be able to just spawn from nothing at any time. (I'm just speculating that it doesn't already work like that)
Anyway, my current saved game (http://mkv25.net/dfma/map-7125-taperedtrample (http://mkv25.net/dfma/map-7125-taperedtrample)) had lots of goats in the beginning, but after my hunters chased them down and strangled them to death (because they're just hardcore like that) no new animals would ever enter the map. The goblin sieges seem to have stopped after I killed their dwarf one armed, one legged leader who was carrying 24 pages of crafts as well.
Anyway, there should be a constant flow of new enemies and animals into your realm. I recall that this may have been planned for an upcoming update though, so if that's the case, the game is pretty much perfect to me.
I also hate how injuries take years to heal, but I know that's being included in the next update.
Might be time for a good docking there mate.I sure hope that you're not referring to the type of 'docking' that you can find on the first Google link... :-[
Oh, he isMight be time for a good docking there mate.I sure hope that you're not referring to the type of 'docking' that you can find on the first Google link... :-[
Oh, he isMight be time for a good docking there mate.I sure hope that you're not referring to the type of 'docking' that you can find on the first Google link... :-[
I don't expect much other from Makrond ;D
there is a command to reclaim large areas of loot it's under the (d)esignate command, you can select an entire area to be reclaimed, you can also tell dwarves to not forbid used ammo/corpses/dropped loot from sieges.I know, and I also use that (Cannot inmagine the Freaking HELL it would be without!), but it is really a pita to scroll trough every single z-level on your map (My fortresses always stretch out everywhere, just like an ant-hole.).
It most definitely removes the stone from the selection list when it's not available (ie: in a construction.) This is easy enough to test. Dig a hole in a new embark. When you hit stone, stop. Then build a wall. Try to build another. You can't. Dig some more until you hit a different type. Then try to build a wall of that type. You can't. It's not listed.Megaprojects don't actually get rid of the stone though; it can still be accessed in the stone menu.It does if you build something out of the stone.
No-oo, i'm pretty sure the stone in walls remains in the stone menu.
if that is the case, add that to the list of things that need fixing.
it's just silly.
mangager: "why haven't you built the 25th floor yet?"
mason: "no stone"
manager: "what we have 10's of thousands of units what are you talking about?"
mason:"yeah, those are in the other 24 floors"
manager: *rage*
manager: where's that clerk i'm gonna rip his arm off and shove it down his throat! then put him in the drowning chamber!
sorry late reply i stopped watching the tread for a while.I'd love if I could designate an entire structure to be built and they would go about building it without me babysitting. Don't get me wrong. But how do you know what stone is available on the map? Let's say I don't have any Microcline on the map... fat chance on that, I know. How could you designate a Microcline tower be made? (or could you and it would never be made?) If you could, the list of stone would HAVE to include every type available and that might be a nightmare. You'd want some way to sort, select, or filter by color, quality, etc.
yeah but in character the manager wouldn't designate a tower level by level he's have the whole thing done in blueprints (or engraved in microline, whatever :P) and hand it to the masons and say, build this. (simplification)
sorry late reply i stopped watching the tread for a while.I'd love if I could designate an entire structure to be built and they would go about building it without me babysitting. Don't get me wrong. But how do you know what stone is available on the map? Let's say I don't have any Microcline on the map... fat chance on that, I know. How could you designate a Microcline tower be made? (or could you and it would never be made?) If you could, the list of stone would HAVE to include every type available and that might be a nightmare. You'd want some way to sort, select, or filter by color, quality, etc.
yeah but in character the manager wouldn't designate a tower level by level he's have the whole thing done in blueprints (or engraved in microline, whatever :P) and hand it to the masons and say, build this. (simplification)
Then please explain... because I'm sure I'm not the only one to be utterly confused right now.sorry late reply i stopped watching the tread for a while.I'd love if I could designate an entire structure to be built and they would go about building it without me babysitting. Don't get me wrong. But how do you know what stone is available on the map? Let's say I don't have any Microcline on the map... fat chance on that, I know. How could you designate a Microcline tower be made? (or could you and it would never be made?) If you could, the list of stone would HAVE to include every type available and that might be a nightmare. You'd want some way to sort, select, or filter by color, quality, etc.
yeah but in character the manager wouldn't designate a tower level by level he's have the whole thing done in blueprints (or engraved in microline, whatever :P) and hand it to the masons and say, build this. (simplification)
you missed my point entierly but carry on
I'd love if I could designate an entire structure to be built and they would go about building it without me babysitting. Don't get me wrong. But how do you know what stone is available on the map? Let's say I don't have any Microcline on the map... fat chance on that, I know. How could you designate a Microcline tower be made? (or could you and it would never be made?) If you could, the list of stone would HAVE to include every type available and that might be a nightmare. You'd want some way to sort, select, or filter by color, quality, etc.
Quote from: AndirI'd love if I could designate an entire structure to be built and they would go about building it without me babysitting. Don't get me wrong. But how do you know what stone is available on the map? Let's say I don't have any Microcline on the map... fat chance on that, I know. How could you designate a Microcline tower be made? (or could you and it would never be made?) If you could, the list of stone would HAVE to include every type available and that might be a nightmare. You'd want some way to sort, select, or filter by color, quality, etc.
These are only technicalities that can be changed. But yes, with the current system of building stuff and choosing materials, it's impossible to design a tower without specifying materials and let the dwarves choose whatever they want. It doesn't invalidate the point, though. Technicalities should never be more important than gameplay (or user-friendliness), and when in conflict with these, they should be changed.
Dwarf Fortress has a lot of technicalities like these. For example, I'd like to be able to design bedrooms without having the necessary furniture - when I'd make it later, the dwarves would automatically bring it to the designed bedroom. Better yet, the manager could actually order the furniture by himself. Again, the current state of technicalities makes this impossible, which - for me, at least - means they have to be changed.
EDIT: To answer your question, imagine you could build wall with on option enabled that says: "Build from any stone block."
That's a carryover from the roguelike tradition. Other esoteric movement keys in such games include u, i, n, and m for the diagonals, h and l for left and right, and (if I haven't got them mixed up) k and j for up and down.That actually sounds like it was directly influenced by vi (http://en.wikipedia.org/wiki/Vi), a common text editor for Unix. I can't believe I actually remember that from my college days. I never could get use to that text editor.
I think Toady needs an official Tileset that can be turned on or off without going into the raws.Doesn't matter. He can create a tile set switcher and package a few different options with it. We could open a community poll on which ones should be included or something along those lines. The only thing he would have to do it code the tile switching code and include the winner(s) in the download.
The problem apperantly is that Toady is no artist.
Doesn't matter. He can create a tile set switcher and package a few different options with it. We could open a community poll on which ones should be included or something along those lines. The only thing he would have to do it code the tile switching code and include the winner(s) in the download.
I notice that some people have said that the game needs an in-game tutorial. This is right, because normally in games you get introduced to the concepts and the range of buildings or whatever gradually. In Dwarf Fortress you're thrown into it right from the start and you must master everything to get anywhere. However, I can see that this isn't a priority at alpha stage. Moreover, providing a tutorial is kind of an add-on to the game as it stands - it's not a basic feature of the game itself. I think changing the UI so that it is more intuitive and - above all - makes information that you need very easy to find and understand is more important and more urgent if the game is going to attract and retain new players.
I think Toady needs an official Tileset that can be turned on or off without going into the raws.Doesn't matter. He can create a tile set switcher and package a few different options with it. We could open a community poll on which ones should be included or something along those lines. The only thing he would have to do it code the tile switching code and include the winner(s) in the download.
The problem apperantly is that Toady is no artist.
I think Toady needs an official Tileset that can be turned on or off without going into the raws.Doesn't matter. He can create a tile set switcher and package a few different options with it. We could open a community poll on which ones should be included or something along those lines. The only thing he would have to do it code the tile switching code and include the winner(s) in the download.
The problem apperantly is that Toady is no artist.
Assuming this was completed last year, and the winner had moved on to other things, who would add the tiles for the new HFS going in this edition? The next release would be dependant on a third party.
(not sure I agree 100% with that being a show stopper, but it's a viable concern)
Well, in the spirit of roguelikes, graphics are neglected in favor of gameplay. personally i think graphics are irrelevant unless there is absolutely nothing else left to improve, which in this game is quite impossible.
There are at least 5 different kinds of Gibbons if i recall, possibly more.
There are at least 5 different kinds of Gibbons if i recall, possibly more.
More I stopped counting them after a while.
Though I really shouldn't list the gibbons since it is really the mountain goats that will surprise you and make you think your being attacked.
Cat hatred.Dude, your the only one not liking the cat. Stop saying you arent.
No-one could care if you had a fucking Chupacabra jumping on your lap
Waiting for Carpenter:or
Urist McCarpenter Drink
Cog McCarpenter Sleep
Bëmule McCarpenter Store item in stockpile
Waiting for Carpenter:
No Carpenters Present.
For me it's the amount of micro-management, and trying to keep track of a million things at once in general. Of course I realize some degree of that that's an inherent part of this kind of game. But it could be made less painful. Building in something like Dwarf Therapist/Manager/Foreman would go along way to help. Perhaps even better, would be to list who (if anyone) can do each job. For example instead of "Construction inactive, needs Carpentry" it would say:QuoteWaiting for Carpenter:or
Urist McCarpenter Drink
Cog McCarpenter Sleep
Bëmule McCarpenter Store item in stockpileQuoteWaiting for Carpenter:
No Carpenters Present.
Come to think of it, this is used in one place already, the trade depo tells you what the broker is currently doing. I would love to see this extended to other workshops and constructions.
On a related note, you know how when you look at ore, it tells you what you can use it for? It would be great to have that kind of quick-reference information attached to other objects. It wold help with the learning curve significantly.
Just to clarify my desire for more specific workshop orders -- I don't want to remove the way they are now. Sure, leave in the option to just endlessly encrust the closest furniture or make rock tables out of whatever is closest. When you need to crank out a hundred rock coffins or something it would be a pain to have to individually select a separate rock for each one.
But I'd like an additional option for virtually all workshops to create individual, special, custom orders. Have this dwarf use these materials to make this item -- which would be queued up along with the regular orders.
Well, a long long time ago my bro showed me this game. I looked at it and thought it was the matrix or something.
Later on, I revisited dwarf fortress to figure out the wonders, and succeeded. (with the help of hours on the wiki, of course.)
But what bugs me now is, why can't you make beds from stone/metal/cloth? Or maybe stone/cloth metal/cloth? because i have a fortress in a place where there are scarce trees, forgetting about beds... I am armed with only stone and metal. Against the world.
Well, a long long time ago my bro showed me this game. I looked at it and thought it was the matrix or something.
Later on, I revisited dwarf fortress to figure out the wonders, and succeeded. (with the help of hours on the wiki, of course.)
But what bugs me now is, why can't you make beds from stone/metal/cloth? Or maybe stone/cloth metal/cloth? because i have a fortress in a place where there are scarce trees, forgetting about beds... I am armed with only stone and metal. Against the world.
I also don't really understand why this is. I've assumed it was somehow a balancing issue, but I can't really imagine how.
i ♥ the ascii graphics. the only problem i have with the game graphics-wise is that the tiles aren't square by default.Very good point. I know there's plenty of people out there who play with ASCII, but is there anyone who doesn't switch to a square tileset as soon as possible? The rectangular default is awful
I like hearing about his cat, it interests me. Now that we've established that there is at least one person who enjoys hearing about Scamps you can stop making the argument or at the very least lose the hostility.
You want him to be Russell Crowe? The biggest tool in showbiz? Why the hell would anyone want that?
Also, congratulations for managing to whine and big note yourself by your magnificent association with RUSSELL CROWE OMG at the same time. Truly an accomplishment.
Russell Crowe doesn't chat with any old wankerThen he won't want to talk to you! *baddum-tsh*
You want him to be Russell Crowe? The biggest tool in showbiz? Why the hell would anyone want that?
Russell Crowe doesn't care what the public thinks about anything but his acting ability, all I'm saying is that Toady should take the same attitude and want nothing more than for the DF community to bow down to his game development prowess and leave it at that. It would be both the sensible and the emotionally mature thing to do.
...blah... RUSSELL CROWE ...blah...Whatever you say Stink Fist.
Back on topic everyone! Unless Russel Crow happens to be a creature in the game I don't think this is an area of discussion that applies to the topic.
Back on topic everyone! Unless Russel Crow happens to be a creature in the game I don't think this is an area of discussion that applies to the topic.
How many people have wrestled in adventure mode without the soundtrack from Gladiator humming through their mind?
EDIT: Ohh and there's a new movie coming out next year directed by Ridley Scott (the director of Gladiator) and starring Russell Crowe (the star of Gladiator). Like Gladiator it's sure to be a big budget extravaganza that everyone will see (including you) so be prepared to think of Russell Crowe whenever Dwarves shoot arrows at things.
You know you can disable the economy, right? Toady pretty much knows it's broken. You can also have the economy without coins at all.
But yeah, the pathfinding is probably the biggest killer there is. Certainly the one that's talked about most.
Adventure mode, anyone?It's actually fairly easy to mod in these abilities, and doesn't require a regen as far as I remember (could easily be wrong).
What really sinks my boat is that you cannot perform "complex" wrestling moves on wild animals, and that there is no "Break Neck" move.
I can't tell you how many times I was pissed off enough to want to snap that one wolf's tail.
memes aren't invented -they just happen to catch on
Adventure mode, anyone?
Yeah, taking out the economy and/or fluid dynamics makes my FPS :) er , but then I feel like I'm losing out on a big chunk of what Toady wants the game to be.
people don't just go "HAY, i invented this meme, lets spread it around!".
I know what a meme is, Dawkins wrote the book on memes and described their characteristics as likened to a virus: its a phrase, image or concept that you see/hear and due to its catchiness, remember. Then in mentioning it it spreads to other people -more easily via the internet. people don't just go "HAY, i invented this meme, lets spread it around!". Toady's legendary program skills could be described as slightly memetic, but not on the scale of free mugs and catsplosions.
hmm, my recent posts are quite a derail -i should probably leave this topic until something about DF actually annoys me enough to complain about.
Have you started an army yet? ;D
To be honest the only thing that really annoys me about DF is having to sort through all your dwarves when you get a ton of migrants. I never know what job to assign them.
i got stuck at the embark screen because being on a laptop if hav different +/- keys than a PC keyboard.
I think adventure mode is bland... it has nothing too it. It's basically, Make a dude, Run around killing wolves, get a quest, kill the dude, get money, explore boring empty towns and past forts, yea... I just don't find it fun.It's expected for alpha version, isn't it?
I dread having to channel out rooms, designating one row at a time.Dig ramps instead of channels, dude. It'll change your life.
I dread having to channel out rooms, designating one row at a time.Dig ramps instead of channels, dude. It'll change your life.
The game is awesome, it just needs to be optimized so I don't need to rent out a Cray super computer bank at Cape Canaveral, FL just to play with 400 dwarves on a 6x6 embark site thats 20 years old.
The interface turned me off at first. Now I'm used to the interface, and the biggest turnoff is what I consider poor balance - traps are too good, training is too fast, food a bit too easy, noble mandates too hard to meet. Not enough escalation of sieges. Mods help with some of that but I have the impression that not enough of the game is moddable to fix all the issues.
I think that if a dwarf finishes eating, and he is reasonably thirsty (but not thirsty enough to get the job "drink") he should just drink. It would save a lot of time and frustration in my forts.
Also, after a few years of ambushes, all of the narrow clothing and goblin jewelry tends to cause a massive slowdown and clutter up the stocks menu. I propose that craft/clothing items should gain wear when left outside, and eventually degrade into nothing.
But it doesn't happen any faster outside than in.
It does gain wear. Depending. It just takes frikkin' forever. I'm not sure if it ever degrades to nothing, though. my fps reaches the limiting point of 19fps before I find out.
The overall slowness of late game fortress grind me horridly... no other game would I accept running this slow.. if it wasn't DF the game would be in the trashcan. As it is, I tolerate it because it is so different from any other game out there... but it really wears on my patience to leave a game running for days at a time on my computer.
You know, I see all these complaints about the default ascii, but every time i see a graphical tileset image I scratch my head and go 'what the hell is that morass of colored blobs?' There is too much information in this game for anything but ASCII as the default tileset.
You didn't touch the fact that under his system, a cat and a lion would both be "f" for feline. Talk about one confused dwarf: "Aww, look at the little kitten! OMG!" Also a horse and unicorn would both be "e" for Equine (Equidae)? There's just too many types of animals and "e" would be too easily confused for elephant.You know, I see all these complaints about the default ascii, but every time i see a graphical tileset image I scratch my head and go 'what the hell is that morass of colored blobs?' There is too much information in this game for anything but ASCII as the default tileset.
I would disagree.
You didn't touch the fact that under his system, a cat and a lion would both be "f" for feline. Talk about one confused dwarf: "Aww, look at the little kitten! OMG!" Also a horse and unicorn would both be "e" for Equine (Equidae)? There's just too many types of animals and "e" would be too easily confused for elephant.You know, I see all these complaints about the default ascii, but every time i see a graphical tileset image I scratch my head and go 'what the hell is that morass of colored blobs?' There is too much information in this game for anything but ASCII as the default tileset.
I would disagree.
You know, I see all these complaints about the default ascii, but every time i see a graphical tileset image I scratch my head and go 'what the hell is that morass of colored blobs?' There is too much information in this game for anything but ASCII as the default tileset.
I would disagree.
Graphical tilesets always have this issue but work in stages and end up working out just fine:
1) You look at tileset screenshot, or image of some construction in that tileset. You know what is going on there because you know context and it is pretty to boot. Weee!
2) You actually try to play with it. It is terrible. You can not see a thing, it are just globs of meaningless pixels instead what you are used to! You are strangely reminded of how it was when you played DF for first time.
3) You learn it and get used to it. You can play as comfortably as before.
Tileset issue is mostly about learning curve and expectations: if you are veteran roguelike player, graphical tileset will add to learning curve and be annoying because you have different expectations, but for everyone else it will reduce it because they can see something.
Higher resolution means that there is much less screen estate left and so you see much small map section at once, so you are sacrificing your field of vision for more detail. Not only that, text become way too huge to be readable too, which is big problem because at 16x16 simple menu takes way too much screen space already without any benefit. (And ignoring the fact that game does not used higher vertical resolution to display more vertical items in menus.)
8x8 tilesets are popular because they allow one to see huge part of map at once, but it is near impossible to make distinctive enough fully graphical set for them. In that case, 'f' or 'c' for cat is good enough.
I have a question Squirrelloid, how does having Lions, Housecats, Leopards, Cougars and so forth all be f's convey more information than giving each of those creatures a unique icon for their norma living stages and any undead stages, as well as potential war and hunting stages?
Is it really so much easier to open an executable that loads a GUI with clickable buttons with the same categories as the .ini has, rather than just opening a text file and typing?
Seriously, anyone who can't be bothered to open a txt file isn't going to stick around to figure out how to play the game.
except typing in a txt file that will be read by the program is not awful, unlike say the multiple parallel systems used to designate areas.
Ok Squirrelloid, i can see how that would work, but again i repeat my question; How does having things that way convey more information than graphics?
Additionally of course there are 'Giant' versions of numerous creatures (Vermin Rats, Large Rats, Giant Rats. Lions and Giant Lions, etc) as well as half a dozen different monkey derivitives and well over a dozen different fish, and we can only expect the number of creatures to grow with each additional release, especially as Toady starts adding randomising systems.I suspect we would very rapidly run out of letters and distinguishable colours (since there aren't that many distinguishable colours.)
Furthermore of course, the concept of Lions being F's is not exactly intuitive; sure it's familiar with Roguelike players, but that's a real good way to decrease the size of your potential fanbase; the more intuitive you make the graphics, the larger your fanbase, and if you use graphics then i don't need to look at a yellow F and go "Wats that?" the first couple of times, because i'll look at it and see a Lion and go "Hey, it's a Lion!" and won't even need to use k.
In fact, with a proper graphics pack, you'd never need to use k at all.
I thought Gibbons were Apes...
Basically, colored ascii characters actually gives you more easily discernible characters than graphics ever will.
Basically, colored ascii characters actually gives you more easily discernible characters than graphics ever will.
If this is the case, then why are Roguelikes the only game type to use ascii characters?
If coloured ascii characters are so superior, logically all games should be using them.
I'm not saying that you can't have sensible and legible graphics with ascii, i'm contesting your claim that you can convey more information with ascii than you can with image-based graphics; a claim which seems, quite simply, rediculous.
And so far you havn't actually supported your claim; the big list you just gave shows how one can convey a lot of information via coloured ascii, but it also shows how a graphical tileset can convey more.
What's so hard about an .ini? Heck, its even well-documented, unlike the game itself!
...
Seriously, anyone who can't be bothered to open a txt file isn't going to stick around to figure out how to play the game.
I fully support anything that makes modding easier.
I would oppose making a graphical tileset the default standard
I could care less about whether they're prepackaged with the game so long as they aren't default, but since Toady is not making such a tileset I doubt it will happen.
(1) Resolution. Sprites in the game are small. They are going to remain small. This limits the amount of detail on any possible graphics
(2) Differentiability. Can you tell the difference between a Leopard and a Jaguar at ~10 pixels length? 20 different species of monkey? An elf and a human?
(3) Comparative differentiability. An elf and a human swordsman probably look remarkably similar graphically at DF resolutions. A p and an e are instantly differentiable (as are the current U and E). Solid colors are easier to see than an image with multiple colors on it, so your axedwarves and macedwarves having different color shields isn't nearly as obviously different as the whole sprite being a different color. Colored symbols are vastly easier to graphically discriminate between at a glance.
(4) Communicability
Colored letters can be uniquely described in text. "That teal G is a Giant" conveys everything you need to know. Images require screenshots. Given any manual ever made for DF is going to probably be pure text, this is a major advantage for people learning the game from a manual.
(5) New Content
Toady One does not make graphics. He will add new content. He will want to implement said content immediately. He should not be held hostage to a graphic designer.
Roguelikes are one of the few games who (1) desire to maximize information content, (2) desire ease of modification of content (most rogue-like developers also do not do graphics), and (3) maximize viewable area and thus minimize tile display size.
Going to a graphics engine cause similar games to reduce the viewable area (eg, Diablo), and often to sacrifice realistic coloring in favor of color-coded monsters (eg, Diablo). Basically, your symbols are now graphical instead of ASCII, but they're still colored symbols. And you sacrificed viewable area to achieve that so you had enough resolution to see anything with those graphics.
Viewable area is even more important in DF than it is in a rogue-like. As such, the need to keep tile size small is very large, and the resolution demands of going to a graphics standard cannot be met.
Casual gamers require a high toy value. They do not buy games like Gettysburg, and they would not buy DF. DF, like Gettysburg, has a high level of strategic play, and has already closed itself to the market that is sold by toy value. (Compare to FPS games where the 'toy' value is very high but the strategic depth is very small). Perfunctory graphics are perfectly acceptable in the specific market DF is targetting by making that choice to be a highly strategic game.
If you absolutely want to maximise information content, you do 3D graphics, end of discussion.
Quote from: NeruzIf you absolutely want to maximise information content, you do 3D graphics, end of discussion.
Absolutely not true, because 3D graphics limits the maximum amount of information your processor can handle per time, since the graphic rendering is a major processor drain.
Quote from: NeruzIf you absolutely want to maximise information content, you do 3D graphics, end of discussion.
Absolutely not true, because 3D graphics limits the maximum amount of information your processor can handle per time, since the graphic rendering is a major processor drain.
You may want to reread that sentance.
Quote from: NeruzIf you absolutely want to maximise information content, you do 3D graphics, end of discussion.
Absolutely not true, because 3D graphics limits the maximum amount of information your processor can handle per time, since the graphic rendering is a major processor drain.
You may want to reread that sentance.
... that is in fact how you spell processor.
But don't take my word for it, trust wikipedia: http://en.wikipedia.org/wiki/Processor
Or Intel, who makes the things: http://www.intel.com/products/processor/index.htm
... Ideally, as I've posted before, DF would be coded in a client/server fashion with the interface as a client process so you COULD have isometric, 3D, and PURE ASCII interface opportunities available. Of course, Toady wouldn't be able to maintain them all, but he could maintain the "interface" code and update third parties on what changes were made and let the interface designers update their clients. Minimally, he can maintain a vanilla ASCII interface as a stand in until the third party clients are updated. I don't see it happening because he thinks that somehow he will lose control of the project, but IMHO it will leave him time to do what he does best: the server engine....
I don't like the fact above-ground forts are nearly impossible to build, mostly because, it takes about 30 something wooden logs to build a compressed 5x5 house with a roof, not including furniture. You'd have to flatten a mountain just to get decent walls. This restricts you to the under-ground wasteland. Of course, unless you feel like elfing it. I just get so tired of being bound to the ground... I want to be free!
I don't like the fact above-ground forts are nearly impossible to build, mostly because, it takes about 30 something wooden logs to build a compressed 5x5 house with a roof, not including furniture. You'd have to flatten a mountain just to get decent walls. This restricts you to the under-ground wasteland. Of course, unless you feel like elfing it. I just get so tired of being bound to the ground... I want to be free!
Or use the underground for your resource. You could start up one of them... oh, what do they call that... mining operations... to get stone from the ground.I don't like the fact above-ground forts are nearly impossible to build, mostly because, it takes about 30 something wooden logs to build a compressed 5x5 house with a roof, not including furniture. You'd have to flatten a mountain just to get decent walls. This restricts you to the under-ground wasteland. Of course, unless you feel like elfing it. I just get so tired of being bound to the ground... I want to be free!
Uh, people do it all the time. You don't need to "flatten a mountain," you just need a quarry nearby.
I was going to post a new topic but this will do...
Why isn't there an actual warning that when you abandon fortress, you can never reload it again?
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Well, sure Murky Pools!
But arn't they poisonous? And technically hard to get to unless you put a well ontop of them?
Aquifiers unless you use tricks are useless and inhibiting.
Possibly my newbiness at defense is what is making this a larger issue for me than for most people, but no... refilling pools do not cut it once you get beyond a certain fort size. Even non-ill dwarves start sucking down water occasionally for reasons not entirely clear to me.
Possibly my newbiness at defense is what is making this a larger issue for me than for most people, but no... refilling pools do not cut it once you get beyond a certain fort size. Even non-ill dwarves start sucking down water occasionally for reasons not entirely clear to me.
You ran out of alcohol.
Yes, your stocks may say you have alcohol left, but remember dwarves drink from the barrel, and any drinks in that barrel they *aren't* consuming also aren't available for anyone else. So when Urist McThirsty goes to get a drink, and notices all the barrels of booze currently have dwarves doing kegstands on them, he can't simply wait his turn, he wanders over to the nearest water to sate his thirst.
I will now proceed to search the wiki and ask on the forums, but the bottom line is that the difference between a dump ZONE and a refuse STOCKPILE is rather arbitrary, and the function of each, and the interplay between the two is downright arcane. Add to that the fact that a properly formatted dump zone can preserve infinite amounts of stuff forever, and what you have basically is a very old bug no one ever got around to fixing because it helps fix yet another annoying aspect of the game -- clutter. It's entirely too difficult to organize.Actually you are wrong here. Dump zones and refuse are completely different concepts. You will see it yourself if you try to make dump zone over magma moot or chasm. It's a good way for actual never-see-it-again disposal of anything burnable for the first case, and anything carryable for second.
I will now proceed to search the wiki and ask on the forums, but the bottom line is that the difference between a dump ZONE and a refuse STOCKPILE is rather arbitrary, and the function of each, and the interplay between the two is downright arcane. Add to that the fact that a properly formatted dump zone can preserve infinite amounts of stuff forever, and what you have basically is a very old bug no one ever got around to fixing because it helps fix yet another annoying aspect of the game -- clutter. It's entirely too difficult to organize.Actually you are wrong here. Dump zones and refuse are completely different concepts. You will see it yourself if you try to make dump zone over magma moot or chasm. It's a good way for actual never-see-it-again disposal of anything burnable for the first case, and anything carryable for second.
The problem with alcohol and some objects (like Bolts) is that they are used up SOOO FAST and require constant diligence to restocking.
The problem with alcohol and some objects (like Bolts) is that they are used up SOOO FAST and require constant diligence to restocking.
Power cranking food and booze is a constant battle. If you grow food too rapidly, the spare barrels get filled up with food as the dwarves drink them dry, then there is no space to make more booze....
That in itself is the main reason my first fortress eventually became a food production monstrosity. I just kept cranking barrels. I had a decent number of trees, and after a while I would order trees from the humans AND the dwarves and buy all of them plus all the empty barrels I could as well.
This methodology is sustainable only because there is also a cap on the number of dwarves. LOL! Otherwise I swear you could devote a map to growing and boozing and eventually they would drink it dry.
I eventually learned to just stop planting for a few seasons if the situation gets too out of hand. I guess the rule of thumb is keep plenty of food and twice the booze, and let off the accelerator when you note your booze count diving toward your food count.
The problem with alcohol and some objects (like Bolts) is that they are used up SOOO FAST and require constant diligence to restocking.
Power cranking food and booze is a constant battle. If you grow food too rapidly, the spare barrels get filled up with food as the dwarves drink them dry, then there is no space to make more booze....
That in itself is the main reason my first fortress eventually became a food production monstrosity. I just kept cranking barrels. I had a decent number of trees, and after a while I would order trees from the humans AND the dwarves and buy all of them plus all the empty barrels I could as well.
This methodology is sustainable only because there is also a cap on the number of dwarves. LOL! Otherwise I swear you could devote a map to growing and boozing and eventually they would drink it dry.
I eventually learned to just stop planting for a few seasons if the situation gets too out of hand. I guess the rule of thumb is keep plenty of food and twice the booze, and let off the accelerator when you note your booze count diving toward your food count.
I just tell my prepared meals stockpile to not accept barrels - that way I can clear the food out of my barrels by cooking it. (Also, makes it much easier to trade if i want/need to).
Those long times where like, nothing is happening... No raids, sieges, thieves, snatches, nothing... food and water is available at all times... nobody is insane or in jail... everyone has a job and is doing it happily... Unicorns aren't acting up... it's... so... boring... Zz.z.zz...
... I think the lack of coherent goals is what makes it difficult to pick up and play for many people...
True, I ran into that problem a while back. Took me a while to even realise where all my barrels were disappearing to.The problem with alcohol and some objects (like Bolts) is that they are used up SOOO FAST and require constant diligence to restocking.
Power cranking food and booze is a constant battle. If you grow food too rapidly, the spare barrels get filled up with food as the dwarves drink them dry, then there is no space to make more booze....
You need to tweak your food production down slightly. With enough small fields (say twelve 2x2 instead of one 6x8) you increase the number of fields you can set to fallow or fertilise to slightly modify production.
Every year your food count increases (excluding trade) set one or more fields to go fallow for one or more seasons - use your discretion. If your food count decreases over a year then build more fields, trade for more, or use fertiliser (in order of increasing Fun). Remember that your growers will naturally increase in skill, so a small deficit can turn into a huge surplus after a few years. Likewise, the death of your legendary+5 grower might mean you need to supplement your food production.
You need to tweak your food production down slightly. With enough small fields (say twelve 2x2 instead of one 6x8) you increase the number of fields you can set to fallow or fertilise to slightly modify production.
Every year your food count increases (excluding trade) set one or more fields to go fallow for one or more seasons - use your discretion. If your food count decreases over a year then build more fields, trade for more, or use fertiliser (in order of increasing Fun). Remember that your growers will naturally increase in skill, so a small deficit can turn into a huge surplus after a few years. Likewise, the death of your legendary+5 grower might mean you need to supplement your food production.
You can also just have special stockpile for finisehd food, booze pile and cooking/brewing supplies pile.
If you manage to fill one of them, it ends up okay if you set up production with surplus:
Full Food stockpile will clutter kitchens, slowing down production. It will not use up additional barrels. And if surplus rots, who cares, as long as your dwarves are well fed.
Full Booze stockpile, ditto. It will consume barrels, but again, clutter to the rescue! Eventually, dwarves consumption speed and clutter level in still will result in even balanced system with no additional barrels needed.
And far as source food: Well, plants will rot. Yawn, you have surplus, it will be okay.
---
Workshop Clutter: One of Best features in game.
I just make an unfathomable amount of barrels and food storage spaces.
I could feed the world! MWAHAHAHAHAAA!!!
I just make an unfathomable amount of barrels and food storage spaces.
I could feed the world! MWAHAHAHAHAAA!!!
Hehe, that was largely my plan of action.... I just kept falling behind on the barrel part.
Hey, if Threetoe is still monitoring this at all for its original purpose, I'd like an option to shut down graphics entirely until some defined announcements take place, if this would tend to make the game go faster. There are times when I have df going in the background because it's just really nothing but a wait for something to happen I have predetermined, and short of invasion notifications or the like, I just want to fast forward.
I just make an unfathomable amount of barrels and food storage spaces.
I could feed the world! MWAHAHAHAHAAA!!!
Hehe, that was largely my plan of action.... I just kept falling behind on the barrel part.
Hey, if Threetoe is still monitoring this at all for its original purpose, I'd like an option to shut down graphics entirely until some defined announcements take place, if this would tend to make the game go faster. There are times when I have df going in the background because it's just really nothing but a wait for something to happen I have predetermined, and short of invasion notifications or the like, I just want to fast forward.
Unfortunately that won't really help.. setting graphics FPS to 1 in the init file should be essentially the same thing, which doesn't do much of anything.
True, I ran into that problem a while back. Took me a while to even realise where all my barrels were disappearing to.The problem with alcohol and some objects (like Bolts) is that they are used up SOOO FAST and require constant diligence to restocking.
Power cranking food and booze is a constant battle. If you grow food too rapidly, the spare barrels get filled up with food as the dwarves drink them dry, then there is no space to make more booze....
I've been playing DF for about a month now and the 1. problem for me is that this game hates me. Most new games now give you a reward for successfully zooming in and out; DF punishes you for every single mistake and laughs in your face: "You forgot about water pressure didn't you moron? Haha, you dwarfs can't swim and they never will. Good luck making a new fort with you plant gatherer and paraplegic hunter, bitch."
QuoteI've been playing DF for about a month now and the 1. problem for me is that this game hates me. Most new games now give you a reward for successfully zooming in and out; DF punishes you for every single mistake and laughs in your face: "You forgot about water pressure didn't you moron? Haha, you dwarfs can't swim and they never will. Good luck making a new fort with you plant gatherer and paraplegic hunter, bitch."
Funny, this is the #1 reason I can't stop playing the game.
Also the game has very little replay-ability(?), should have more "new game +" features and keep players interested. You got a fortress with 500 dwarves? - you can start with 8 folks from now on. You survived for 10 years in freezing/scorching climate? - you get the option do adjust the overall temperature in world creator. You killed 50 elf caravans? - you get to adjust the elf population in world creator... This would also allow goal-oriented scenarios (export over 9000 ores, provide X power to your dwarf kingdom, secure an outpost in hostile territory) or playing in challenge mode (like the ones on DFwiki).
This suggestion rubbed me completely the wrong way.Don't you understand? This is the generation of achievements. We need a way to show off our e-peen gaming prowess!! rawwr!Also the game has very little replay-ability(?), should have more "new game +" features and keep players interested. You got a fortress with 500 dwarves? - you can start with 8 folks from now on. You survived for 10 years in freezing/scorching climate? - you get the option do adjust the overall temperature in world creator. You killed 50 elf caravans? - you get to adjust the elf population in world creator... This would also allow goal-oriented scenarios (export over 9000 ores, provide X power to your dwarf kingdom, secure an outpost in hostile territory) or playing in challenge mode (like the ones on DFwiki).
If this was in the game, I would be here complaining about how it turns me off. It's a mechanic that says "you're playing a game, score points". Dwarf Fortress is a sandbox, points are unnecessary and detrimental.
Interesting challenges are beyond the computer's ability to understand anyway. You could never program in an achievement for something like The Underworld Challenge (http://www.bay12games.com/forum/index.php?topic=17345.0).
Don't you understand? This is the generation of achievements. We need a way to show off our e-peen gaming prowess!! rawwr!
For future development I suggest the devs focus on optimizing old features before adding new ones. Cows can't be milked; soap can't be used; workers are stronger and tougher than soldiers, no (work) animals can haul...
Why is the game punishing me with nobles?
unexplainably huge recovery times for a Superhumanly Tough Dwarf *A year and ongoing to mend a broken leg*
the one that takes the cake is the inability to identify who or what killed who in the universe where, and it involves me searching around for a long time looking for Urist McDorf who got eaten by the local fauna while Hunting or Chopping Wood.
Urist McDorf has been stricken down by the Cock Goblin in 221 Late Spring.
It'd be nice if the view-location option in their menu in the unit selection screen is changed so you can view where they got killed.
Hey, Footkerchief, how long it took you to memorize all those core components, requests, bloats and power goals from development pages? lol
I was... it was brought up that we should have to complete some objectives to unlock certain aspects of the game. That's lame IMHO. It's a sandbox, not some kind of unlock fest full of achievements for showing off.Don't you understand? This is the generation of achievements. We need a way to show off our e-peen gaming prowess!! rawwr!
Please try to argue in good faith rather than misrepresenting your opponent's position. It's widely acknowledged, by Toady as much as anyone else, that both game modes have a severe lack of challenges and scenarios.
Would there be a way to limit the number of migrants that arrive at one time? I mean, for Armok's sake, they're dwarves, not Mexicans.There is now. Change the pop cap in the init file. It shouldn't go above that in multiple waves, and a single wave will take you at most a few dwarves beyond the cap.
Bitchin'.
I missed one more, and I was reminded of it when my Dungeon Master arrived with his entourage.
I've had a massive issue with migrant-splosions in all of my fortresses, larger than the catsplosion *Both conventional and thermonuclear* could ever hope to become. All of my migrant waves have been well over 20 *My first migrant wave in one fortress was 35!!!*, which, even with huge surpluses I enjoy, cause the entire economy to nearly implode unto itself. Would there be a way to limit the number of migrants that arrive at one time? I mean, for Armok's sake, they're dwarves, not Mexicans.
For me the issue is not the absolute pop limit, but the rate of growth. To the best of my knowledge this cannot be controlled in the init, only by limiting the wealth of your fortress.
Get 40d##
First, obviously the graphics. Some basic tileset needs to be the default because 90% of computer users are just not ever going to go in and change the init, even if its easy.There are like 45 points of delaggifying options in the init, primarily focused on easing graphic rendering.
Controlling your dorfs is very indirect and subtle. There are lots things you need to do to ensure that stuff happens, and lots of tricks, sploits and subtle suggestions are required to make specific things happen (IE encrusting this table and only this table). Also it should be possible to set priorities like: Plant until the fields are full, and only then go and make bolts until bones are used up and only then go haul. This is really important for time critical things like tanning and LEVERS. Trade especially took me half a dozen forts before I got to work, even looking at the wiki.
Second, the difficulty in managing a continuous flow of resources. It should be possible (with whatever bookkeeping and paperwork requirements) to tell my cook to keep my stocks of prepared meals around 100 and make more as neccisary but don't make extra because I don't need them.
The various buildings, constructions, designations, zones and what not are confusing. They make perfect sense to me now, but it took a while to figure out what sorts of things I needed to designate and what sorts of things need a building.
A tutorial, or example fort would be great. Just something basic that shows how to embark, dig, farm, make stuff and trade.
FPS is fine for me, but other people must be suffering. There should be an option to abstract things, like water falling from a river into a chasm becomes "watefall" tiles that eat all the water they touch and emit mist sometimes, but otherwise don't need any falling/pressure calculations unless you mess with them.
Performance.
Yeah, I know it can't be fixed easily. But I have learned to adapt to pretty much everything else. It's just that there is a not-all-that-hard-to-hit limit after which I can't play anymore because the framerate implodes. Then I stop playing DF for a couple weeks.
I play on an $800 laptop and can swing pretty big fortresses, usually 5x5 or 6x6 with mountains. I intentionally limit myself to 100 dwarves and kill off any extras, but I mean, seriously, all the cool stuff tanks performance. Rivers? Ow. Waterfalls? OW. Sieges? OH GOD OW. Clowns? AAAAAAAAAAH MAKE THE SINGLE FRAMES STOP (well, flaming clowns anyway). I love the detail, and as a programmer myself I know how much of a cast-iron bitch it can be to make complex stuff run at a reasonable pace, but it still really is what throws me out of playing.Performance.
Yeah, I know it can't be fixed easily. But I have learned to adapt to pretty much everything else. It's just that there is a not-all-that-hard-to-hit limit after which I can't play anymore because the framerate implodes. Then I stop playing DF for a couple weeks.
It's kinda funny. My first week or so playing this I made the comment that it was rather ridiculous to need a $5000+ computer to play a game with hardly any graphics. I thought I was exagerating at the time.... Someone even made fun of me for saying it. I think in retrospect this appears to be a very, very common and serious drawback to the game.
Idiot dwarves.
Actually, this is one of the things I love about the game.To each his own, I guess. But for my part, I think I'd rather make a challenge for myself (glass tower, etc.) than have the challenge be that all your dwarves are compulsively trying to kill themselves.
There is mouse functionality for designations, but it's not very good. You should be able to use it as if you were using a mouse in MSPaint when it's zoomed all the way in. Drawing boxes, fills, circles, etc.
It would be nice to be able to select a dwarfs, right click and have a menu open with context sensitive options for what you have selected. Also, right hold drawing: Right button hold, draw a box, release button, menu pops up, select dump, hide, harvest or whatever is possible with said items.
On a similar note, I don't like having to go rescue dwarves that accidentally strand themselves on top of a perch or behind a wall during construction. I nearly lost 5 dorfs that way.
On a similar note, I don't like having to go rescue dwarves that accidentally strand themselves on top of a perch or behind a wall during construction. I nearly lost 5 dorfs that way.I heard there's a fix for that: Suppose you want to wall up a room. Build one wall inside the room, adjacent to your "real" wall, and suspend it. Build the "real" wall. Your dwarf will go to build the real wall, but he can't do it while standing on a suspended construction, so he'll do it from the other, safe side - from outside the room. When you're done, remove the order for construction on the fake wall.
However, if you're building an actual long wall with 10 tiles, you'd have to build each tile individually which would be annoying.
Idiot dwarves.
There is mouse functionality for designations, but it's not very good. You should be able to use it as if you were using a mouse in MSPaint when it's zoomed all the way in. Drawing boxes, fills, circles, etc.
It would be nice to be able to select a dwarfs, right click and have a menu open with context sensitive options for what you have selected. Also, right hold drawing: Right button hold, draw a box, release button, menu pops up, select dump, hide, harvest or whatever is possible with said items.
Not enough mouse control. You got my vote.
Actually, I just build 9 at once, and then go back for the last one when they're done and all my dorfs are safe.Er, I mean if you have a wall outside, and then want to build a wall on top of it - do you see what I mean? Then you have to build every tile in a specific order, outmost to innermost.
Actually, I just build 9 at once, and then go back for the last one when they're done and all my dorfs are safe.Er, I mean if you have a wall outside, and then want to build a wall on top of it - do you see what I mean? Then you have to build every tile in a specific order, outmost to innermost.
Ah, scaffolding... I always cringe when I hear that in meetings concerning new code projects...Actually, I just build 9 at once, and then go back for the last one when they're done and all my dorfs are safe.Er, I mean if you have a wall outside, and then want to build a wall on top of it - do you see what I mean? Then you have to build every tile in a specific order, outmost to innermost.
What I do is build stairs adjacent to the entire wall as scaffolding, and tear that done when.
Or, you can also build a narrow allure (wall walk) behind the wall where your dwarfs can stand to build the wall.
It violates my coder nature to build something that's just going to be deleted later.
Err, I think you read too much into what I said and maybe took it too far. I delete lots of code (most of it the other people in the office that are doing it wrong ;)) but I tend to dislike creating my own throw away code unless it's necessary. There's a difference between re-factoring, and just simply throwing up code to make something work for the boss. I tend to plan out my program and create it "the old fashioned way" instead of the new "agile development" ways where you barf up something then go back and fix all it's problems. Yes, barf coding leads to faster demonstrable items, but it also leads to some of the particularly fun sites like DailyWTF. Have I done it... Yes. Have I hated to do it? Yes. Have I learned from it? Yes. But jumping the gun by saying I NEVER do something because I said I hated to do something just is taking what I said WAY too seriously.It violates my coder nature to build something that's just going to be deleted later.Being too attached to not deleting your code can lead you to make poor decisions, because quite often deleting code is exactly the right thing to do (my most productive days are ones where I delete tons of code).
One of the most important programming skills I know of is being able to look at what's going on with fresh eyes and say, okay, what are we really doing here, and do we need all this? Could we be doing it in a different way?
Well, yeah, but they are not really scaffolding in the same sense, I think. The scaffolding in construction is absolutely required because you can't build otherwise. The game scaffolding isn't really necessary; you could theoretically program it the right way the first time.
My biggest problem is that I have to find a site with everything. It must be 4x4 (to avoid lags) and must have/be HFS, Magma Pipe, Underground river, Aboveground river, Cold climate, Terrifying, flux, and a chasm.
If I get a fortress going without one of those features, I'm stuck without it unless I want to restart with a measly 7 dwarves and a wagon. This means that either I suck it up and don't use Adamantine/magma, or I spend hours genning worlds and failing to find anything using the site finder.
If Dwarf Fortress could be adapted so that a Fortress mode game could overcome lack of resources, lag due to large sites, aquifer frustration, lack of good neighbors, or other problems from having a fixed site, that would be great.
I made a thread in Suggestions about Mass fortress migrations. Mass migrations, though somewhat unrealistic and un-fortresslike, would solve every problem I've ever had with this game. Check it out:
http://www.bay12games.com/forum/index.php?topic=47674.msg963178#msg963178
Malrin, you could try ignoring flux and just building in a reaction for any rare stone to become flux.
For example, if you want dolomite veins, you could just get any old site, find some random stone that is in veins (say, microcline), and pretend that microcline is dolomite. Then replace an existing reaction (something dumb like fine pewter) with 100 microcline > 100 dolomite.
I suppose there's a point where the amount of decisions and repercussions you have to deal with starts becoming a turn off for me. I know that's the core of "fun," but as a new player who still has dreams of things just the way they want them...at times I find myself staring at the game on pause going "ugh, I know where I need to start, I just don't want to."
For example, the last three caravans to my map have gotten ambushed the second they've reached the map, and I'm need of some supplies. The magnitude of what it will take to ensure the caravan's survival from now on is....daunting. Maybe I'll just do it the lazy way, and stake 20 war dogs out in the middle of no where as goblin bait, and buy myself at least one caravan trade.
It's still enjoyable, but DF definitely appeals to people with a masochistic sense of gaming sometimes.
Also the fact that some menus allow the arrow keys for scrolling, like trading or custom stockpiles, while everything else requires + and -.
Thundrim: I think it will become even worse in the new version :). Yes, we will get more different new features everywhere, but now we will want not only magma and underground rivers, but these features as well :). => Tons of regens
Making custom reactions or editing microcline to be a flux material solves the flux problem, but I still want a map with everything on it.
Thundrim: I think it will become even worse in the new version :). Yes, we will get more different new features everywhere, but now we will want not only magma and underground rivers, but these features as well :). => Tons of regens
How does that result in "tons of regens" when all or most of those features, including magma, will be on essentially every embark area?
Oh, and there won't be any underground rivers at all.
I think you're just a bit confused about how the new underground system works.Making custom reactions or editing microcline to be a flux material solves the flux problem, but I still want a map with everything on it.
I don't think DF should ever allow this, personally.
Giving you everything no matter where you are makes site choice effectively meaningless, and if that happens, civs can never have conflicts over resources, and all the detail put into the geographical/geological features will be moot, not to mention the basic strategy involved in choosing a site that best fits what you want to do and adapting to it.
Balance, as broad as that term is, is just another symptom of how big the development load is for DF. "Animals" from a true balance perspective, are broke in more ways that one. Let them breed uncontrolled for 5 years and you can have a brainless military 10x the size of your fortress. I don't care how bad ass that troll is, throw 50 warhounds just at him and he's dead.
So I try not to take balance too seriously, because the lack of balance is what makes DF fun in the end. It's what lets you do all sorts of broken and ultimately pointless things.
My biggest objection to the speed difference between your average dwarves and dogs isn't that its unrealistic...it's that my dogs assigned to protect important dwarves are never there when I need them.
The pathing AI just needs another pass, like half of the game. If you choose to let one particular problem annoy you, it's a crap shoot when it will actually get development time back into it.
Although yeah, this particular one has been bugging me too lately. Trying to finish off an expansion to my fortress gates (again) and constructing one critical block results in a trapped worker.
After racing to get the worker out of the spot by breaking a hole in my defenses, no one will clear the rubble so I can plug the gap. So my defenses are open and the goblins can side-step my trap field, and the trader just showed up with their customary 17 goblins. Lovely. It made me put the game down last night (that and the time) because I just didn't want to deal with the hassle of it.
I guess a real pet peeve of mine is that dwarves tend to go after objects on z-levels above them rather than actually evaluating what's underground vs above ground, what's in a stockpile, what's not in a stockpile....I'm sure it saves on processing....but I have soldiers during siege conditions leaving my fortress to grab a shield that's been there since the start of the game. That's just bloody infuriating, especially when I have 15 shields SITTING IN THE ARMORY NEXT TO THE MAIN ARTERIAL OF THE WHOLE FORTRESS, TWO STEPS FROM WHERE I ACTIVATED THEM. I've screamed at dwarves more than once for that, and is the primary reason I scumsave, usually because I don't know about until I get the notice they're bleeding to death.
I know I should be using orders and forbidding/claiming left and right...but juggling all that for a yearly siege is just another set of tedious labors the player has to handle. Hopefully that gets addressed in full by the whole "dwarves sorting out their own equipment."
I believe in my heart of hearts that proper balance does not lead to more problems, but less. In the aforementioned example, a troll should be able to squash a half dozen dogs at a time. I had a dragon invasion for the first time today... very anticlimactic. He belched flame once, and I can't even tell who at, supposedly. No one appears to have even been singed. Then three legendary wrestlers killed him without incident.
Wrestlers.
[...]
We will see what it looks like when the next version is out. But unless the army arc is more challenging than I imagine, it will just be redundant. All the combat is busted due to lack of realism, hence a lack of the feeling of immersion.
I can't count on my fingers and toes all the times someone has died and I have to shut down the whole game, save, restart, abandon fortress, go slogging through the history in legends mode, just to get an idea WHO killed the person to beg in with...???
The dwarfs refused to remove the doors. I built an extra furniture storage. They still refused. I built a furniture storage specifically FOR doors. They removed all but one door and put them all in the non-door-specific furniture storage...?
I'll never know why they left the last door. The storage spot for doors remains entirely empty. The door melted in the lava.
Dogs being faster than dwarfs is BASIC.
QuoteQuote from: RockphedQuote from: Topace3kQuestion for toady & friends. Are there any plans to give creatures more accurate stats? I'm talking about all creatures, above and below ground. For example, movement speed. Cheetahs are currently the same speed as cats. Wolves and such should really be able to outrun unskilled dwarves. Is any of the raw update dealing with this kind of thing, or is that for another day?
Toady One has mentioned a desire to separate movement speed from speed at other actions, though I beleive he also said it was not going to happen this release. My search fu is weak, so I can't get a betrer reference for you.Quote from: AqizzarWas the very first part of this cycle breaking creatures down into 6 physical stats and 11 mental ones? Though I recall that he had some trouble regarding separating Agility and Movement Speed.
Yeah, that's right. I can't just change the speed variable because it also influences the number of attacks (and everything else). These are going to be teased apart at some point in the combat arc, when it really starts to matter (in the sense that the current situation is untenable for "version 1" combat). When that work begins I have no idea.
In terms of attribute effects, it currently uses agility and strength to determine the change in speed from the raw value. There have been some ideas floated for how to change agility into more variables to differentiate the dancers from the surgeons and crafters, but there's something aggravating down there that is similar to the question of breaking strength up by body part (which is a bit excessive/memory hoggish), so I'm not sure what's going to happen.
Why do so many people just throw out ease of this and that, they can't possibly know all the in and out that toady does in order to really judge the difficulty of the vague idea.
That's all well and good, but you can't even buy the stuff from other regions at an exorbitant price.
but to my way of thinking, yes... You should be able to find a site with everything the game has to offer without having to regen worlds continually.
My new pet peeve is balance. Dogs are not as fast as dwarfs. I don't care how frightfully experienced a dwarf is, it does not outrun a dog. Now, I've never seen a kobold, but in my humble opinion same concept applies.
I find it annoying and emblematic of what happens when one person tries to do what a team of people ought to be doing.
Personally, I'd love to see the economy of the world take off a little better. If you need flux material, you should be able to tell your tradesman you want to buy flux at XXX per unit and caravans will automatically send word to who they visit and possibly buy/sell goods to profit. It would be like what like X did with bases. You could set prices on goods and trade ships would buy/sell goods from/to you. If you needed any resource, you could "post" a request on the trade board and caravans would attempt to find you goods.That's all well and good, but you can't even buy the stuff from other regions at an exorbitant price.
Then the problem is that you can't buy it. The ability to, say, buy glass blocks and melt them down for your own glass items is reasonable and should exist.
"I had a dragon fight some lions, and after a little bit of dragonfire and close combat, I ended up with a dragon covered with the gramatically-in-progress "lion melted fat spatter"."
# Small creatures are now able to take on larger creatures by pecking away at their bodies, something which was impossible in the old version.
* Thanks to the material rewrite, though, a well armored knight will fare without many problems against 20 groundhogs.
* Multiple small attacks will have a cumulative effect
The standard amount of layers (around 15) has been scrapped and increased dramatically, upwards of 50-100 layers.
My new pet peeve is balance. Dogs are not as fast as dwarfs. I don't care how frightfully experienced a dwarf is, it does not outrun a dog. Now, I've never seen a kobold, but in my humble opinion same concept applies.
...Another thing that turned me off was the complexity of setting up your game options in general. Most people are unwilling to reach into the game folders, crack open a text file, and start swapping values.
...
Also, while this wasn't much of a problem for me personally, many people can be put off by the sheer complexity of starting your first few fortresses. Genning a world, picking your site, picking your starting gear all become easier once you know what you are doing, but in the beginning, it's pretty easy to screw yourself over. A simple play-through tutorial scenario would be a great help to get people into the game.
Then I will just make "fake moats" which are filled with lava once goblins channel in :). Ah, lots of fun in future.
That's why I plot the guts of my fortress out before anyone starts digging, and expand it a pre-planned section at a time. Doesn't stop me from making mistakes, but I make fewer.
The User Interface.
:( :-\ :'(
The right order:
:( :-\ :'( :( :) :D ;D
THis may sound weird or trivial, but for me, it's messing up dig projects and being unable to "fix" the problems because you can't engrave constructed walls.
I like big polished engraved forts and if the digging goes wrong and I can't fix, have to start over from scratch, and sometimes I've invested too much time to do that, so I stop for a while.
Nothing in the entire world today would be engraved if you had to do it in living stone, except a handful of stone age cave sculpts.
Item number one as a new player was definitely the ASCII. I just couldn't follow it. I discovered the mayday tileset, and will not be going back for a long while.
The complexity and interface weren't so bad for me, chiefly because of tinypirate's tutorial. I didand still do have problems with managing idle dwarves, however. I like the idea of having some dwarves just auto-do certain tasks, but I digress.
The other issue I have is the "when is something going to happen?" Problem. Often I run df in the background because until more migrants or traders or goblin Christmas, I just don't have anything to do.
There's also some bugs with the "stay outside " order, and I wish some of the job cancel spam would stop, but now I'm just nitpicking.
You name means "they were going" in Spanish.Vamanos!
The other issue I have is the "when is something going to happen?" Problem. Often I run df in the background because until more migrants or traders or goblin Christmas, I just don't have anything to do.
Does really nobody care about the stocks menu? :(
Does really nobody care about the stocks menu? :(
We do. But there's just so many things like this we usually just say "interface" ;)
Also: I can't stand the idlers and always have to keep everyone busy. That means a lot of micromanagement. Some kind of labour automation is my dream.
(but they still try and path to these coins, so that takes a toll on your system).
Sadly, one of the core necessities for the economy is coins, and apparently the minute you make them dwarves spend all their time getting them, putting them in bags, taking them home, putting them in chests, taking them back out, taking them to the store, etc etc etc.
That's actually wrong. The dwarvern economy runs very well with "credit." The need for coins is merely a fabrication. If you don't make them, the system works. If you lock them all away in a "vault," the system works (but they still try and path to these coins, so that takes a toll on your system).
Perhaps more a suggestion and I know that DF is mostly a sandbox game but scripted mission support would really add another layer of challange to the game. Beeing able to create scripted mission events and objectives, such as gain 1,000,000 fortress worth before year X, produce 200 cat leather socks or survive the scripted attacks for X years in the fort given to you.
bazaar prices are generally too low, one dabbling stonecrafter can produce enough crafts in a month to buy the entire caravan.I believe only correct and DFish way is to simulate world market, with caravans being actual entries traveling around and trying to make profit. So prices would be demand-driven, and mugs soon reaching near-zero value due to overproduction.
I agree that the interface could use a fair amount of streamline, but I see little point in graphic update since the items needing graphics is growing and or changing, a time sink between releases.
I believe only correct and DFish way is to simulate world market, with caravans being actual entries traveling around and trying to make profit. So prices would be demand-driven, and mugs soon reaching near-zero value due to overproduction.
Although this approach makes it nessesary to make stuff like mugs be actually useful so someone would need them. And to be breakable, so there always would be some demand.
This is covered by Caravan arc, so its not defect, but just not-finished-yet.
I dislike that certain tasks are completed so quickly (most especially: mining).The only reason I modified Dwarves to have speed:0 is so I do not need to wait a fortnight to begin working on anything. And that's not even considering you want them to work even slower.
and I dislike that certain tasks are completed so quickly
Quoteand I dislike that certain tasks are completed so quickly
....wat?
Yeah, I agree that rocking chairs should take a dwarf a month to chip together.Quoteand I dislike that certain tasks are completed so quickly
....wat?
Some people desire things to be as boring as real life
You have to wonder when a miner can clear a solid rock room in the same amount of time it takes to make a fine meal.Yeah, I agree that rocking chairs should take a dwarf a month to chip together.Quoteand I dislike that certain tasks are completed so quickly
....wat?
Some people desire things to be as boring as real life
The fact that resources are so limited - and acquisition of resources through trade is extremely difficult. I don't mind a huge chunk of stone being required to make a wall, or even a stone chair. But when a giant heap of marble produces only one stone earring, then the game's simplification has been taken too far.
It's too expensive, resource-wise, to train certain skills, but skills increase so rapidly that people can be come masters of their craft after less than a year.
I dislike losing access to resources because of lack of skill (example: mining), and I dislike that certain tasks are completed so quickly (most especially: mining).
Mining works like this too: It is even harsher since most maps have very limited soil z-layers to train miners without destroying stone, when you are done with them, every lost miner means that you are going to loose ~100 stones as he trains.This makes me wonder. Did anyone EVER run out of free stone?
I imagine that a long-running fort on a small embark would run out, especially if the area was relatively flat and lacked underground features. In such a situation (particularly if you have half a dozen soil layers/aquifers like my current fort), you never make stone crafts. Even wood crafts are more useful, as I can at least grow trees.Mining works like this too: It is even harsher since most maps have very limited soil z-layers to train miners without destroying stone, when you are done with them, every lost miner means that you are going to loose ~100 stones as he trains.This makes me wonder. Did anyone EVER run out of free stone?
Most players bother with how to get rid of it, not to 'save' it, utilizing atom-smashers, catapults, magma, etc.
Also still need click and drag mouse support. No more "enter, shift + right, shift + right, down, down, down, enter" to make a simple hallway.
I imagine that a long-running fort on a small embark would run out, especially if the area was relatively flat and lacked underground features. In such a situation (particularly if you have half a dozen soil layers/aquifers like my current fort), you never make stone crafts. Even wood crafts are more useful, as I can at least grow trees.Mining works like this too: It is even harsher since most maps have very limited soil z-layers to train miners without destroying stone, when you are done with them, every lost miner means that you are going to loose ~100 stones as he trains.This makes me wonder. Did anyone EVER run out of free stone?
Most players bother with how to get rid of it, not to 'save' it, utilizing atom-smashers, catapults, magma, etc.
Indeed, you can easily run out of stones on 2x2 map or on 1x1 mano fortress embark. Flat, no-magma map. Quite constrained resource-wise.I imagine that a long-running fort on a small embark would run out, especially if the area was relatively flat and lacked underground features. In such a situation (particularly if you have half a dozen soil layers/aquifers like my current fort), you never make stone crafts. Even wood crafts are more useful, as I can at least grow trees.Mining works like this too: It is even harsher since most maps have very limited soil z-layers to train miners without destroying stone, when you are done with them, every lost miner means that you are going to loose ~100 stones as he trains.This makes me wonder. Did anyone EVER run out of free stone?
Most players bother with how to get rid of it, not to 'save' it, utilizing atom-smashers, catapults, magma, etc.
This makes me wonder. Did anyone EVER run out of free stone?
Most players bother with how to get rid of it, not to 'save' it, utilizing atom-smashers, catapults, magma, etc.
One thing that *might* help - it helped me build a fort over the ocean. If you build a bridge over the floor you can deconstruct the floor through the bridge. This conserves stone, trains your architect (a tiny bit), and is just generally cool. Interestingly, you can even get rid of the "anchor" floor for a raising bridge, with no consequences.This makes me wonder. Did anyone EVER run out of free stone?
Most players bother with how to get rid of it, not to 'save' it, utilizing atom-smashers, catapults, magma, etc.
I've never run out of stone entirely (aquifer maps don't count) but there are times when a certain type of stone is rare. On my current map I'm trying to build a castle out of alunite and even after compromising with wooden floors there's a chance I may run out.
Which reminds me, the main thing turning me off of DF right now is the fact that you can't build walls on top of floors. I'm having to set up tons of little rooms and it is absolutely maddening.
every story I'd dig through a list of 500 stone types that meant nothing other than a name. NOTHING. If I wanted to use wood I'd dig through 20 wood types that meant nothing other than a name.
Why? Why not just have "Disguishious tree" "Tropical tree" or "iginoius stone" or what ever.
In theory it seems awesome, in pratice it seems silly.
every story I'd dig through a list of 500 stone types that meant nothing other than a name. NOTHING. If I wanted to use wood I'd dig through 20 wood types that meant nothing other than a name.
Why? Why not just have "Disguishious tree" "Tropical tree" or "iginoius stone" or what ever.
In theory it seems awesome, in pratice it seems silly.
If it seems silly, that's only because a lot of its function just isn't there yet, or you aren't noticing it.
214 items. Add soaps, metal bars and alloy bars and blocks... 250 building materials?We just need workshop material selection. So blocks would be made of /right/ stone, and same for mugs.
every story I'd dig through a list of 500 stone types that meant nothing other than a name. NOTHING. If I wanted to use wood I'd dig through 20 wood types that meant nothing other than a name.
Why? Why not just have "Disguishious tree" "Tropical tree" or "iginoius stone" or what ever.
In theory it seems awesome, in pratice it seems silly.
If it seems silly, that's only because a lot of its function just isn't there yet, or you aren't noticing it.
There are differences between most layer-forming stones are different in terms of what ores they can contain and where they show up, even within the same basic categories.
And as far as the useless stone is concerned, not all of them have to always be useless. Gypsum, for instance, is getting useful due to plaster in the next version. Cinnabar could be used for mercury. Value can be made more granular/variable/complex, and stones can have more fleshed-out physical properties (bauxite is already useful in being magma-safe).
And really, if a stone isn't particularly special right now, so what? It's not as if the brimstone cluster you find is actually going to be worth less than the felsite you found it it; it's just a different color, which might be useful to you anyway, in a sense.
Same deal with wood. Right now, trees don't produce fruit, or grow at different times, or have different wood values or sizes. The only thing right now that varies between them is density of the material, and this should also change.
08/26/2009: I'm back to combat text, which still involves some retooling of things as the text illuminates further problems, but I'm closer to being done with the combat revision, anyway. I found a lot of things wrong with the groundhog bite today. First, a groundhog ripped a lion in half and bit off a dwarf's arms... and it was using every part of its head (eyes, nose, etc.), not just its teeth, for the biting. After I fixed that up, it was still using its teeth like little needles and piercing brains and so on. I eventually got that sorted out.
Quote08/26/2009: I'm back to combat text, which still involves some retooling of things as the text illuminates further problems, but I'm closer to being done with the combat revision, anyway. I found a lot of things wrong with the groundhog bite today. First, a groundhog ripped a lion in half and bit off a dwarf's arms... and it was using every part of its head (eyes, nose, etc.), not just its teeth, for the biting. After I fixed that up, it was still using its teeth like little needles and piercing brains and so on. I eventually got that sorted out.
A day debugging GROUNDHOGS!? BOGGLE.
And worst thing? If you designate it different spot, list is in different order. It is guarantted to change order randomly. You have to find whatever you want to use every single time.
I'm with Fikes... at least partly.
Fikes, most of the "useless" features contribute heavily to DF's popularity. The game doesn't have that much of a gameplay, what makes it rich are the mindbogling details. And people actually do care about different stones, different trees and varied animals. It gives the game texture, deepens the immersion. I remember how happy I was that the game has real tree species in appropriate biomes, not just generic "trees". The other stuff, like paired clothes, different kinds of toys, etc. contribute to the stories and general craziness. I guess a huge part of DF's popularity comes from fun stories and hilarious situation it produces - these wouldn't be so great if it weren't for the detail.
BUT, and here I agree with you, the current implementation of "fluff" features is rather bad. Deeper level of detail should never hinder gameplay, never lead to much micromanagement, etc - and having to choose from hundreds of different stones/logs/blocks is just an example of bad implementation. Features like these should always be optional. The player should be able just to "build a workshop", without having to care about specific materials. Only if he wanted to, he'd say it has to be made of green glass blocks.
A plenty of people want material selection when producing items in workshop. I am very, very afraid that Toady implements it and makes it obligatory. I like being able to produce "stone throne", I don't want to be forced to select a specific stone, neither do I want the interface to be cluttered by dozens of "alunite thrones", "limestone thrones", "bauxite thrones", etc (wrestling interface, anyone?). I'd love material selection, but only if it's cleverly implemented.
The same goes for many features Toady adds. For example, the new military system sounds fascinating, the ability to set uniforms will surely be fun. But I'm afraid I'll have to set uniforms now, otherwise my soldiers won't wear anything. Actually, even the old military interface was a bit too detailed for my taste - I always wanted to be able just to "recruit a soldier and stop caring". You know... so he would select a weapon and gather the best equipment available by himself. The ability to create an army made only of buckler-wielding speardwarves was fun, but I didn't like that it was also obligatory.
We can use our minds to fill in the blanks between the graphics, we can use our minds to fill in the blanks between the stones.
I knw it's a workaround, but if you know what resource you want to work with, place a stockpile nearby and limit the contents to only that type. Forbid it from the "main" stockpiles and let the extra dwarfs ferry the goods to where they are needed. I tend to do the same thing for workshops. I make two rooms. One for the workshop and another for the resources for that shop. Sometimes I get creative and make the storage room surround the workshop which can also help with the noise factor.And worst thing? If you designate it different spot, list is in different order. It is guarantted to change order randomly. You have to find whatever you want to use every single time.
It is not random; the list is made in order of increasing distance to the location of the task you are assigning. So if you don't care what material it is, you can just pick from the top of the list.
Unfortunately most players do care...
I knw it's a workaround, but if you know what resource you want to work with, place a stockpile nearby and limit the contents to only that type. Forbid it from the "main" stockpiles and let the extra dwarfs ferry the goods to where they are needed. I tend to do the same thing for workshops. I make two rooms. One for the workshop and another for the resources for that shop. Sometimes I get creative and make the storage room surround the workshop which can also help with the noise factor.And worst thing? If you designate it different spot, list is in different order. It is guarantted to change order randomly. You have to find whatever you want to use every single time.
It is not random; the list is made in order of increasing distance to the location of the task you are assigning. So if you don't care what material it is, you can just pick from the top of the list.
Unfortunately most players do care...
Yes, it means having people that can shuffle resources around, but your builders don't have far to go and can keep busy.
Honestly, that's barely even a "workaround". Keeping materials where they're likely to be used often is pretty much a standard thing you should do whenever possible. In real life, it's kind of silly if the pantry is on the other end of the house from the kitchen, or if you keep your clothes in an armoire in the basement instead of your room.
- Hard to create what I want - I need to fiddle with custom stockpiles, locked doors etc. to make sure the mason uses the correct type of stone, jewelers encrust the right stuff and so on.
Of course, they also might be complaining about development time they think is being "wasted", but I'll say this: If it weren't for the amount of detail this game has in it already, it wouldn't have the kind of dedicated fanbase that it does. The most popular stories, Let's Plays, etc. that have happened probably never would have, and one of its most compelling and important marketing hooks would be vacant.
And I am going to get really tired of going through 4 pages of stone just to find Microcline because I want the statue to have blue shoes.
And I am going to get really tired of going through 4 pages of stone just to find Microcline because I want the statue to have blue shoes.
Wait. Let me get this strait: You don't want complicated, but you want to specify not only a statue of a dwarf, but a multi-coloured statue, and the ability to specify which colour goes where?
select stone from stockpile where material=microlite
forbid wood from ground where material!=oak and distance> 200
melt armor where size=narrow
The manager screen only has to sort and filter through a static list of a finite number of options which are impossible to change except during world gen: all the possible jobs that can be manager-queued. The build menus must scan out from the building point and locate all economically-allowed, accessible, unforbidden stone and this presumably involves a MASSIVE pathing check from the point of use. Once this list is enumerated it should work like the manager screen as far as distance\value\quality\string filtering but it's always going to need to be populated which will cause an FPS drag, that stuff changes in real time and must be thought of each time.
- Hard to create what I want - I need to fiddle with custom stockpiles, locked doors etc. to make sure the mason uses the correct type of stone, jewelers encrust the right stuff and so on.
I think Toady said something about this in one of the DF Talks, something about being able to "commission" things. Sadly, I don't remember which one it was, but it was during the questions. I think he used the example that the player should be able to commission a bunch of goblets and have an engraver engrave the king's face on them or something. And then there was a little bit of a discussion of the engraver involved in the process becoming unhappy after a while of the constant repetition, due to him not being able to express himself or anything. This won't be in the next version, certainly, but I'm expecting this to be in before the 1.0 release.
So, don't be too worried. Someday, we'll be able to have our graveyards filled with granite statues of each individual dwarf, each one with rubies in place of their eyes.
- Hard to create what I want - I need to fiddle with custom stockpiles, locked doors etc. to make sure the mason uses the correct type of stone, jewelers encrust the right stuff and so on.
I think Toady said something about this in one of the DF Talks, something about being able to "commission" things. Sadly, I don't remember which one it was, but it was during the questions. I think he used the example that the player should be able to commission a bunch of goblets and have an engraver engrave the king's face on them or something. And then there was a little bit of a discussion of the engraver involved in the process becoming unhappy after a while of the constant repetition, due to him not being able to express himself or anything. This won't be in the next version, certainly, but I'm expecting this to be in before the 1.0 release.
So, don't be too worried. Someday, we'll be able to have our graveyards filled with granite statues of each individual dwarf, each one with rubies in place of their eyes.
Someday will I be able to enchant them to kill graverobers, and will they be able to shoot lazers made of magic from the eyes ?
PowerGoal184, EYE LASERS., The treasure map you follow warns you to watch out for the eye beams of the guardian statue. You enter the chamber, and wrap a blindfold around the statues eyes. Sensing your intent, the statue's hands shoot beams of light into your eyes.
I'm an older gamer that has cut his teeth on games like Utopia (Intellivison), MULE, Populous, SimCity, Populous, Civilization, etc. I love sandbox, simulation, and/or god-games. I've been playing DF for about 3 weeks. It's an incredible game, very detailed. Yet it has some huge flaws that turn me off.This is something I've wonder myself. The game isnt constricted to the use of ascii tiles, it can use a unique tile for all items. I personally would be happy if he used foreign language character set ti supplement the ascii, to expand but keep the ascii feel.
1. ASCII - I don't mind ASCII graphics in general. But I think DF is too detailed for ASCII. There are way too many different items that are displayed with the limited ASCII set, resulting in many non-obvious representations. This increases the learning curve. Something like the tiled graphics from 25 years ago would be a huge improvement (Ultima III-Ultima IV for example). I'm using the Mayday tileset now, but this wasn't obvious when I first started.
3. In-game help - I find it almost impossible to learn this game without consulting the Wiki for every new job/workshop/feature/etc. The game doesn't tell me what each workshop needs for input or what it makes as output, nor what skills are used. There are many items in the game that I don't know what they even mean, much less what they are used for in the game.This has been suggested the most in this thread. Anything would help like hot link to the wiki that can have the URL updated from the RAWs.
4. Game feedback - The game won't tell you why the dwarves are not doing what you want. For example, I bought some crossbows from the first caravan. After I equipped them, all my miners stopped digging. The game won't tell me what is wrong. I have to consult the wiki to figure out where I screwed up. I could never figure out how to reequip the mining picks, so I abandoned. In another fort, all my seeds were cooked instead of planted, I couldn't find where to control it. Without the wiki, I would have never guess to look under "Z-Status".
I've still never experienced a siege, because I get bored out of my mind trying to build furnished bedrooms for 100+ dwarves.
The game doesn't know wahat you want to make happen. The only way it knows you didn't want the seeds cooked is by you turning the "cook (foo) seeds" off in the relevent option.Quote4. Game feedback - The game won't tell you why the dwarves are not doing what you want. For example, I bought some crossbows from the first caravan. After I equipped them, all my miners stopped digging. The game won't tell me what is wrong. I have to consult the wiki to figure out where I screwed up. I could never figure out how to reequip the mining picks, so I abandoned. In another fort, all my seeds were cooked instead of planted, I couldn't find where to control it. Without the wiki, I would have never guess to look under "Z-Status".
This is interesting. I wonder how it would work. I dont think the game is aware of why something isn't working most of the time.
The game doesn't know wahat you want to make happen. The only way it knows you didn't want the seeds cooked is by you turning the "cook (foo) seeds" off in the relevent option.Quote4. Game feedback - The game won't tell you why the dwarves are not doing what you want. For example, I bought some crossbows from the first caravan. After I equipped them, all my miners stopped digging. The game won't tell me what is wrong. I have to consult the wiki to figure out where I screwed up. I could never figure out how to reequip the mining picks, so I abandoned. In another fort, all my seeds were cooked instead of planted, I couldn't find where to control it. Without the wiki, I would have never guess to look under "Z-Status".
This is interesting. I wonder how it would work. I dont think the game is aware of why something isn't working most of the time.
I'm pretty sure if you play a tutorial or two (there are quite a few around) this issue is answered.
POSSIBLY, before release, some of the better tutorials & how-tos need to be incorporated. Until then, a static html page pointing to the forum, and some how-tos, would do. (even pointing to the wiki isn't reliable, it got moved not long ago).
The game doesn't know wahat you want to make happen. The only way it knows you didn't want the seeds cooked is by you turning the "cook (foo) seeds" off in the relevent option.
I'm pretty sure if you play a tutorial or two (there are quite a few around) this issue is answered.
Quote4. Game feedback - The game won't tell you why the dwarves are not doing what you want. For example, I bought some crossbows from the first caravan. After I equipped them, all my miners stopped digging. The game won't tell me what is wrong. I have to consult the wiki to figure out where I screwed up. I could never figure out how to reequip the mining picks, so I abandoned. In another fort, all my seeds were cooked instead of planted, I couldn't find where to control it. Without the wiki, I would have never guess to look under "Z-Status".
This is interesting. I wonder how it would work. I dont think the game is aware of why something isn't working most of the time.
The game doesn't know wahat you want to make happen. The only way it knows you didn't want the seeds cooked is by you turning the "cook (foo) seeds" off in the relevent option.
I'm pretty sure if you play a tutorial or two (there are quite a few around) this issue is answered.
My suggestions is that the "relevant option" to control what items can be cooked is in the wrong place. Instead of being in "Z-status", it should be in the kitchen workshop menu (or accessible from both places). In general, all the related options for some function (like cooking) should be accessible from the same place.
My suggestions is that the "relevant option" to control what items can be cooked is in the wrong place. Instead of being in "Z-status", it should be in the kitchen workshop menu (or accessible from both places). In general, all the related options for some function (like cooking) should be accessible from the same place.Hear him, hear him. This is the kind of change that will make DF better!
Same for stone. I should be able to choose what types of stone to use for construction at the Mason's Workshop.
4. Game feedback - The game won't tell you why the dwarves are not doing what you want.
But then you'd have the problem that the kitchen workshop menu only contains instructions for that particular kitchen, so you'd have to manually set cooking options for every single kitchen you have.The game doesn't know wahat you want to make happen. The only way it knows you didn't want the seeds cooked is by you turning the "cook (foo) seeds" off in the relevent option.
I'm pretty sure if you play a tutorial or two (there are quite a few around) this issue is answered.
My suggestions is that the "relevant option" to control what items can be cooked is in the wrong place. Instead of being in "Z-status", it should be in the kitchen workshop menu (or accessible from both places). In general, all the related options for some function (like cooking) should be accessible from the same place.
DUH, OF COURSE! This just makes ... sense.
Access animals menu from butchers shop
Access kitchen menu form kitchen
Access stocks menu from office
Access justice menu from jail
Access autolooming option from loom
Access using_dyed_cloth from clothiers shop
Access refuse gathering setting from refuse stockpile
It just ... makes damn sense ... Brilliant.
But then you'd have the problem that the kitchen workshop menu only contains instructions for that particular kitchen, so you'd have to manually set cooking options for every single kitchen you have.It's why I argued in having context sensitive menus. You select/click on something you get information regarding what that thing can do. You click on a dwarf and you can assign it a job, assign it to military duty (which should be a job, imho), or find out details. You click on a empty square tile and you are prompted with building, designating, inspecting, or mining.
B-b-but - a functional user interface just isn't dwarfy!But then you'd have the problem that the kitchen workshop menu only contains instructions for that particular kitchen, so you'd have to manually set cooking options for every single kitchen you have.It's why I argued in having context sensitive menus. You select/click on something you get information regarding what that thing can do. You click on a dwarf and you can assign it a job, assign it to military duty (which should be a job, imho), or find out details. You click on a empty square tile and you are prompted with building, designating, inspecting, or mining.
But then you'd have the problem that the kitchen workshop menu only contains instructions for that particular kitchen, so you'd have to manually set cooking options for every single kitchen you have.
Erm... I'm a developer full time, and I can't imagine a point where you'd have back referencing or duplicate code unless you are using a horrifically bad data structure. There are ways to build your data objects to obtain a the locations/items/dwarfs without having to have two separate functions and interfaces for what I think you're talking about. (Having the kitchen menu assign certain foods to cook can update a permissions set for that type of food, but if you right clicked a food item and set it that would only update the one food item.) Also, setting up a B-tree like object data set could allow you to select all of a type of stone or just a particular subset or type. The code to update this is virtually generic to the point that it could be used for all interactions be it dwarf, food, kitchens, or what have you. A side effect of such a system is that it only deals with a small subset of data at a time so you don't have issues like the Stock menu selecting stone and having it iterate through all the different stone types. The parent type can add array/vector lengths of it's children together and they will do the same recursively through the tree. It shouldn't take minutes to get stone counts. Milliseconds could even be too long.B-b-but - a functional user interface just isn't dwarfy!But then you'd have the problem that the kitchen workshop menu only contains instructions for that particular kitchen, so you'd have to manually set cooking options for every single kitchen you have.It's why I argued in having context sensitive menus. You select/click on something you get information regarding what that thing can do. You click on a dwarf and you can assign it a job, assign it to military duty (which should be a job, imho), or find out details. You click on a empty square tile and you are prompted with building, designating, inspecting, or mining.
Seriously though, it seems like a good idea. It may happen when Toady gets around to improving the interface. The most likely reason it isn't implemented is that it requires "back-referencing"; that is, an action knows what it acts on, but a context-sensitive system also needs to know what actions can act on the context. Basically, you have to duplicate code at some point. It's not that much of a problem, but since DF's interface is in a perpetual state of flux it means Toady would have to change twice as much for every small change.
It'll happen one day, I hope.
(...) Deeper level of detail should never hinder gameplay, never lead to much micromanagement, etc - and having to choose from hundreds of different stones/logs/blocks is just an example of bad implementation. Features like these should always be optional. (...)
The same goes for many features Toady adds. For example, the new military system sounds fascinating, the ability to set uniforms will surely be fun. But I'm afraid I'll have to set uniforms now, otherwise my soldiers won't wear anything. Actually, even the old military interface was a bit too detailed for my taste - I always wanted to be able just to "recruit a soldier and stop caring". You know... so he would select a weapon and gather the best equipment available by himself. The ability to create an army made only of buckler-wielding speardwarves was fun, but I didn't like that it was also obligatory.
I have to agree here. This interface is nice for all-time military, but it is nightmare when i just need all nearby dwarfs kill some random creature. Drafting directly from [v] was great for that purpose.
As Dwarf Fortress gets more and more complex, it's quickly approaching a point where the micromanagement becomes unbearable. Some thought need to be given to better interface, or providing meaningful defaults that allow you eg. to set up a military or production with two clicks.
In fact, it seems like the amount of micromanagement will go down once everyone masters it.Not in the case i specified above, when you need to draft non-militaries around some place. You now have to look-up them by name instead of hovering over them in v and just drafting. Plus you have to create these temporary squads to only disband them later.
As Dwarf Fortress gets more and more complex, it's quickly approaching a point where the micromanagement becomes unbearable. Some thought need to be given to better interface, or providing meaningful defaults that allow you eg. to set up a military or production with two clicks.I expect that the complaints about the military and military interface will go down once people get used to the new system. In fact, it seems like the amount of micromanagement will go down once everyone masters it. The new system is more complex to st up, but with the monthly patrols, patrol points that can be hit by multiple squads, etc... it seems like once you set it up you can forget about it. I'm happy not to have to juggle 3 squads between training and active duty any more.
Especially miners that idle for days on end in the meeting hall while my noble quarters remain undug and they are screaming down my ears.
Ugly blinking ramps. (Hatches too, for that matter.)I tend to hide the crap that blinks, myself.
As a new player to DF, I have to say that the worst thing about it, what made it the hardest for me to even consider playing, and is still a daunting challenge, is the absolute "I HAVE NO CLUE WHAT THE CHRIST I'M DOING" factor that permeates the game. I don't know what half the keys do, the Help option in game is...scant, at best, and my dwarves just seem to do whatever the hell they feel like, job or not.
Also, I'm hella bad at micromanagement, so I'm slower than hell at this game. And incredibly nervous that the first time anything Fun arrives, I'll be sans fortress before I know what happened.
(Maybe a recap/replay/end screen would be in order?)
What I absolutely HATE is having a fortress named Uristm(firefly)kot (bag)esh
and having the genders be girl and (bag). Generally just having tiles that don't make any sense there. Also, having all punctuation as speckled patches because the ground is composed of it.
What I absolutely HATE is having a fortress named Uristm(firefly)kot (bag)esh
and having the genders be girl and (bag). Generally just having tiles that don't make any sense there. Also, having all punctuation as speckled patches because the ground is composed of it.
Do you know this happens because of the tileset you are using, don't you? Please say you are joking, you can't be this thick.
* Related to the last and possibly planned for the future, there's little to do in such a vast and complete world. Cooking, making potions, picking up herbs, building small structures even if laborious, digging, perhaps gambling, even setting up shops. Basically mixing some Dwarf Mode mechanics to be done as an adventurer and again, influencing the world further.This is the main reason I'd kill to have a multiplayer version of DF... (YES, I know the arguments! The threads and threads of them! I'm just putting in my two cents in expanding this idea...) If you could imagine being able to build structures in adventure mode, that opens the game up to being able to build an entire fort with the help of your friends. You could technically do this entirely in adventure mode. As an alternative, have one person designate jobs (like a fort manager) and put nominal prices on their completion (with some sort of economy...) letting your friends complete them for money that could be used to buy things from the traveling vendors or nearby towns.
This is the main reason I'd kill to have a multiplayer version of DF... (YES, I know the arguments! The threads and threads of them! I'm just putting in my two cents in expanding this idea...) If you could imagine being able to build structures in adventure mode, that opens the game up to being able to build an entire fort with the help of your friends. You could technically do this entirely in adventure mode. As an alternative, have one person designate jobs (like a fort manager) and put nominal prices on their completion (with some sort of economy...) letting your friends complete them for money that could be used to buy things from the traveling vendors or nearby towns.What you propose sounds like a hybrid of dwarf and adventure mode if I got your idea right...can certainly be fun, but threads and threads...I personally prefer local gameplay, but I see your point :P
Ugly blinking ramps. (Hatches too, for that matter.)
Hmm... anything I can do about it?
It's true that once I open the bridge that's blocking them, the FPS shoots back up.
Some thought need to be given to better interface, or providing meaningful defaults that allow you eg. to set up a military or production with two clicks.
(not that I see kobolds anymore--poor guys are as rare as chupacabres, these days. I think all the titans and dragons and such think they taste like candy.)
Some thought need to be given to better interface, or providing meaningful defaults that allow you eg. to set up a military or production with two clicks.
Very much so on the meaningful defaults bit. I like all the added complexity and I know that some of the problems with the military are a result of bugginess. But I shouldn't be required to go in and fiddle with a bunch of stuff just to activate somebody to throttle a kobold (not that I see kobolds anymore--poor guys are as rare as chupacabres, these days. I think all the titans and dragons and such think they taste like candy.). Same with plump helmets and booze defaulted to being cookable and other newbie-friendly defaults.
Aren't they immune to atomsmashing anymore?Hmm... anything I can do about it?
It's true that once I open the bridge that's blocking them, the FPS shoots back up.
That's because they're no longer pathfind-spamming. They found a path and are following it. Set a guy to pull that lever on repeat. Eventually it'll smash some demons.
Only one way to find out!Aren't they immune to atomsmashing anymore?Hmm... anything I can do about it?
It's true that once I open the bridge that's blocking them, the FPS shoots back up.
That's because they're no longer pathfind-spamming. They found a path and are following it. Set a guy to pull that lever on repeat. Eventually it'll smash some demons.
It would work well for being outdoors, certainly, but for indoor and underground areas, you'd still have the problem of pressing < and > to strip off top layers until you can see the floor you're looking at, and even then that doesn't help with seeing past cave walls and closed doors and so on. Other games with a 3d perspective and a lot of visual obstacles solve this by looking through the objects in front of the main character, but in Dwarf Fortress there is no main character, you'd need to use a cursor of some sort to tell the game where you're looking in order for it to reveal space behind walls. I'm sure there's a way of doing it, but I don't think you'd gain any simplicity. It would be nice to be able to pause the game and look around a nice 3d view composed of good isometric tiles. I just don't think it would be very convenient to play with. Dwarf Fortress requires that you have access to a large amount of information in a small window, and anything that obscures areas that should be visible isn't going to add to game playability.
A pregen starting area so that people could write more reliable tutorials would be nice, but that's not necessary.
Some thought need to be given to better interface, or providing meaningful defaults that allow you eg. to set up a military or production with two clicks.
Very much so on the meaningful defaults bit. I like all the added complexity and I know that some of the problems with the military are a result of bugginess. But I shouldn't be required to go in and fiddle with a bunch of stuff just to activate somebody to throttle a kobold (not that I see kobolds anymore--poor guys are as rare as chupacabres, these days. I think all the titans and dragons and such think they taste like candy.). Same with plump helmets and booze defaulted to being cookable and other newbie-friendly defaults.
I wanted to write a proper suggestion with mock-up interface pictures, but god knows when I get to it, so I'll just spam it here before I forget.
A meaningful default for military would be:
- Reverse the way recruitment works in the military screen. Instead of clicking on a position first, then choosing a dwarf, you would click on the dwarf first and put him in the squad second. Also, there's no reason why the player should be forced to choose the dwarf's number in the squad - just assign it automatically, please. Basically, bring back the old system for recruiting dwarves and arranging them to squads, it was better! (I know the new system of positions has advantages, and internally it would still work the new way. But that things work in some way internally doesn't mean they have to work the same way in the interface)
- You only have to click on dwarves you want to recruit, the squads get created automatically. Once a squad has 10 soldiers, another one gets created and the first soldier you click on becomes its leader. No extra effort needed.
- Along the same lines, the first dwarf you ever recruit becomes the militia commander. No extra screen or separate system needed (but allowed).
- Meaningful default: have two squads by default. Each odd dwarf goes to the first one, each even to the second one. Result: chaotic clicking on 10 dwarves would create two squads of 5 instead of one squad of 10. Because...
- Have the default squads alternate training and free time in a chessboard pattern. Each month, one squad trains and one has time off
- Which means the default schedule should be some "ideal mix" of training and free time, not only training. Also, default requirements should be... i don't know... 5 dwarves, not 10. (Better yet, have this value in percents, and by default set it to 50 %)
- Have some kind of default, automatic ammo assignment... the old system was good: "use wood/bone for training, metal for combat". Also, automatically assign ammo for hunters. The player should only see ammunition menu when he wants to change thing, it should be entirely possible not to ever use it, like in the old version.
(All of this is the default behaviour that happens when you click as little as possible. I don't want to take any functions away. Spending some more clicks would of course enable you to have one squad of 10 instead of two of 5, etc.)
AND
- Have all barracks by default allow everything (training, sleeping, equipment storage) for all squads! Player should only intervene when he want to turn things off, not on!
Result: you have a functional military, and the only thing you had to do was clicking ENTER on dwarves you wanted to recruit. Like in the old, good days.
------
Also a random suggestion: have all rooms, like dining rooms, barracks, zoos, statue gardens or even bedrooms work the same way as hospitals. Interface streamlining. Please, pretty please!
(reference to post about visualizing z-levels) It's a huge turnoff for me when I'm just trying to follow my dwarves through caverns or hilly aboveground terrain. I'm not the first to mention it, I know, but god what a hassle.
I gotta say, I was in the same boat as Amitabho a few years ago. I hated Halo, just because it was such a fad. EVERYBODY loved it, so I just decided I hated it. These days, I can play it, and even have fun, but I don't drool over it like so many people do. If somebody says, "lets play Halo!" I'm much more likely to say "sure," "okay," or "naw," than "yeah!" or "dood, I was just thinking of plastering your brainz with a sniperz rifel!"...
What I'm trying to say is, I think a lot of things are over-rated. More than the general public realizes. It's our job as individuals and responsible play-testers to sift through threads like this, determine what the general public is begging for, reason why or why not those features would be good, and come up with some kind of logical argument in favor for or against these features, or even for some other thing that would solve the problem in a creative way that sets this game apart from all the others.
SO... I'm not gonna sift through +98 pages of repeated posts here, just cuz that would be unnecessary and I've seen the trends of complaints already. I'll just give you my little bit on what small bit I've seen and let someone else handle the rest.
I'll start with Amitabho's post, as it caught my interest. First off, while technically ANSII is correct, most people will just say ASCII. if you say ANSII, you sound like an elitist turd who thinks he knows everything. So remember; it's ASCII, not ANSII in your PANTSI. Second, you're thirteen. You need to realize the world doesn't revolve around your opinion, and if someone finds it more enjoyable to look at a 6x6 pixel comical representation of a dorf than a simple colored smiley, then that's their choice, freedom, and right, and it in no way makes them more shallow than you, in and of itself. Their motives for doing so MIGHT, but you can't read their minds so don't judge them on that preference alone.
I'm 19. I like the mayday tileset. I also like to play stock nethack, without any graphical additives. Knowing those things alone, would you say I'm a shallow, Halo fanboy, who only cares about graphics? Would you still say that, if I told you I was about to join the Air Force, go Special Forces, and never even see a computer game for up to nine months at a time?
I think I've made my point.
Now, my opinion is that it should be *much* easier to configure df, from editing the init.txt, to adding graphics packs, to even upgrading to a newer version. I don't much care for having to splice a new version into an already configured older version, realize I accidentally overwrote my init.txt, forgot to replace the raws folder in my save folder, and after I fix those, low and behold my plump helmets look like trees! (still don't understand that one.)
As far as interface goes, I'd like to see consolidation of options like the [k], [t], [v], and [q] menus. I had trouble starting out when I'd loo[k] at a workshop and not be able to see what my moody dorf already had.
For tutorials, I think an easy fix would be to choose a safe biome, embark, spend a year or two digging out and setting things up for a basic fortress(maybe turn off migrants), load the place up with notes("this is your sleeping quarters, make sure you have enough rooms for all your dwarfs! use [q] to set up bedrooms like these!" or "see how I channeled out this reservoir for my well?" or "make sure you embark with this stuff. Its called 'lignite,' and you use it at your foundry to make coal, so you can make metal stuff"). then save it, and bundle it with the game. Add some stuff in the help files pointing to it, and presto, you've got a tutorial. Also, the help files should be reorganized. I think windows help might even be better than that thing right now, and that's saying something.
You just said pretty much anything I was about to say, with the only thing I am sure of that wouldn't be the same in my post being that I'm not about to join the army, and that I am fifteen, not nineteen.
The military-related bugs turn me off about DF the most. I know it's a test version, but I can't help playing, and I die a little inside each time my fort goes to boom because of a crash. Another fort I played for four years without enabling any squads, and that has been the only method that worked so far. I've been trying to think of the latest DF as a 'demo preview version' of sorts... Arg.People asked for a release as soon as possible and they that's what they got. But I'm with you--I haven't even made a real attempt at a fortress yet, I'm waiting for a few bugfixes and the d17 merge.
More specifically, what problems did you have before learning the ropes of the game? We figure we are losing 90% of the players because of the UI and other barriers, and that doesn’t even count the ones scared away by the ASCII graphics. Now, this doesn’t mean we are about abandon the rest of the game to start the presentation arc. It is just as important to have endless monster attacks from the underground, and challenging sieges.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?
More specifically, what problems did you have before learning the ropes of the game? We figure we are losing 90% of the players because of the UI and other barriers, and that doesn’t even count the ones scared away by the ASCII graphics. Now, this doesn’t mean we are about abandon the rest of the game to start the presentation arc. It is just as important to have endless monster attacks from the underground, and challenging sieges.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?
I just started playing 3 days ago. Let me start answering the question by positing a solution: Add to the distro a small saved game showing a basic fortress with the most necessary constructions for survival. In other words, a template I can work from. Failing that, a tutorial that does not assume I know how to do anything other than press exactly the keys I'm told. "Build a bed and place it" doesn't tell me squat. (I'll allow that it was fun to find out how to do that, but only because on that third embarking I'd had a string of successes figuring out how to do what the wiki tutorials were saying to do.)
So, what turns me off about DF? Lack of approachable documentation, be it Wiki, PDF, interactive like a saved game, or even a canonical set of YouTube videos. I understand it's very easy to become so familiar with a system that breaking it down into the basic steps is as difficult as figuring them out was. That's not the new player's problem.
So, would bundling a graphical tileset that doesn't have an anorexic font in it be helpful? Yeah, as much as I love MUXes and ADOM, it's nice to have at least Atari graphics. (Got to say, though, the use of ASCII graphics in this is nicely done and quite well thought out for all the variety of things it has to represent.)
Would fixing military stuff help make the game more approachable? Not in my experience. It's easy to avoid fights (or I've been insanely lucky).
Would basic descriptions of objects help? Sure, whether it's by pulling them off the wiki through a game-side client or clickable link in the game, in a manual, or as someone else said a Dwarfopedia...
Would starting off all 7 Dwarves with all jobs enabled help? Sure! Or, again, put this in documentation. Having to read between the lines in 3 different "tutorials" at the same time to figure this out is absurd.
So the final answer: A scripted tutorial, as has been suggested before, would really help. It needn't ruin the DF experience of learning by "funning" by giving everything away. Start with a default save game right after Embark, packaged with every distro. Show me how and where to build a sleeping area, carpenter's shop, mason's shop, kitchen, brewery (since thesedumbass fucking alcoholic imbecilesDwarfs can't just drink water)... just the basics. Maybe even one trap. Just enough to teach the new player how to use most of the menus and the basic concepts.
And FFS could you just add in a damn "dig the whole fucking staircase from here down one level" command? Honestly, having thesedumbass fucking alcoholic imbecilesDwarfs dig HALF A DAMN STAIRCASE and then having to dig the other half? You may think it's clever and logical. The rest of the world doesn't.
In closing, you don't have to change the core gameplay mechanic of exploratory problem solving. Stop hiding behind "Losing is fun!" and just say the point is to learn by trial and error. Then introduce us to the general ruleset of the universe by example. As it stands, the game has no learning curve, just a sheer cliff face to ascend. If you want to appeal to people beyond those who see a sixty storey wall of glass and think "cool I want to climb that!", you've got to work on that initial learning curve. If the endgame needs work, that's a much smaller hindrance to initial attraction.
PS: Playing as humans or elves with their own preferences would be cool too. But seriously. Half a staircase, are you fucking kidding me? >:(
As far as I remember, ANSII would be the default graphics as they are actually a modified ASCII set/go beyond ASCII.
And FFS could you just add in a damn "dig the whole fucking staircase from here down one level" command? Honestly, having these dumbass fucking alcoholic imbeciles Dwarfs dig HALF A DAMN STAIRCASE and then having to dig the other half? You may think it's clever and logical. The rest of the world doesn't.
I think ramps are a better balanced gameplay element.
inuntuitive
ASCII graphics
ASCII graphics
Every time someone calls the default graphics ASCII, Random Number God kills someone's NetHack character.
I think ramps are a better balanced gameplay element.
Despite the awful confusion that results from broken ramps because of their unintuitive connective structure?
Yes. I too think they are confusing, but as a gameplay element, they are much better balanced than "HEY MY DORFS, THEY CAN FLY" stairs.
Flights of stairs which can be moved into from any direction with no impediments whatsoever.
Tricky thing is, all posts in this thread are from players who overcame the hurdles and grasped Dwarf Fortress.
Uh.. this is a game that will bring a modern desktop to its knees, and you want to run it on a cellphone?
Without a keyboard, too?
OK honestly I thought the warnings about its CPU intensiveness were a holdover from the early 90's, like in MUSH/MUX server documentation.
OK honestly I thought the warnings about its CPU intensiveness were a holdover from the early 90's, like in MUSH/MUX server documentation.
Lol, no. DF will make a 3 GHz machine cry.
OK honestly I thought the warnings about its CPU intensiveness were a holdover from the early 90's, like in MUSH/MUX server documentation.
Lol, no. DF will make a 3 GHz machine cry.
Cry? My computer always makes this humming noise, except when I'm playing DF. When playing DF, it's all silent, possibly because it can't spare any extra energy for humming...
More specifically, what problems did you have before learning the ropes of the game? We figure we are losing 90% of the players because of the UI and other barriers, and that doesn’t even count the ones scared away by the ASCII graphics. Now, this doesn’t mean we are about abandon the rest of the game to start the presentation arc. It is just as important to have endless monster attacks from the underground, and challenging sieges.I would say the ASCII graphics,the overall difficulty and the MAAASSSSSIVVVVVEEE learning curve.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?
as of 31.08, not being able to have working military is my main problem. I have been doing enourmous fortifications and i was utterly disappointed to see that my dwarves refused to train / to fight correctly with ranged weapons.
Then i falled back on melee weapons and discovered that training was actually not working either with melee weapons.
(*) Because infinite up/down staircases are stupid as hell. I mean... inuntuitive. Hard to imagine in real-life. Can someone explain me how is 3x3 shaft of up/down staircases supposed to look like? The fact that everyone uses such an alien, unrealistic thing just proves the system is badly designed (because the bad design encourages weird choices by making them optimal and most effective). If it was up to me, I would just get rid of them completely, and allow only the simple ones. If you wanted to have a staircase going both up and down, you would have to designate two stair tiles - an up staircase and a down staircase(**). Which may seem more complicated but is actually very intuitive and I bet no beginner would feel confused for a single second.I wouldn't say an infinite staircase is a "weird" choice. I imagine the 3x3 stairwells are a lot like the ones in a RL skyscraper. They don't function that way (they function more like 9 spiral staircases that happen to be right by each-other), but it's pretty much the only way to represent a big-ass skyscraper-style staircase in-game.
AND THE TOAD "SAID LET THERE BE BEARDS", AND THERE WERE DWARFS. AND THE TOAD SAID "LET THEM DIG, DIG, DIG UNTIL THEY ARE SO FED UP THEY BECOME ADICTED TO DIGIN...AND BOOZE", AND HE ALSO SAID "LET THEM DIG BIG PITS THAT THEY CALL 'MOUNTAIN HAALS' AND LET THEM GET STUFF THAT SPAWNS BY ITS SELF WITH NO NEED FOR A WORKSHOP", AND THERE WAS ALL THIS SHIT. BUT THE TOE SAID "LET THERE BE NO POSSIBLE WAY FOR PEOPLE TO ADVANCE OTHER CIVILIZATIONS THAT ARE IMMORTAL AND GET ALL THE NEESARY RESOURCES GENERATED IN WORLD GEN BECAUSE THEY HAVE A LIMITED BRAIN SPAN THAT DISABLES THEM TO MAKE WORKSHOPS AND ACTU;Y NOW DIG BANYTHING BESIDES PITS", AND THE TOAD SAID "AND LET THERE BE BADASSES WHO BUILD THE CLOSEST THING TO SOMETHING RESEMBLING A FORTRESS, AND THEY SHAL BE CALLED GOBS AND HOBOS." AND THERE WERE... WTF?!!!
The history of lower earth:1:1: the toad and the hamster
The trick is to make the armor and weapons before the squad.
#2: Nemesis unit? Are you talking about a mod that corrupted the save files? That's hardly the fault of the developer.
#3: This is the wrong place for an unexplained, unqualified rant.
I'm not saying this to be intentionally offensive,
Flights of stairs which can be moved into from any direction with no impediments whatsoever.I think they're meant to be spiral staircases. That's certainly how I picture any long stacked staircases I make.
The real puzzlers are where game mechanics such as the lack of in-between states and frame-by-frame movement conflict with the depiction of real events, such as digging a hole and instantly/fully leaving it before adjacent fluids can enter it.
It is reported.
There's an entire topic about it in the bug reports forum, and it is stickied.
It is also on the bug tracker.
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And then there is minor peve of how ineffective pathing is:I would assume that this is due to finding a free space adjacent to the destination object, then pathing to there, instead of doing a path-find to the destination itself and calling the pathfinding "done" at distance of 1 from the pathing destination instead of 0.
This general tendency of ai to do everything from west and north first.
I don't really like how siege weapons seem undeveloped. You can mod in new types of rock and metal to change what the ammo is made of, but you can't touch the actual siege weapons. And, the siege weapons themselves are kind of basic. There's a ballista and a catapult, and that's it. Don't you think by now the dwarves would've made a way to pump out oil, or some other flammable liquid, and have a giant, stationary flamethrower? Or a smaller version of the current ballista that fires smaller arrows in exchage for a higher refire rate? What about a catapult that takes heavier metal balls as ammunition?
For me, currently, it has to be the military. All the devlogs prior to 2010 talked about these awesome things, dwarves doing weapon demonstrations, individual and group drills, being able to actually make wooden weapons to spar with instead of using up precious silver, etc. On release, however, it was pitifully buggy.
It would have been shocking if it wasn't. He gave of clear warning that it was gonna to be buggy as all fuck.
Yea, well, tell that to the dead goblins.There's an option to auto-claim dead creature drops... it triggers the idle dwarf to path to pick it up and they run out into battle like morons... but the option is there.
You guys both know that dwarfs will put their clothes into cabinets in their rooms if you give them one?
You guys both know that dwarfs will put their clothes into cabinets in their rooms if you give them one?
Until it fills up with XXclothingXX. And then it gets strewn across the floor of their bedroom. And then when there's no more floorspace, it'll be back like they never had a cabinet in the first place.
Dwarf assigned to this room will eventually incinerate all his clothing (well, untill he gets magma safe object and puts it there).
It's funny how people are getting angry about dwarfs leaving clothes all over the place, but i'm sure if you look in your bedroom you might see some -fruit of the loom socks- lying about. Come on, there is a lot worse than clothing wrong with DF.
My sister's dirty socks on the living room couch? You're damn right I mind.:D LOL!... sucks... you should build more cabinets ( <- bad, and unnecessary joke)
Not to mention the pair under the kitchen counter, the pair on the stairs, the pair in the dining room, and the pair on the bathroom floor from when she took a shower (in my shower, none the less; she has her own she doesn't use because it's dirty).
:D LOL!... sucks... you should build more cabinets ( <- bad, and unnecessary joke)
It's funny how people are getting angry about dwarfs leaving clothes all over the place, but i'm sure if you look in your bedroom you might see some -fruit of the loom socks- lying about.Actually I have to agree with previous posters that all these XXsocksXX all over the fort are VERY annoying. You know, some of us bother to get rid of all unused stone and smooth even stockpiles. Seeing clothes over statues in meeting room gives me moral trauma (not to mention that un-dumpable cloth makes it harder to manage goblin's cloth via stock manager)
I know I stand alone on my opinion, but I really love this gameThis is special no-loving thread. Posting criticism here does not mean we dont love the game :P
This is special no-loving thread. Posting criticism here does not mean we dont love the game :PI Think this is a major point. I haven't played the game in some time (months)... and maybe I'm a little drunk right now... but we keep coming back because it strikes a chord with us. It's very "real"... yet fun. There's another thread where I basically lambaste people for not reading, but that's half the battle and I think anyone that wants to appreciate the game understands that. Of course, I come off as an ass, but something inside just doesn't really care/concern about it.
I don't mind the UI, but of course I would like some improvement. It just isn't a priority to me.
My main grievance with DF is the fact that even limiting my fortress to 50 dwarves, in 5 game years I have around 40-50 fps. I would like to see some improvement in perfomance as soon as possible.
seriously does no one know how to turn grapical FPS down to 10-15, that bosts my FPS to atleast 100 on 200 dwarf forts, it's crazythere really needs to be a one-stop resource to let people know how to properly use the various display options.
The clothes griping is really part of a more general "the game just doesn't clean up after itself" gripe. Forgotten beast ichor stays in that water, doesn't flow, doesn't move. Broken bolts are absolutely everywhere on the surface now, and I can't even touch them. Nothing ever seems to go beyond "Partial skeleton" unless you toss it in the magma, the only truly effective garbage disposal solution.
As for the clothes problem, if a dwarf has a bedroom assigned with cabinets in it they put the clothes in there.
easy fix, make more cabinates, I usually fill all the rooms anyways to get rid of stoneAs for the clothes problem, if a dwarf has a bedroom assigned with cabinets in it they put the clothes in there.
Until they run out of cabinet space, then it litters the floor of their room (until they run out of space there too--they don't like dropping multiple items on the same tile).
More specifically, what problems did you have before learning the ropes of the game? We figure we are losing 90% of the players because of the UI and other barriers, and that doesn’t even count the ones scared away by the ASCII graphics. Now, this doesn’t mean we are about abandon the rest of the game to start the presentation arc. It is just as important to have endless monster attacks from the underground, and challenging sieges.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?
easy fix, make more cabinates, I usually fill all the rooms anyways to get rid of stoneAs for the clothes problem, if a dwarf has a bedroom assigned with cabinets in it they put the clothes in there.
Until they run out of cabinet space, then it litters the floor of their room (until they run out of space there too--they don't like dropping multiple items on the same tile).
what bugs me about the new version is dwarves ability to track blood and forgotten beast toxin everywhere, I now have a fort of footless dwarves thanks to not having any shoes, and necrosis toxin tracked everywhere, there should be a way to get dwarves to dress up in chemical resistant clothing, lock off a section of the fort, and have them clean EVERYTHING even items....
1. The limitation about maximum height and weight when building walls and floors (I like towers and castles and takes forever to make them because of the 10x10 maximum. To make a 50x50 floor I need to make 25 10x10 ones and this takes a lot of time).
If you could play from the Stonesense window it would have been awesome.
I seriously don't see any misunderstandings... except maybe your post thinking that "King" assumes Stonesense is part of DF.If you could play from the Stonesense window it would have been awesome.
Toady One did not make Stonesense, does not develop Stonesene, and is not affiliated with Stonesense in any way, shape, or form.
I'm sorry, but that really, really needed to be said. There is way to much misunderstanding regarding Dwarf Fortress and all the third-party utilities.
Well, I am working on the "when you see one rabbit, there's a whole warren you can't see" theory, considering that the majority of people who download DF don't visit or post on the forums.I seriously don't see any misunderstandings... except maybe your post thinking that "King" assumes Stonesense is part of DF.If you could play from the Stonesense window it would have been awesome.
Toady One did not make Stonesense, does not develop Stonesene, and is not affiliated with Stonesense in any way, shape, or form.
I'm sorry, but that really, really needed to be said. There is way to much misunderstanding regarding Dwarf Fortress and all the third-party utilities.
Well, I am working on the "when you see one rabbit, there's a whole warren you can't see" theory, considering that the majority of people who download DF don't visit or post on the forums.
Toady One did not make Stonesense, does not develop Stonesene, and is not affiliated with Stonesense in any way, shape, or form.
I'm sorry, but that really, really needed to be said. There is way to much misunderstanding regarding Dwarf Fortress and all the third-party utilities.
The insane processor requirements that mean most of my forts die FPS deaths as opposed to being taken down by in-game hazards
Most of the problems in the 31 series have been either fixed or greatly reduced.
More specifically, what problems did you have before learning the ropes of the game?The User interface. Everything is EXTREMELY cumbersome and much work to begin with and people don't have the time to learn it since everything seems very counter-intuitive.
What do you think is scaring people away? The building placement? Designations? The embark screen?
My computer is sad to run everything short of Crysis and DF runs okay on it, leading me to believe that midgame forts are on the same level as Crysis.The insane processor requirements that mean most of my forts die FPS deaths as opposed to being taken down by in-game hazards
Heh, the old "But can it run Crysis?" meme should read Dwarf Fortress instead.
Toady One did not make Stonesense, does not develop Stonesene, and is not affiliated with Stonesense in any way, shape, or form.
I'm sorry, but that really, really needed to be said. There is way to much misunderstanding regarding Dwarf Fortress and all the third-party utilities.
Toady One did not make Stonesense, does not develop Stonesene, and is not affiliated with Stonesense in any way, shape, or form.
I'm sorry, but that really, really needed to be said. There is way to much misunderstanding regarding Dwarf Fortress and all the third-party utilities.
I know. But it would still be awesome if you have isometric graphics in the game.
I think Toady should learn to better delegate and share the workload. Make the big decisions and design interoperability but leave code implementation details to others and DELEGATE, delegate, delegate....
There should be more than enough volunteers around. Learn from Linus Torvalds a bit.
I think Toady should learn to better delegate and share the workload. Make the big decisions and design interoperability but leave code implementation details to others and DELEGATE, delegate, delegate....
There should be more than enough volunteers around. Learn from Linus Torvalds a bit.
Actually, the only thing that keeps me from playing 24/7 is the lack of sieges and the updates.
Whenever I play, I think "Well, I shouldn't get to addicted or the update will just make me have to restart EVERYTHING." Which is an annoying habit because I really want to play but I get so immersed that I hate to have to get the newest version.
Second, I wish there were much more goblin sieges, and there was some way to increase their frequency from within the game, so I could start having 24/7 sieges once my fort's defences are all set up.
Besides those two problems, I fucking LOOOOOOOOOOOOOOOVEVOEOVOBUNRINGOHGODAOJSIAAUUUUGH Dwarf Fortress.
I think Toady should learn to better delegate and share the workload. Make the big decisions and design interoperability but leave code implementation details to others and DELEGATE, delegate, delegate....
There should be more than enough volunteers around. Learn from Linus Torvalds a bit.
You DO understand this is a game largely made by one person, and not something that he is just open sourcing to the public, or can call on people to be temporary volunteer employees on, correct?
It's clunky, sure, but I don't think it'll stay that way, once Toady has the rest of the game where he wants it to be.
On the other hand, Toady has talked of and demonstrated a willingness to be moved to action by the Eternal Suggestions voting, and "abstract the interface" is at 13 and rising (and three of the suggestions above it are already being worked on to at least some degree). I agree that Toady isn't likely to fix the interface himself, but I still have hope in his abstracting it and letting the userbase fix it for him at some point in the not-incredibly-distant-future.It's clunky, sure, but I don't think it'll stay that way, once Toady has the rest of the game where he wants it to be.
That's probably a pipe dream. The wrestling screen is critical for testing and debugging much of the new combat system, but that still didn't provide enough impetus for him to de-clunkify it. I see no reason to believe that UI will ever become anything but last priority. And UI will just get more discouraging to work on, the longer it's put off, since the amount of work will become more daunting. "Broken but good enough" seems to be DF's future.
I don't know; Toady did once say that he wants to have the majority of the features done before he addresses the UI. What I gathered from the rest of the statement was that he does not want to work up a UI, only to have it become obsolete (and thus amount to wasted time) when he adds more features.Well, this is why I have hope for abstraction; I'm no programmer but my thinking is that it should be possible to set up some sort of raw-like system that allows Toady to easily implement quick-and-dirty new interface features, which can then be refined by modders.
On the other hand, Toady has talked of and demonstrated a willingness to be moved to action by the Eternal Suggestions voting, and "abstract the interface" is at 13 and rising (and three of the suggestions above it are already being worked on to at least some degree). I agree that Toady isn't likely to fix the interface himself, but I still have hope in his abstracting it and letting the userbase fix it for him at some point in the not-incredibly-distant-future.
Anyway, yes, this has been suggested before and Toady has made a couple direct responses. Any supporters of the idea should definitely read these:Spoiler: response (click to show/hide)Spoiler: followup (click to show/hide)
Also some earlier stuff:Spoiler: part 1 (click to show/hide)Spoiler: part 2 (click to show/hide)
Are called shots ala the wrestling menu too much to ask? If I want to just end things quickly with an enemy, I don't want to bash ribs and guts and fingers and eyes, lemme crush his head with the warhammer and call it good.
<_< on the offchance that I've missed a well-documented area of the game, I apologize and would like to state that I did indeed check the wiki before posting.
Kudos to Toady on this project, it's an incredible testament of coding prowess to brute-force a core-i7 (8 cores @ 2.0ghz) machine with 8gb of ram into a slow, wheezing demise due to the number of things running simultaneously. Adventurer mode is the only way I've managed to overload my machine. Then again, I wanted to play with actual rivers that were wide and deep and awesome to behold, so I made 'large regions' with 100's of z-levels of depth, so I guess i get what I pay for.
Kudos to Toady on this project, it's an incredible testament of coding prowess to brute-force a core-i7 (8 cores @ 2.0ghz) machine with 8gb of ram into a slow, wheezing demise due to the number of things running simultaneously. Adventurer mode is the only way I've managed to overload my machine. Then again, I wanted to play with actual rivers that were wide and deep and awesome to behold, so I made 'large regions' with 100's of z-levels of depth, so I guess i get what I pay for.
There's your problem. That's barely 25% stronger than my 5-year old laptop. DF cares about sheer processor strength as opposed to number of cores.
Kudos to Toady on this project, it's an incredible testament of coding prowess to brute-force a core-i7 (8 cores @ 2.0ghz) machine with 8gb of ram into a slow, wheezing demise due to the number of things running simultaneously. Adventurer mode is the only way I've managed to overload my machine. Then again, I wanted to play with actual rivers that were wide and deep and awesome to behold, so I made 'large regions' with 100's of z-levels of depth, so I guess i get what I pay for.
There's your problem. That's barely 25% stronger than my 5-year old laptop. DF cares about sheer processor strength as opposed to number of cores.
Wrong. CPU speed stopped going up years ago, ~2.0-3.0GHz is normal. What's been going up is instruction processing efficiency, cache size, (integrated) memory controller speed and number of cores. The last doesn't affect DF, but the rest all do. His i7 will get much much much more performance in DF than your laptop.
Kudos to Toady on this project, it's an incredible testament of coding prowess to brute-force a core-i7 (8 cores @ 2.0ghz) machine with 8gb of ram into a slow, wheezing demise due to the number of things running simultaneously. Adventurer mode is the only way I've managed to overload my machine. Then again, I wanted to play with actual rivers that were wide and deep and awesome to behold, so I made 'large regions' with 100's of z-levels of depth, so I guess i get what I pay for.
There's your problem. That's barely 25% stronger than my 5-year old laptop. DF cares about sheer processor strength as opposed to number of cores.
Wrong. CPU speed stopped going up years ago, ~2.0-3.0GHz is normal. What's been going up is instruction processing efficiency, cache size, (integrated) memory controller speed and number of cores. The last doesn't affect DF, but the rest all do. His i7 will get much much much more performance in DF than your laptop.
2GHz is still slow. Hell, the 'budget' CPU option in one of the computer magazines I read currently is a 2.9 GHz Tri-core, with overclocking recommended.
Sure, he'll perform better, but laptop architecture guarantees that regardless of power or efficiency.
summarized: never-ending micromanagement is not fun.
Anyway, if I ran DF it wouldn't be anything on the grand scale of Toady's imagination. Then, again, it would be highly playable.Making freeware game is usually perceived much more simplier than in fact it is.
The creeping in of political correctness.
It's also an i7, which means that it can raise the cpu speed on a single core if you are only using the one. e.g. when playing DF.Kudos to Toady on this project, it's an incredible testament of coding prowess to brute-force a core-i7 (8 cores @ 2.0ghz) machine with 8gb of ram into a slow, wheezing demise due to the number of things running simultaneously. Adventurer mode is the only way I've managed to overload my machine. Then again, I wanted to play with actual rivers that were wide and deep and awesome to behold, so I made 'large regions' with 100's of z-levels of depth, so I guess i get what I pay for.
There's your problem. That's barely 25% stronger than my 5-year old laptop. DF cares about sheer processor strength as opposed to number of cores.
Wrong. CPU speed stopped going up years ago, ~2.0-3.0GHz is normal. What's been going up is instruction processing efficiency, cache size, (integrated) memory controller speed and number of cores. The last doesn't affect DF, but the rest all do. His i7 will get much much much more performance in DF than your laptop.
2GHz is still slow. Hell, the 'budget' CPU option in one of the computer magazines I read currently is a 2.9 GHz Tri-core, with overclocking recommended.
Sure, he'll perform better, but laptop architecture guarantees that regardless of power or efficiency.
I'm running this on a laptop, and honestly, I don't feel like OC'ing this until I can afford a new one. This is a brand new machine, with relatively top-of-the-line components. 2.0ghz in an 8-core laptop is impressive in nearly every sense of the word. (Multi-core capacity would be greatly appreciated in a future release, but iono how well that'll go over.) Overclocked and in a climate-controlled environment, I could squeeze a lot more out of this, but I'm running linux and don't feel the need to do more to my box than is necessary.
Actually, fsck 'relatively'. I'm running a beast of a computer, and my biggest gripe is that it takes more power to run this than it does to run Crysis.
It would probably take about an hour to fix this.Yes, that's how bug tracking and programming works. "I'm going to rewrite a whole subsystem of my program, where I need to maintain a lot of functionality that is used at several different spots in the engine and introducing new functionality that I didn't even plan to be there before, so how long should this take, taking into account, I might introduce several really obscure bugs on the way? Oh well, an hour I guess."
You realize that DF's memory usage isn't a memory leak, right? It's legitimately using all of it, unless you have a good indication as to why it shouldn't need it.okay then let me rephrase it
He doesn't want a rewrite. He wants Toady to display the genetic traits a breeder would be interested in.QuoteIt would probably take about an hour to fix this.Yes, that's how bug tracking and programming works. "I'm going to rewrite a whole subsystem of my program, where I need to maintain a lot of functionality that is used at several different spots in the engine and introducing new functionality that I didn't even plan to be there before, so how long should this take, taking into account, I might introduce several really obscure bugs on the way? Oh well, an hour I guess."
Don't ever measure how long it could take to fix or implement something just by how complex the task seems to you. Even formalizing the ideas you've got can take a good slice of time.
Some of the long-standing bugs in the new version are starting to get to me. I have a fort that seems to have all of them at once. (Search for "Sealances" on DFFD) I was thinking about going back to the old version for a bit but I remember in that one it was nearly impossible to get metals other than from the goblin caravan.
Yeah.. heh. I haven't done any exploratory mining in the new version. I haven't had to.
Just the process of digging out a small fort gives me tones of stone and ore of all different types.
making an awesome fortress just to realize that the environment isn't evil enough and that it'll be too difficult to lose here...
Epic necro is epic.
The only reason I do this in-game activity is for the game to perform better, in a strange twist.I wouldn't call it strange to maintain... If you don't take care of it all the time, it will catch up to you and it will be worse. Unfortunately, DF has a lot of maintenance that has to be performed on long running maps. As you keep adding more processes, more maintenance needs to be done.
And then when you're looking at the stock screen, the lag that can happen when going over item list with lots of items in it. Its such as large deal, that I take that into account when I'm looking over the list.
I'd say the biggest barriers to entry are:A. The required "You elf!" type of comment.
A) The Learning Curve. Some well-advertised tutorials would go a long way. Yeah, they have to be updated when the game updates(well, depending on the update, I think), but with updates as far apart as they are, that isn't so bad. Heck, Toady and Three-Toe could probably hold a tutorial contest, winner gets a picture or three-toe story(same as financial contributors) and people would do it.
B) The ASCII graphics. They hold a certain old school charm, and I get that 3d is out of the question. But there are some people, like myself, for whom ASCII only causes headaches. Without a graphic pack, I probably wouldn't have started. Several good packs exist, it's just a matter of letting people know about them.
The infinite enemies who attack over and over and over and over until you finally lose, or until you wall yourself in and never come out again. The only way to stop them is to generate a world where they do not exist, or to use an adventurer or adventurers to wipe out their civilizations.
A. Hey, I play the game now. It was a tough learning curve, and my DF history is riddled with fort deaths as I learned each thing, though. I enjoyed it, personally, it can be fun to watch all Fun break loose, but not everyone enjoys losing because they couldn't figure out how to get farms working.I'd say the biggest barriers to entry are:A. The required "You elf!" type of comment.
A) The Learning Curve. Some well-advertised tutorials would go a long way. Yeah, they have to be updated when the game updates(well, depending on the update, I think), but with updates as far apart as they are, that isn't so bad. Heck, Toady and Three-Toe could probably hold a tutorial contest, winner gets a picture or three-toe story(same as financial contributors) and people would do it.
B) The ASCII graphics. They hold a certain old school charm, and I get that 3d is out of the question. But there are some people, like myself, for whom ASCII only causes headaches. Without a graphic pack, I probably wouldn't have started. Several good packs exist, it's just a matter of letting people know about them.
B. Have you looked up, say, the Lazy Noob pack or the wiki entry (http://df.magmawiki.com/index.php/DF2010:Tutorials)? They'll help noobs, especially lazy ones, especially the first one.
C. Look up graphics packs. Or stay with, and learn. That's what I did, and now the only problems I have are occasionally mistaking a groundhog for a pikegoblin or something like that that's easily remedied by the k and/or v key.
Frankly, to any problem there is a simple, fun, Fun, and/or dwarfy solution that works well.
Sieges? Multiple--
The military. It used to be easy to put dwarves in the military, make squads, and move them around, and toggle their military-status on and off. Now it's overcomplicated and too much hassle.
The infinite enemies who attack over and over and over and over until you finally lose, or until you wall yourself in and never come out again. The only way to stop them is to generate a world where they do not exist, or to use an adventurer or adventurers to wipe out their civilizations.
Unkillable forgotten beasts. Do these still appear or are they all HP based now? I quit playing while these were around, but they were only one of the reasons, and it's mainly the military and infinite enemies that are keeping me from coming back.
The inability to use wagons for caravans anymore (unless you build on an existing road?).
If you mean sieges you can turn those off in the raws, if you mean just general monsters I guess I must not notice them as much. Though I do play with huge amounts of enemies so to each their own.The problem with that was that it disabled all enemies entering the map, including kobolds, dragons, hydras, colossi, etc, although I don't know if it affects underground critters.
Good to hear.QuoteUnkillable forgotten beasts. Do these still appear or are they all HP based now? I quit playing while these were around, but they were only one of the reasons, and it's mainly the military and infinite enemies that are keeping me from coming back.
Those are, so far as I know, gone. There are still very powerful ones (but then that's the point) but I'm pretty sure the invincible ones (usually made of some mineral) are gone. Really my beef with FBs are the super weak ones. I hate all the epicness of one showing up then some random dwarf punches it and it dies (usually the 'blob' ones, if anything you'd imagine they'd be harder cause they would be able to reform but it seems to treat them as a bubble that can be popped).
Potential trade per year is way down due to the lack of wagons. That isn't a major problem for me, though the inability to have cities connect roads to you was an issue for certain other people.QuoteThe inability to use wagons for caravans anymore (unless you build on an existing road?).
Not sure what exactly you mean by this one, there are still caravans and yes there are no wagons but I've never noticed a major issue as a result. Again though, to each their own.
The infinite enemies who attack over and over and over and over until you finally lose, or until you wall yourself in and never come out again. The only way to stop them is to generate a world where they do not exist, or to use an adventurer or adventurers to wipe out their civilizations.
Or set invaders to NO in the init. lol
Well, that works, but people usually prefer lowered rate of invasions over no invasions at all.
When you get to the point where sieges arrive before you are done with cleanup from previous...
I think that the main problem is that you get too many dwarfs showing up through immigration.f'ing migrant dwarves.
Bugs. That was what turned me off personally, anyway.
Potential trade per year is way down due to the lack of wagons.It's not. Pack animals have vastly increased carrying capacities since .31, so the weight of goods you get from an animal caravan now is roughly the same as the weight you'd get from an old wagon caravan.
I would be fine with that if there was some way to stop them after they start the chase, or choose military dwarves that are less likely to excessively pursue.You can stop them from chasing an opponent by deactivating them, which will revert them to their civilian 'headless chicken' behaviour. Reactivating them will either cause them to return to their previous position or send them chasing after the enemy again, in which case they'll need to be deactivated again. It's a lot of micromanagement and the dwarf might run off in a direction that sends them into another squad anyway, but it's marginally better than just watching.
You can stop them from chasing an opponent by deactivating them, which will revert them to their civilian 'headless chicken' behaviour. Reactivating them will either cause them to return to their previous position or send them chasing after the enemy again, in which case they'll need to be deactivated again. It's a lot of micromanagement and the dwarf might run off in a direction that sends them into another squad anyway, but it's marginally better than just watching.All true, but also pointing to an underlying problem. The military system is awesome--powerful, detailed, versatile. The military interface, however, is in my opinion the worst part (by far) of the "generally bad" interface.
You can stop them from chasing an opponent by deactivating them, which will revert them to their civilian 'headless chicken' behaviour. Reactivating them will either cause them to return to their previous position or send them chasing after the enemy again, in which case they'll need to be deactivated again. It's a lot of micromanagement and the dwarf might run off in a direction that sends them into another squad anyway, but it's marginally better than just watching.Unfortunately there is a significant lag between deactivation and running away.
The new livestock system has its flaws (some animals being incapable of sustaining themselves, livestock constantly beating each other into the ground because they all attempt to graze from the same tile), but it's still new, so there'll probably be improvements down the line.
Also, FPS. I have no way of knowing how many things could be improved or how easy/possible each would be to, but every little bit would help.
Some of the dwarves' methods of making decisions are rather counterintuitive. There are several processes where the item/job is selected based on which one was created first; the only place where this really makes sense is constructions, and even there it would make more sense for more-recently assigned tasks to be done first. Workshops should respect obstacles when selecting materials and miners should mine the closest spot available.
I could have sworn that constructions did work in reverse age order. I guess I need to go check.
Well, from all my friends, I'm the only one who have no real problems with the game since I love optimised controls and am used to using exclusively my keyboard thanks to alot of my childhood spent playing simulation games.The same thing occurs with games today, though it's called consolitis and from what I hear, Skyrim falls victim to this as well. There are well established controls for doing certain actions and DF violates some of those by making mouse interactions a total mess.
However, everyone else hates the fact you can't navigate throught he menus with the mouse... well basically they'd wish you could play the game with the mouse only.
So yeah... the mouse is the biggest issue for all the people I know.
I would have to say that if the game cannot be played with ungodly 3d graphics and standardized controls, a huge portion of those 90% we're losing can just be lopped off and completely ignored.
Fortunately for the community it's also filtered out most of the idiots.
They will be added. In 2020. Not even joking. Also, people wishing to have 3d graphics in a game aren't idiots.
I mentioned here (http://here)
I knew I was forgetting something; fixed this and the first.I mentioned here (http://www.bay12forums.com/smf/index.php?topic=90149.msg2500127#msg2500127)Link goes to a holiday destination near Coffs Harbour.
I hate how there's not enough chances for 'Fun' after you eventually master the game. The strongest defense can always defeat the strongest offense in this. I'd like to see deployable ladders (so sieging enemies can climb wall defenses), more enemies that can destroy constructions, and maybe enemies that can even 'dig' their way inside the fortress if there's no other way inside.
The game is tedious.
The game is tedious. Full stop.
It has some great moments thanks to its depth... enough to make it worth playing. The problem is that these are bogged down in too much menial tasks that are no fun at all. Endless micromanagement just to keep your fortress running, spending hours in miles long lists and doing many more unfun tasks.
As more and more features get added, even more micromanagement is required to achieve the same things - an oft quoted example is the new military system. While it is true it adds new options, which is always good, is also requires the player to spend more time fiddling with menus than before. Which is just bad design. Dtto for healthcare, revamped materials and many more new features.
In short, the game needs to greatly improve its tedium/fun ratio by:
1) Sensible interface (!!!) that minimizes the number of tasks that need to be done regularly, and makes important tasks (ie. setting up a military) as quick and easy as possible.
2) Optional automation for the menial tasks that are no fun. For example all production should be automatized - I hate how I have to order new batches of socks all the time. A great example of automation are the new beehives.
As it stands, I am unable to play Dwarf Fortress for long before I get bored. I know there are fun events, monsters, sieges, accidents etc. waiting for me. I just don't have the will to slog through all the boring tasks to get to them any more.
Aside from basic tutorials on what each menue does and how to dig and change z-levels, the / * - + <page up> and <page down> usage in the menues really bugs me. If the menues at least had a unified system for moving around and selecting things, it would be a major imporvement in my opinion.YES, especially to that last part.
Also, legendary thread, because ThreeToe posted in it.
Edit: Upgrading to full Unicode would be a good step in my opinion. It would allow for the game to retain its ASCII feel, but diversify what symbols represent what objects, allowing the creation of full graphical tilesets by the players, instead of forcing today to spend a few weeks on art projects.
Do you have any idea why DF is 99.9% free of trolls?
cos' its hard as nails.
Trolls dont play game they dont understand. Troll schedule of de day:
1. Find a game main website
2. Download the game
3. M4K3 SUM AWSUM TROLLZ!!!!1!11
And that's it. DF is ASCII graphs in default, so they are discouraged. And they go find another game.
THIS is why this game should not be made any easier.
Or at least too easy.
Startgame may still be hard but it should not be a excuse to ignore obvious bugs/interface problems.Do you have any idea why DF is 99.9% free of trolls?
cos' its hard as nails.
Trolls dont play game they dont understand. Troll schedule of de day:
1. Find a game main website
2. Download the game
3. M4K3 SUM AWSUM TROLLZ!!!!1!11
And that's it. DF is ASCII graphs in default, so they are discouraged. And they go find another game.
THIS is why this game should not be made any easier.
Or at least too easy.
I admit, the man has a bit of a point there.
Startgame may still be hard but it should not be a excuse to ignore obvious bugs/interface problems.Do you have any idea why DF is 99.9% free of trolls?
cos' its hard as nails.
Trolls dont play game they dont understand. Troll schedule of de day:
1. Find a game main website
2. Download the game
3. M4K3 SUM AWSUM TROLLZ!!!!1!11
And that's it. DF is ASCII graphs in default, so they are discouraged. And they go find another game.
THIS is why this game should not be made any easier.
Or at least too easy.
I admit, the man has a bit of a point there.
I admit, the man has a bit of a point there.
Kogut, the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.
Kogut, the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.Sigged.
Not to mention the fact that people don't need to play the game in order to troll the community.I admit, the man has a bit of a point there.
How can he have point? That post is in typical troll format, ffs.
:bait bite:
Not to mention the fact that people don't need to play the game in order to troll the community.I admit, the man has a bit of a point there.
How can he have point? That post is in typical troll format, ffs.
:bait bite:
All true, but also pointing to an underlying problem. The military system is awesome--powerful, detailed, versatile. The military interface, however, is in my opinion the worst part (by far) of the "generally bad" interface.
All true, but also pointing to an underlying problem. The military system is awesome--powerful, detailed, versatile. The military interface, however, is in my opinion the worst part (by far) of the "generally bad" interface.
This is very true. I love the military screen, although it would be nice to be able to sort through dwarves better and make use of all the space on a maximised window. However, for a game where there is so much micromanagement, there's very little useful micromanagement for coordinating military engagements. DF isn't Command & Conquer, but it would be nice if you could tell dwarves to hold ground, charge, retreat (in a specific direction or to a specific place) or skirmish on their own. As it is now, you can only tell them to hang about in a general area and hope they don't run off and do something stupid, or dither at the back of the battlements where they won't fire their crossbows at the enemy.
It just occurred to me that Toady isn't probably interested in making a game any more. Now he's making a simulation. Which has some serious consequences in terms of playability, enjoyability, user-friendliness etc.
For the most part, it means focusing on world-gen and adventurer mode. It's very improbable that the fortress mode will see any serious improvements in near future (the next couple of years). Sure, it will get new cool stuff added like new industries, monsters, inns etc. but that's mostly just things that will have been added for the sake of world simulation/adventurer mode and will carry over to fortress mode sort of by accident. But at this point, adding new stuff doesn't really make the game better. At the same time, none of the serious issues of the fortress mode are likely to be addressed.
Which is a shame, really, because fortress mode is what interests me about this game.
It just occurred to me that Toady isn't probably interested in making a game any more. Now he's making a simulation. Which has some serious consequences in terms of playability, enjoyability, user-friendliness etc.I agree with the things you usually say, but here I have to ask--you did just see the "trade interface" in the dev log? With any luck, Toady is working on the most tedious menu in the whole game as at this very moment!
For the most part, it means focusing on world-gen and adventurer mode. It's very improbable that the fortress mode will see any serious improvements in near future (the next couple of years). Sure, it will get new cool stuff added like new industries, monsters, inns etc. but that's mostly just things that will have been added for the sake of world simulation/adventurer mode and will carry over to fortress mode sort of by accident. But at this point, adding new stuff doesn't really make the game better. At the same time, none of the serious issues of the fortress mode are likely to be addressed.
Which is a shame, really, because fortress mode is what interests me about this game.
It just occurred to me that Toady isn't probably interested in making a game any more. Now he's making a simulation. Which has some serious consequences in terms of playability, enjoyability, user-friendliness etc.
For the most part, it means focusing on world-gen and adventurer mode. It's very improbable that the fortress mode will see any serious improvements in near future (the next couple of years). Sure, it will get new cool stuff added like new industries, monsters, inns etc. but that's mostly just things that will have been added for the sake of world simulation/adventurer mode and will carry over to fortress mode sort of by accident. But at this point, adding new stuff doesn't really make the game better. At the same time, none of the serious issues of the fortress mode are likely to be addressed.
Which is a shame, really, because fortress mode is what interests me about this game.
I agree with the things you usually say, but here I have to ask--you did just see the "trade interface" in the dev log? With any luck, Toady is working on the most tedious menu in the whole game as at this very moment!
...
I thoroughly hate inability to set job priorities. It requires day to code and test it (otherwise DF code is really strange and/or needs full rewrite), requested for years, fixes multiple problems (brokers, doctors, diplomats etc).
I think he meant to set jobs priorities ingame for specific dwarves and not in raws.
I thoroughly hate inability to set job priorities. It requires day to code and test it (otherwise DF code is really strange and/or needs full rewrite), requested for years, fixes multiple problems (brokers, doctors, diplomats etc).
[PRIORITY:RESPONSIBILITY:TRADE:IMPORTANT]
[PRIORITY:RESPONSIBILITY:HEALTH_MANAGEMENT:CRITICAL]
[PRIORITY:REACTION:TAN_A_HIDE:CRITICAL]
[PRIORITY:REACTION:SCREW_PRESS:NORMAL]
[PRIORITY:JOB:ANIMAL_TRAINER:IDLE]
[PRIORITY:JOB:WOODCRAFTER:NORMAL]
[PRIORITY:HAULING:ITEM_TOY_PUZZLEBOX:IDLE]
[PRIORITY:HAULING:MARBLE:NORMAL]
[PRIORITY:HAULING:ADAMANTINE_WAFFRES:IMPORTANT]
I thoroughly hate inability to set job priorities. It requires day to code and test it (otherwise DF code is really strange and/or needs full rewrite), requested for years, fixes multiple problems (brokers, doctors, diplomats etc).
[PRIORITY:RESPONSIBILITY:TRADE:IMPORTANT]
[PRIORITY:RESPONSIBILITY:HEALTH_MANAGEMENT:CRITICAL]
[PRIORITY:REACTION:TAN_A_HIDE:CRITICAL]
[PRIORITY:REACTION:SCREW_PRESS:NORMAL]
[PRIORITY:JOB:ANIMAL_TRAINER:IDLE]
[PRIORITY:JOB:WOODCRAFTER:NORMAL]
[PRIORITY:HAULING:ITEM_TOY_PUZZLEBOX:IDLE]
[PRIORITY:HAULING:MARBLE:NORMAL]
[PRIORITY:HAULING:ADAMANTINE_WAFFRES:IMPORTANT]
Those raws were a mockup, not a copy-paste.Thanks, I wanted to kill myself with my keyboard as I failed to notice it. And - yes, I fought about global priorities.
RRRRGARGLE. MURFLERRRGH YARGBERGUNK, WARRRNANARRGH.
Love the game, but lack of multithreading will seal it's fate.
Clock speed is getting harder and harder to increase, while Windows 8 supports 64 core systems...
The more non-thread safe core simulation code that's written before switching, the more likely it'll be a 'start from scratch' project.
Love the game, but lack of multithreading will seal it's fate.
Clock speed is getting harder and harder to increase, while Windows 8 supports 64 core systems...
The more non-thread safe core simulation code that's written before switching, the more likely it'll be a 'start from scratch' project.
Its a start from scratch project already. Multi threading, isn't the magic solution that seems to be the popular idea. Maybe switching over to 64 bit, with the ability to use more memory for its processes would probably be more worthwhile.
If Toady had a decent planI remember that Toady said that "real" multithreading is not planned.
...My understanding of multithreading tells me that it should be pretty easily applicable in principle to the way the game works, but I know absolutely nothing of its internals and so can't speak on the subject reliably like he can.
Problem 1) divvying up the list requires looping through the list and doing something to them... which is exactly the problem you were trying to solve.
Only 1 thing turns me off about DF.'tis more a personal preference this. :)
Migrational waves are too frequent and with too many.
I don't mind ending up with very populous fortresses, but I'd like the game much more if each wave only has say 3 dwarves minimum and 8 dwarves maximum, and only occur once a year.
Only 1 thing turns me off about DF.'tis more a personal preference this. :)
Migrational waves are too frequent and with too many.
I don't mind ending up with very populous fortresses, but I'd like the game much more if each wave only has say 3 dwarves minimum and 8 dwarves maximum, and only occur once a year.
I think this can be partially attained by lowering the maximum allowed fortress population in the raws to below the current pop and increasing this to slightly above the current pop once every few years or so. The (last) migrant wave size does not get smaller IIRC, but at least you could manage the frequency of them occuring.
That's the thing though, I don't mind having no cap on the population max; in fact, I want it that way. Instead, it'd be awesome if there is an option to control approximately how large and how frequent migrant waves are.
Even just a simple toggle to disable migrations, with no fine-grained control, would be niceDone, and called population cap (except 2 forced waves).
Even just a simple toggle to disable migrations, with no fine-grained control, would be niceDone, and called population cap (except 2 forced waves).
At this point, I would say it is a good time to stop pushing forward, take a big breath, and go back in to the core of the game and clean up shop. Streamline it, make it nice and im sorry to say, but more undwarfy. Leave the dwarfiness to the actual dwarves (which i wouldnt change for the world). If it doesnt get the knots and kinks out at this point, it probably never well, and you will end up with a bunch of wonderful ideas getting lost and broken on the tangled mess in the middle.
There are a couple lines of though in development. One of them is pushing on with features and leaving optimization for later. It's usually sound, but I do believe there is room for some preemptive optimization.
the majority of gamers have been preconditioned as of late into angry bird simpletons...
No manual automation: As it stands, no fort can run for any period longer than a season without a spanner getting thrown into the works. Now unpredictable chaos is the charm of dwarf fortress, but there is a whole ton of predictable chaos that makes it hard for me to play long. Workshop queues being <10 places long and no numerical orders being the big one. You try and you try to make enough beds for everyone, but when a 20 migrant caravan comes you ask for 10, hope you will remember to make 10 more but then only remember to do so when the next caravan arrives. Then you're behind, the migrants get angry, throw tantrums, everyone loses. I could designate repeated beds, only to find 300 beds made, my wood stock destroyed, no trees left, and a migrant cap of 150.
The more I know about it, the more I think that DF in not really multithreadable. So yeah, hope for faster processors.
One of the things that slowed me down in the beginning was being confused by [v] and [k], and I think the fact that they're so easily confused yet are both very necessary is one of the biggest interface problems.I agree with this, they could just combine them into 1 letter.
One of the things that slowed me down in the beginning was being confused by [v] and [k], and I think the fact that they're so easily confused yet are both very necessary is one of the biggest interface problems.I agree with this, they could just combine them into 1 letter.
I constantly screw up q, v, k and sometimes the t command. They do need to stay separate though, since otherwise it takes away from controller screw and moves it into interface screw, hehe.
I'm basically providing the same answer as about 30% of the posts on this thread, but alas, I'll share my experience. When I first downloaded Dwarf Fortress (for Snow Leopard), I created a new world, having no knowledge of the game whatsoever. After seeing all the (what I thought were) strange green symbols and the basic font scheme, I quit the game and deleted it.
Now, I've upgraded to Lion, and when I downloaded Dwarf Fortress again, it wouldn't open! But I found a great thread in the Bay12 forums that gave me clear instructions on how to fix this problem. So, once again, I created a new world. However, this time I decided to watch a recent Dwarf Fortress LP beforehand! Now I'm fine with playing the game.
So my only real "turn-offs" was the UI.
Just because folks were talking about command shortcuts, I thought I would add that I am not sure there is even a mention of "u" anymore on the interface, but I find it exceedingly valuable.
Not a turn off perse but this cause alot of eventual issues: DF is very hardcoded, forcing work on only only 2 developers. Do you know about this company called paradox interactive? Their games have open scripts and I can do everything. Create my own user interface, new units, new events, new unit interaction, new AI... everything. A good game is fun. A great game allow others to make good mods.
What I would love is a WYSIWYG modding tool.
Similar to RPG Maker 95/2k/2k3's code snippet entry.
It would make for ease of access and less eye hurt from using Notepad all the time.
Part of the problem with opening DF up to allow the design of custom UI is that the game is constantly changing,So what? DFHack, Dwarf TheRapist and other thrid party tools must be updated every release anyway. Updating UI API, interface or whatever by thrid party developer is problem of this developer.
When DF becomes near to being 'finished'Who you are kidding? This will never happen.
So who really benefits from improving the UI now anyway?Everyone.
Believe me, when DF is finished in 2026Read from my lips: This. Will. Not. Happen.
Believe me, when DF is finished in 2026Read from my lips: This. Will. Not. Happen.
Letting k and v switch to each other would be nice enough.
I could see DF being 'finished' if Toady decided to work on a new game/version entirely.I would not count is as finished, but abandoned. In fact, there are two possible scenarios:
I could see DF being 'finished' if Toady decided to work on a new game/version entirely.I would not count is as finished, but abandoned. In fact, there are two possible scenarios:I claim DF will be never officialy finished.
- Abandoment - as described above.
- Ceasement - when Toady will be found dead by keyboard, hopefully from old age.
Barrier to play: the help available is really weak and uninformative. Something more like man pages for a *nix program might be dense and cumbersome, but at least the user would have a better clue which end is up if they stuck with it.
Style gripe: I don't like Good/Evil regions. It seems a poor fit in a game with little overt supernatural activity. It's also probably impossible to define good and evil in a way that seems reasonable to each player. Though, necromantic hellholes that bring the dead back for no clear reason are something of a fantasy staple. Maybe if they must exist, it would be better to revise to Beneficent/Baneful regions, try to bring their behavior in line with those terms, and drop the morality aspects completely.
Someone in the other locked thread asked what's so wrong with the interface, so here's a list of a few things I want:I good deal with non-mouse navigatable menus, but +1 to everything else.
- Consistant key mapping, so the same keys map to the same object in all applicable menus.
- Consistant ability to scroll through menus. Some menus allow scrolling with /*-+, other's don't.
- Mouse navigate-able menus. If I see on the screen the command I want to execute, I should be able to click it, without having to figure out if I can scroll to it or which key to press.
- Manager screen as a top level menu.
- Consistant item grouping. Stockpiles use one set of item categories. The liaison uses another. Stocks use another. The embark screen uses another.
- Dwarf therapist integration. Or else official support of Dwarf therapist. This is an essential utility.
- Better notification of unhappiness, and the causes of it
- Better error messages generally.
- And more...
The short of it is, half the steep learning curve of DF is learning the interface, the other half figuring out the logistics of how to manage a fort. It should be all logistics, and no learning curve for the interface.
Ye shame that thread got locked, was just about to post to. I'll write down here some of the things that have always annoyed me about DF. Might have posted in this thread already, can't remember.+1 to all but the immigration complaint. Not that it is not a valid complaint, just that there are more pressing concerns.
Anyway
-Food is in sheer abundance, sustaining a populace is so trivial it's more of a chore to remember to keep a healthy stock of booze then managing resources. Egg and many meat sources feeding entire fortresses with no upkeep at all. Whoever heard of non grazing animals somehow surviving without food. Or farms smaller then the dining hall somehow filling said dining hall with abundance of crops.
-Immigration is a pain in the arse esepcially early on when population can triple in a single migrant wave. Obviously a small and modest outpost shouldn't attract everyone and their dog, should be a gradual buildup so the player can get to know the population instead of rrecieving a massive wave of faceless meatshields.
Also the complete lack of emigration. Whoever heard of immigration without emigration, that's just not possible. If things look so grim in the fortress why don't dwarves up and leave instead of awaiting their death or going insane.
-Complete lack of architecture as structural integrity is not an issue. I quite enjoy the challenge of designing according to what is and what is not possible. The thought of an entire mauntain resting on a support made of soap is a huge immersion breaker for me, and I really miss the challenge of designing a fortress. Walls being industructible annoys me as well, I'd love to make huge fortifications nigh impossible to breach, but then a single wall construction does the job just as well.
There you go more or less what I wanted to post earlier. Don't get me wrong I love dwarf fortress, but every game has its flaws, especially one in developement.
For me, it was the world gen/embark screen. Yes, starting the game and having absolutely no direction of what to do put me off DF for a while. I know lots of people are suggesting to have some kind of tutorial in the game, but why bother when there are already lots of absolutely wonderful tutorials out on the net? Wouldn't it be easier to link some of these tutorials from inside the game instead?
Probably my least favorite part of the game is the first year of a fort. After a point where I have made a couple dozen forts, I hate having to set it up from base zero. I wish i could just skip the initial fort setup and just get into the meat of the game.Turn up the FPS cap, it will make time fly by.
Probably my least favorite part of the game is the first year of a fort. After a point where I have made a couple dozen forts, I hate having to set it up from base zero. I wish i could just skip the initial fort setup and just get into the meat of the game.I'd actually like the opposite -- make the late game more like the early game, with more explicit challenges to overcome.
I haven't played Dwarf Fortress in a month or perhaps longer because I'm tired of how repetitive and overwhelming the game gets when there is no direction and everything comes at you at once. I have kept up with downloading the recent updates when my connection will let me do so, but I haven't touched them because I'm worried that I'll get overwhelmed all over again.I have to wonder, is it really complexity or lack of difficulty combined with complexity?
I'm sorry if this post isn't very helpful.
Yea, but given enough time all games become easy. There has been folks here playing DF for years.I haven't played Dwarf Fortress in a month or perhaps longer because I'm tired of how repetitive and overwhelming the game gets when there is no direction and everything comes at you at once. I have kept up with downloading the recent updates when my connection will let me do so, but I haven't touched them because I'm worried that I'll get overwhelmed all over again.I have to wonder, is it really complexity or lack of difficulty combined with complexity?
I'm sorry if this post isn't very helpful.
I think NW_Kohaku and several others all agree that Dwarf Fortress needs to be harder somehow, as right now there is no real difficulties in the game, its all just easy.
I had to play DF for months for it to become easy. I only had to play Fallout: New Vegas, for a week for the entire game to be easy. (then I got hardcore mode turn on, and that toke another week).Yea, but given enough time all games become easy. There has been folks here playing DF for years.I haven't played Dwarf Fortress in a month or perhaps longer because I'm tired of how repetitive and overwhelming the game gets when there is no direction and everything comes at you at once. I have kept up with downloading the recent updates when my connection will let me do so, but I haven't touched them because I'm worried that I'll get overwhelmed all over again.I have to wonder, is it really complexity or lack of difficulty combined with complexity?
I'm sorry if this post isn't very helpful.
I think NW_Kohaku and several others all agree that Dwarf Fortress needs to be harder somehow, as right now there is no real difficulties in the game, its all just easy.
Yea, but given enough time all games become easy. There has been folks here playing DF for years.
Yea, but given enough time all games become easy. There has been folks here playing DF for years.
I've been playing for almost two years and the game still surprises me. There's not many games you can say that about.
the only thing that turns me off besides bugs is the military screen. so complex :( I liked it better in 40d.
I just gave up on making uniforms and just equip each dwarf with specific armor pieces. I like that screen now :)
I just gave up on making uniforms and just equip each dwarf with specific armor pieces. I like that screen now :)
I do this, as well, but it still annoys me, because in order to actually do this, I have to use pen and paper to write down specific pieces of armor and weapons that aren't in use to assign to different dwarves.
This wouldn't be a problem if the information was available from the screen where you make the decision, which is one of those cardinal rules of making an interface that DF just doesn't follow, and is especially egregious in the case of the military screen, because there is nothing stopping you from assigning a weapon that is already equipped by another dwarf. (And worse, there is nothing indicating that the weapon is already equipped.)
I hate the moments where your military is equipped and training, you have food, booze, clothes, tradegoods and you have no good idea how to expand your fort. I usually just leave the game running and do something else til something interesting happens.Thats when you do a mega-project, or insure all of your citizens dien on only the finest foods, drink only the finest booze, and all of masterwork bedrooms. (the last bit will make the nobles mad so you should plan out some accidents in advance.)
More specifically, what problems did you have before learning the ropes of the game? We figure we are losing 90% of the players because of the UI and other barriers, and that doesn’t even count the ones scared away by the ASCII graphics. Now, this doesn’t mean we are about abandon the rest of the game to start the presentation arc. It is just as important to have endless monster attacks from the underground, and challenging sieges.The lack of graphics is the number one reason most don't even try the game. The game doesn't need any fancy graphics.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?I believe many gamers start leaving because time after time when 5 or so dwarf years pass a veteran player has created a successful stable fort and there's nothing left to challenge them except dying from the endless demon hordes behind the adamantine. If you play the game beyond 5 years you'll see the game needs more events and challenges during late game. To keep players addicted add late game content to challenge their forts such as natural disasters, assassins, global events, unique visitors, special buildings(schools), and more deadly sieges(armored_cyclops_army). Players will want to wait an experience those features because the first 5years usually has players busy with other game aspects.
Then Undead reanimating indefiniatly, which really just kills emersion after it is cut to pieces and still comes back.
Wow, that mom was durable (... no double entendre intended)Then Undead reanimating indefiniatly, which really just kills emersion after it is cut to pieces and still comes back.
Have you not seen Braindead (http://en.wikipedia.org/wiki/Braindead_%28film%29)?
Wow, that mom was durable (... no double entendre intended)Then Undead reanimating indefiniatly, which really just kills emersion after it is cut to pieces and still comes back.
Have you not seen Braindead (http://en.wikipedia.org/wiki/Braindead_%28film%29)?
Cliffs are the main offenders.
Wouldn't it be easier to link some of these tutorials from inside the game instead?
Wouldn't it be easier to link some of these tutorials from inside the game instead?
Wiki is linked.
No way to preview embarks, i've abandoned forts immediately due to terrain features not being there.
Cliffs are the main offenders.
Perhaps, but it wouldn't be a huge problem really. Having the option to generate the embark area and take a look before actually embarking there would be nice and not a real problem. The embark area would then be generated and so would need to be remembered / offloaded, so you might end up generating a lot of data that has to be saved, but I don't think it would be a show stopper, really. As you said, it's no different than embarking there and quitting. It would just take out a few steps of the process if you decided you didn't like the embark.
Not a terribly high priority thing in my opinion, but it would be nice.
But it would take those several minutes to embark there anyway, this is simply giving you a more convenient method of choosing a new site than the current method of force quitting.Perhaps, but it wouldn't be a huge problem really. Having the option to generate the embark area and take a look before actually embarking there would be nice and not a real problem. The embark area would then be generated and so would need to be remembered / offloaded, so you might end up generating a lot of data that has to be saved, but I don't think it would be a show stopper, really. As you said, it's no different than embarking there and quitting. It would just take out a few steps of the process if you decided you didn't like the embark.
Not a terribly high priority thing in my opinion, but it would be nice.
What I mean is, it would take a significant amount of time to "preview". It can take several minutes, depending on the size of your embark to generate all that.
So true.But it would take those several minutes to embark there anyway, this is simply giving you a more convenient method of choosing a new site than the current method of force quitting.Perhaps, but it wouldn't be a huge problem really. Having the option to generate the embark area and take a look before actually embarking there would be nice and not a real problem. The embark area would then be generated and so would need to be remembered / offloaded, so you might end up generating a lot of data that has to be saved, but I don't think it would be a show stopper, really. As you said, it's no different than embarking there and quitting. It would just take out a few steps of the process if you decided you didn't like the embark.
Not a terribly high priority thing in my opinion, but it would be nice.
What I mean is, it would take a significant amount of time to "preview". It can take several minutes, depending on the size of your embark to generate all that.
I assume the general idea is:
Preview
*Site is generated*
C: Choose a new site
E: Embark here
Currently the method is
Choose site
*Site is generated*
"I dislike here"
Ctrl+Shift+escape
End Process Dwarfort.exe
*start Dwarf Fortress, wait to load*
Loop.
But it would take those several minutes to embark there anyway, this is simply giving you a more convenient method of choosing a new site than the current method of force quitting.My method of embarking actually looks more like this:
I assume the general idea is:
Preview
*Site is generated*
C: Choose a new site
E: Embark here
Currently the method is
Choose site
*Site is generated*
"I dislike here"
Ctrl+Shift+escape
End Process Dwarfort.exe
*start Dwarf Fortress, wait to load*
Loop.
Seems like either:did both :(
- built a track stop without track under it
- didn't set proper direction for route stops
Wow, this thread still exists?
Let me tell you. DF is not an obscure game. The amount of attention it has received on gaming sites, especially those covering indie games, is enormous.
That brings up a good point. I know very few people that actually play "pure" DF. No mods, therapist, dfhack, tilesets, or raw editting.
Not unplayable, I play just fine without.
I'd agree it's hard to figure out who one is to appoint for a job, but the actual management isn't undoable it just takes a bit of time.
Bedides, right now, challenge is not mechanics, but user interface - once that is fixed, mechanics can be tuned and most inapropriate exploits fixed. But you need to make people stop battling UI before you can make then battle goblins.
Main problem with UIs is this: Sheer amount of stuff. And it gets worse with every release because new creatures are being added (trees, minerals, item types ...). This ever increases screen clutter. Golden medal goes to interface for bringing items to depot - it is the one part that handles required sorting and filtering well. Contrast with Grime medal for actual trade interface which has nothing of that sort, yet is closely related.
It is hard to find items and creatures.
Secondary problem is organization. Menus show their history of commands being added. New features are not incorporated to existing structure, but being added. Why is there z-animals menu when there is u-animals menu which can both be merged? both are very late adition or had recent makeover.
It is hard to find commands to do something with items and creatures you had trouble finding.
Tertiary problem are inconsistencies. Same actions often have different commands. Similar concepts completelly different implementations.
If you found what to do and how to do it, you can't apply that to ther parts of game.
I wonder why toady never simply took month or two to develop stable and robust widged library - "item list", "being list"
For me? The military screen. That thing is utterly ridiculous. The menu at my local chili joint makes more sense, and they had to actually hire someone to explain it as people came in.
For new players, the WHAT THE FUCK DO I DO ARGH factor. Even if you manage to gen a world, the interface isn't conducive to learning. The fact that when I found the "?" menu it didn't tell me jack shit didn't help much either.
Everything else I like though.
Not unplayable, I play just fine without.Sometimes I will assign two dozen different dwarves for smoothing stone which takes 1minute within dwarf therapist because you sort, glance at dwarves names then some quick clicks then removing those two dozen so the two experts can perform engravings. I couldn't imagine all the time it would take for going thru all 150 dwarves inside dwarf fortress so only the two experts can perform engravings.
I'd agree it's hard to figure out who one is to appoint for a job, but the actual management isn't undoable it just takes a bit of time.
Aquifers. If I for some reason embark on map where's one and it prevents me from doing pretty much anything, then its a literal turn off.
Aquifers. If I for some reason embark on map where's one and it prevents me from doing pretty much anything, then its a literal turn off.
You can mod them out.
What turns you off about DF?Some things cannot be modded out with a simple toggle setting. =P
I'm turned off by how you can't see stone layers anymore when looking at embarks. Also the bugs where flux doesn't display sometimes when it's there and sometimes when it's displayed it's just dang marble 100 z layers below :(
Aquifers. If I for some reason embark on map where's one and it prevents me from doing pretty much anything, then its a literal turn off.
You can mod them out.
On the topic? Some of the military and health care bugs irritate the hell out of me. I kinda wish Toady had a bug "limit" of some sort and would keep bugs under a certain level. That said I understand the need and focus of implementing new features before fixing a part of the machine that may get rewritten later. My only question is...how many years can we expect the game to be very bug ridden? Can we expect a full bug fix focused cycle within the next year or two to exclusively fix bugs until it truly is in a more polished Beta state? Am I going to have to wait 10 more years before the ecosystem of bugs is eradicated or shrunk to a reasonable level?Yes.
The fact that they keys are often completely unintuitive and switch from menu to menu.
yo can move with arrows for one, and plus/minus for another. It's frustrating for a long time.
The fact that they keys are often completely unintuitive and switch from menu to menu.
yo can move with arrows for one, and plus/minus for another. It's frustrating for a long time.
I've said it before and I'll say it again:
It's all entirely logical. Any screen where you can still see the map uses +/-, all others use arrow keys.
I believe there is one exception to this rule, but I do not recall it offhand.
The fact that they keys are often completely unintuitive and switch from menu to menu.
yo can move with arrows for one, and plus/minus for another. It's frustrating for a long time.
I've said it before and I'll say it again:
It's all entirely logical. Any screen where you can still see the map uses +/-, all others use arrow keys.
I believe there is one exception to this rule, but I do not recall it offhand.
This, its the one complaint I don't understand.
My biggest beef with the game is the lack of menus where you can type to search, like how you can with the embark screen. Granted, some more bug fixes would be great, as well as being able to see more than 1 z-level at a time, but that doesn't piss me off like having to scroll through long lists trying to find something specific.
The fact that they keys are often completely unintuitive and switch from menu to menu.
yo can move with arrows for one, and plus/minus for another. It's frustrating for a long time.
I've said it before and I'll say it again:
It's all entirely logical. Any screen where you can still see the map uses +/-, all others use arrow keys.
I believe there is one exception to this rule, but I do not recall it offhand.
But it's also not very intuitive, especially since the game switches between the two.
There's also the inconvenience of the + key requiring the the use of Shift at least on certain types of keyboards. This can be adjusted through keybinds, but a new player won't know how to do that, and there are a very large number of keybind options as well.
Not being able to engrave constructed walls. I've abandoned countless forts solely due to not finding a large enough area of the same stone type/colour to make an awesome engraved dining room out of :<
(being pedantic about stuff like that sucks)
For example 'the reclaim after sieges/ambushes causes goblins to be friendly' bug seems to not be fixed yet
and IIRC they become hostile when your fortress is attacked again.
One thing that bugs me is that the ASCII is slightly taller than it is wide so I often mess when measuring how long a
area is in tiles.
You mean curses_square_16x16.png?One thing that bugs me is that the ASCII is slightly taller than it is wide so I often mess when measuring how long a
area is in tiles.
You can change it in settings to square ones.
You mean curses_square_16x16.png?One thing that bugs me is that the ASCII is slightly taller than it is wide so I often mess when measuring how long a
area is in tiles.
You can change it in settings to square ones.
That makes my eyes burn by looking at it.
The fact that they keys are often completely unintuitive and switch from menu to menu.
yo can move with arrows for one, and plus/minus for another. It's frustrating for a long time.
I've said it before and I'll say it again:
It's all entirely logical. Any screen where you can still see the map uses +/-, all others use arrow keys.
I believe there is one exception to this rule, but I do not recall it offhand.
This, its the one complaint I don't understand.
My biggest beef with the game is the lack of menus where you can type to search, like how you can with the embark screen. Granted, some more bug fixes would be great, as well as being able to see more than 1 z-level at a time, but that doesn't piss me off like having to scroll through long lists trying to find something specific.
Wait, THERE'S A SEARCH FUNCTION ON THE EMBARK SCREEN!?
-Package the game with a tileset, seriously I'd warrant to say 90% of your 90% you're turning away is solely the ASCII graphics. There's a difference between trying to maintain an image with the game and keep to its roots and denying players the choice without making them jump through hoops. Simply having Dwarf Fortress come in a graphical and non-graphical version would go MILES towards making it a more accessible game, I can seriously tell you straight up that 4/5 of my friends that don't play DF cite this as the reason.
-When I started originally my biggest issue was Stone, and its still an overhanging issue, I have too much of it and usually of colors I hate. Letting us designate at a workshop which TYPE of stone to use would go MILES towards making the game more accessible (IE: I only want Brown Tables, I set Mason Workshop to Mudstone, BAM!, I want to consume all of my Microcline, I just simply set my Crafts shop to it and bam!)
Does the new "give to workshop" for stockpiles not also address this?-When I started originally my biggest issue was Stone, and its still an overhanging issue, I have too much of it and usually of colors I hate. Letting us designate at a workshop which TYPE of stone to use would go MILES towards making the game more accessible (IE: I only want Brown Tables, I set Mason Workshop to Mudstone, BAM!, I want to consume all of my Microcline, I just simply set my Crafts shop to it and bam!)
You can use DFHack to specify material types in jobs, particularly for stone.
-Package the game with a tileset, seriously I'd warrant to say 90% of your 90% you're turning away is solely the ASCII graphics. There's a difference between trying to maintain an image with the game and keep to its roots and denying players the choice without making them jump through hoops. Simply having Dwarf Fortress come in a graphical and non-graphical version would go MILES towards making it a more accessible game, I can seriously tell you straight up that 4/5 of my friends that don't play DF cite this as the reason.
It is as simple as asking permission from the tileset makers to send them in. They're already incorporated into unofficial releases.And delay releases as you wait for new graphics?
Does the new "give to workshop" for stockpiles not also address this?-When I started originally my biggest issue was Stone, and its still an overhanging issue, I have too much of it and usually of colors I hate. Letting us designate at a workshop which TYPE of stone to use would go MILES towards making the game more accessible (IE: I only want Brown Tables, I set Mason Workshop to Mudstone, BAM!, I want to consume all of my Microcline, I just simply set my Crafts shop to it and bam!)
You can use DFHack to specify material types in jobs, particularly for stone.
It is as simple as asking permission from the tileset makers to send them in. They're already incorporated into unofficial releases.
For me, it's that the game is unfinished. I hate the idea of having to restart a fortress when a new version comes out, even though it's been good recently about backwards-compatibility.
It is as simple as asking permission from the tileset makers to send them in. They're already incorporated into unofficial releases.Its as simple as ToadyOne not liking to work with anyone.
-Package the game with a tileset, seriously I'd warrant to say 90% of your 90% you're turning away is solely the ASCII graphics. There's a difference between trying to maintain an image with the game and keep to its roots and denying players the choice without making them jump through hoops. Simply having Dwarf Fortress come in a graphical and non-graphical version would go MILES towards making it a more accessible game, I can seriously tell you straight up that 4/5 of my friends that don't play DF cite this as the reason.
The ascii graphics aren't about 'maintaining an image'. Its about reducing workload. ToadOne and ThreeToe experience from their previous game, Slave to Armok, that adding graphics was really killing the games forward progress. So they went with Ascii to address this work load problem.
There still the issue of the fact that ToadyOne doesn't like working with other folks. He even stated that he doesnt like to program with his own brother.-Package the game with a tileset, seriously I'd warrant to say 90% of your 90% you're turning away is solely the ASCII graphics. There's a difference between trying to maintain an image with the game and keep to its roots and denying players the choice without making them jump through hoops. Simply having Dwarf Fortress come in a graphical and non-graphical version would go MILES towards making it a more accessible game, I can seriously tell you straight up that 4/5 of my friends that don't play DF cite this as the reason.
The ascii graphics aren't about 'maintaining an image'. Its about reducing workload. ToadOne and ThreeToe experience from their previous game, Slave to Armok, that adding graphics was really killing the games forward progress. So they went with Ascii to address this work load problem.
That's fine, they don't have to touch the graphics, there's plenty of people in this community who would gladly submit tilework for an update in a heartbeat.
And for those saying it would delay progress, its as simple as releasing what they need tiles for a week ahead of release and they'd be done by SOMEONE.
There still the issue of the fact that ToadyOne doesn't like working with other folks. He even stated that he doesnt like to program with his own brother.-Package the game with a tileset, seriously I'd warrant to say 90% of your 90% you're turning away is solely the ASCII graphics. There's a difference between trying to maintain an image with the game and keep to its roots and denying players the choice without making them jump through hoops. Simply having Dwarf Fortress come in a graphical and non-graphical version would go MILES towards making it a more accessible game, I can seriously tell you straight up that 4/5 of my friends that don't play DF cite this as the reason.
The ascii graphics aren't about 'maintaining an image'. Its about reducing workload. ToadOne and ThreeToe experience from their previous game, Slave to Armok, that adding graphics was really killing the games forward progress. So they went with Ascii to address this work load problem.
That's fine, they don't have to touch the graphics, there's plenty of people in this community who would gladly submit tilework for an update in a heartbeat.
And for those saying it would delay progress, its as simple as releasing what they need tiles for a week ahead of release and they'd be done by SOMEONE.
As for just tossing request into the wild, thats not a perfect solution. You'll probably get a mismash quilt thing going which will look cruddy and there issue of what to do with multiple submission for the same item and there the issue of what to do when there is no submission for the new item. There also the fact that ToadyOne & ThreeToe aren't a 100 percent transparent with their developments. They've been known to allow for surprises in new releases. So now you'll have these potencial surprises in this mishmash quilt of spirites that'll look really out of place being just Ascii.
None of these problems are impossible to solve, but they do make ToadyOne and ThreeToe having to with the community/someone for a release, which ToadyOne for sure doesn't like to do. That personal preference is paramount.
Whereas, how the current model works with tilesets being worked on autonomously seems to be pretty functional. ToadyOne doesn't have to rely on anyone else, and gets to work in his own time frame.
What I'm asking for is a dual release, IE: similar to how Mayday does his "DFG" Graphical release, simply have a series of graphical clients already pre-installed on the download page with DF. As it stands when me (and my brother) started, we both hand installed tilesets without knowing that they came in pre-packaged clients.
Would just make things easier on the newbies.
It would go long way if toady simply included "mod manager" that takes stuff from community-operated repository.
He would release game as usual, but user would be able to get list of tilesets (and major mods) for his version, download them and install them with one keypress.
All that tileset/mod creator would have to do is to prepare package which is tagged with new DF version and upload it to repository.
Add star rating, "recomended" feature and you have really nice system in place.
2) World not continuing to age as a whole after generation.
3) Inability to 'retire' a fort and see it grow as an ai settlement.
I want them.... now... PLease?2) World not continuing to age as a whole after generation.
3) Inability to 'retire' a fort and see it grow as an ai settlement.
You know these two points are actually Toady's primary goals for this development arc right?
Heh, I read your post and was like, "He's gonna be happy soon..."I want them.... now... PLease?2) World not continuing to age as a whole after generation.
3) Inability to 'retire' a fort and see it grow as an ai settlement.
You know these two points are actually Toady's primary goals for this development arc right?
My only real problem with dwarf fortress is the lack of a real living world. It's frozen in time the moment you start playing. Obviously, this is to change in future versions.
My only real problem with dwarf fortress is the lack of a real living world. It's frozen in time the moment you start playing. Obviously, this is to change in future versions.
My Real Problem is the Thing thats Being Address?
why bring it up?
More specifically, what problems did you have before learning the ropes of the game? We figure we are losing 90% of the players because of the UI and other barriers ...
What do you think is scaring people away? [...] We have to identify the main culprits first.
Checked back after 2 years. I still haven't learned the ropes. It's still the UI.
It's a UI written for those who already know how to use it, and no-one else.
FPS death. Even if I feel like starting a new fortress in the middle of the game when the FPS wasn't as bad, experiencing the slow grind right before I abandon pretty much stops me from making a new fortress for a long while.
multi-core support.UUUUGGHH
Every time I ever played Adventure, I always died of hunger because I never could figure out what I was supposed to do to get food! Actually, the last time I tried playing I ended up venturing into a fort and getting stuck not able to move because I was hungry/passed out? I don't even remember.
Please, for the love of Armok, give me smaller migrant waves! (like 2-8 migrants a season) I want to be happy to have more dwarves to work with, not annoyed because I have to spend more time paused doing labor re-assignment surgery.
Recommendation: Please, for the love of Armok, give me smaller migrant waves! (like 2-8 migrants a season) I want to be happy to have more dwarves to work with, not annoyed because I have to spend more time paused doing labor re-assignment surgery.This.
Also, the fact that the game pauses every time I do anything. Can that be an option? Maybe I don't want to pause while I designate the next branch to mine.And this.
Nice necro. Anyways, the magic update will make the game more challenging.
Nice necro. Anyways, the magic update will make the game more challenging.
It is too simple and primitive... I expected more.That is because:
Wordsandchaos, dwarf fortress is very intrinsically not a game you can just hop into and expect to learn normally. It’s a game where you need to read at least the basics of how to play before trying to do so, and is very much not going to hold your hand through those confusing first hours.
Also development doesn't seem to fix long standing bugs, which is annoying.
Nah. I think it is my fault for having played more Rimworld. I just expect to spend more time try to keep food fresh, or manage temperatures (though that should be simple most places under ground).It is too simple and primitive... I expected more.That is because:
a) DF should not be overestimated, you'll never be able to do everything.
b) It's literally less-than-half done.
Personally, my turn off list with DF (but it's free, so, who really cares):The first complaint is because there's a lot going on under the hood, even if you don't really immediately notice it. There's a lot of little features with each update.
*) Glacial development pace. I understand it's one coder and coding wasn't his former job, but even still. How many years has it been now, and the donations are easily a decent full time salary, so to trot out a few (to me, pretty lacklustre) features every few years, and leave existing, fairly game-breaking bugs scattered around, is annoying to me. Feels ... privileged, even if that's not the intention.
*) Non open source. More a peeve that I think it could be much better if other people were allowed to contribute. I don't personally think his vision is that spectacular that people need to sit back and watch for years while he realizes it. But, his call.
*) Finally, hearing random forumers and posters online when DF is mentioned wax lyrical about how it's 'the most complicated game ever!!!!' and 'truly anything is possible!!!!' etc etc. It doesn't strike me as anywhere near that level of praise, it's emergent properties are fairly rail-roaded. Maybe that will change but I get a bit sick of hearing that particular praise for some reason.
it is leaving a niche market for a more mainstream one. Its cool and normal.Nope! It's as niche as before, it's just that the niche is getting larger as the community grows. But it's still niche.
The bigger the niche, the lesss it is niche tho. Like the cheese's hole paradoxIt still isn't mainstream. The game will become harder and more complex with the magic update, so that will put a stop to growth.
For me first and foremost is the fear that some bug will break the experience for me. Recently it happened when my Dwarfs stopped gathering wood and apparently the cause was that I breached the caverns since the second I sealed them off they started gathering wood again.
Food production is too easy [...]
The economy arc will need tracking even useless items. What's the point of removing a system only to readd it later?Food production is too easy [...]
I think the reason it's too easy is it doesn't simulate many factors yet, present in real food production. Funny thing, showing how there is not much consistency with the development of food production, and that is not finished yet, is that the underground plants (growing in unchanging environment) are subject to seasonal limits, while aboveground plants (growing often in wildly changing environment) are not. So it's opposite what logic dictate it should be.
In a game based on earlier Dwarf Fortress, RimWorld, there are changing weather conditions, blights and similar events which will make otherwise similar experience quite different, and can destroy food production for people, or for animals. Also RW's plants are more varied in their requirements, forcing the player to make significant choices, something what real farmers often have to do.
So overall I think it is under development still, and hopefully will change.
One thing which makes me angry is that the useless things which are sold to the caravans are apparently tracked. Personally I think that they should be wiped, or mostly wiped, both for performance and for sanity.
ToadyOne when hes spoken about it, doesnt believe it will do much for the game.Well, it's Toady's game. He knows what's good for it.
ToadyOne when hes spoken about it, doesnt believe it will do much for the game.Well, it's Toady's game. He knows what's good for it.
One thing which makes me angry is that the useless things which are sold to the caravans are apparently tracked. Personally I think that they should be wiped, or mostly wiped, both for performance and for sanity.The economy arc will need tracking even useless items. What's the point of removing a system only to readd it later?
More specifically, what problems did you have before learning the ropes of the game? We figure we are losing 90% of the players because of the UI and other barriers, and that doesn’t even count the ones scared away by the ASCII graphics. Now, this doesn’t mean we are about abandon the rest of the game to start the presentation arc. It is just as important to have endless monster attacks from the underground, and challenging sieges.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?
1: Wait until Toady optimizes stuff. It won't involve multithreading, though, because it would soak up 2 years without new features.More specifically, what problems did you have before learning the ropes of the game? We figure we are losing 90% of the players because of the UI and other barriers, and that doesn’t even count the ones scared away by the ASCII graphics. Now, this doesn’t mean we are about abandon the rest of the game to start the presentation arc. It is just as important to have endless monster attacks from the underground, and challenging sieges.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?
My opinion :
1 : Performance issues, even with an ok 8 Core cpu you will get lower performance once the population and items reaches certain numbers. There's been improvements, but the added content and other things seems to also contribute again on lower performance.
2 : GUI , Personally I have problems with the ASCII interfase (graphics, how units looks etc etc ), mainly due to damage to parts of my brain so I need to have a more Graphical type of GUI and of course the visuals of the rest of the game.
3 : And to be honest it takes a bit too long between each updates, yes, a lot of good work is done, but when you are wandering around with a bug that stops your good experience you will just give up. If more time is spent on bug fixing making the game more playable between each release I'd bet more people would stay and donate.
So for me personally : Improve performance on all system and use the several cores of modern cpu's in a better way than just relying on 1 core, make the GUI and ingame graphics easier to choose and manage for new users and focus more on shorter time between releases and more bug fixing.
The growing distance between the developers and the community, the lack of serious bugfixing in the latest updates and I am getting old.The modern DF design philosophy is "Features should be added as efficiently as possible. Community interaction and bugfixing are secondary."
1: Wait until Toady optimizes stuff. It won't involve multithreading, though, because it would soak up 2 years without new features.
2: Get a graphics pack.
3: Not as important as new features, in both my and Toady's opinion.
Toady is content with the current player count, it seems like. So no QoL features for now.
1: Wait until Toady optimizes stuff. It won't involve multithreading, though, because it would soak up 2 years without new features.
2: Get a graphics pack.
3: Not as important as new features, in both my and Toady's opinion.
1 : Well, development can be speed up by actually getting help from other people who knows how to add multithreading to workloads as what you have in Dwarf Fortress, several areas could be done in separate cores, now I'm not an expert here but you could have one core that coordinates world events and temperature effects in the area, one core for handling calculations of certain effects like when units move around, attack, catapults throw things around, water flow , magma flow and so on. It needs to be coordinated yes, but I think ( again not from an expert in this tema) that it could help out in a few situations.
2 : Well, for someone experienced it's not "difficult" to add an graphics pack, but from those that pick up the game, tries it out for the first time and doesnt understand anything and just goes away its a big and important point in case Toady wants to maintain potential players and donators.
3 : Sure, new features are nice, but when the game goes to an halt on a system that picks up some of the bugs or the bugs are game breaking it means the people playing the game and possible donators for future development just goes away. Just check out new games, if they have many bugs people are more unlikely to want to pick them up and buy them...
I used to play this game quite a lot, started around 2009 and donated a few times ( would have done more donations if things actually where fixed on some areas and a few other reasons ) , but lately I've found the game to be less attractive since the same bugs are still there that broke part of my experience.
As for "bringing in some experts", the difficult part of multithreading is not that you need to know how multithreading works, but that you need to know how the entire architecture of what you're attempting to design works, and how multithreading works, and how you can mesh the two together. It's either Toady adding it, or Toady spending 2 years teaching some coder every in-and-out of his code to then have that coder spend another 3 redesigning everything to make it work, with effectively no progress on the game itself in that time.
Multi-threading is a nightmare to add after the fact.ToadyOne when hes spoken about it, doesnt believe it will do much for the game.Well, it's Toady's game. He knows what's good for it.
I suspect that if Toady could split all the lists apart and process each in parallel that the game would experience less slowdown for having tons of objects. I also suspect that the basic loop of the game is a horrible spaghetti-code mess that he doesn't want to try to pick apart to make things parallel. I remember Toady once saying that he had an idea of how to do it, but it would take about a year of development and would add 0 features, which he doesn't want to do. Frankly, I don't blame him.
That's why adding it at this late date would create a multi-year nightmare of re-coding. You just have to redesign literally everything about the game, with the help of someone way more advanced in CompSci than Toady. So Toady not only has to work with this guy, he has to take enough time out of coding new stuff to explain to this guy "that's why I put that code in that part of the game," then the guy has to say "if we move that to the temperature thread what will that break?" and Toady has to respond...Maybe you're right, and perhaps Toady told you personally, but you are aware that it's possible to learn how to make a multi-threaded program without a computer science degree, right? The guy's been programming (including experiments with multi-threading) for longer than half the forum has been alive.
Multithreading is one of those things that is almost never in a self-taught programer's repertoire. If they do have it, and can do it well, I'd call them extremely advanced in their self-taught CompSci studies.QuoteThat's why adding it at this late date would create a multi-year nightmare of re-coding. You just have to redesign literally everything about the game, with the help of someone way more advanced in CompSci than Toady. So Toady not only has to work with this guy, he has to take enough time out of coding new stuff to explain to this guy "that's why I put that code in that part of the game," then the guy has to say "if we move that to the temperature thread what will that break?" and Toady has to respond...Maybe you're right, and perhaps Toady told you personally, but you are aware that it's possible to learn how to make a multi-threaded program without a computer science degree, right? The guy's been programming (including experiments with multi-threading) for longer than half the forum has been alive.
Well, OK. It seems reasonable to assume all of this is true. I do wonder how you know that none of the side projects Toady works on use multi-threading, but fair enough, no point pushing this point any more.Multithreading is one of those things that is almost never in a self-taught programer's repertoire. If they do have it, and can do it well, I'd call them extremely advanced in their self-taught CompSci studies.QuoteThat's why adding it at this late date would create a multi-year nightmare of re-coding. You just have to redesign literally everything about the game, with the help of someone way more advanced in CompSci than Toady. So Toady not only has to work with this guy, he has to take enough time out of coding new stuff to explain to this guy "that's why I put that code in that part of the game," then the guy has to say "if we move that to the temperature thread what will that break?" and Toady has to respond...Maybe you're right, and perhaps Toady told you personally, but you are aware that it's possible to learn how to make a multi-threaded program without a computer science degree, right? The guy's been programming (including experiments with multi-threading) for longer than half the forum has been alive.
More importantly it's not currently in Toady's repertoire, so he'd have to teach it to himself.
And to do that he'd need to write a bunch of programs that use multithreading before trying it on DF, because applying multithreading to something as intricate as DF is not a begginer-level job, which adds time. And DF's gotta have a very complex codebase, so I suspect that if he left it for three months he'd forget where half the stuff was.
More specifically, what problems did you have before learning the ropes of the game? We figure we are losing 90% of the players because of the UI and other barriers, and that doesn’t even count the ones scared away by the ASCII graphics. Now, this doesn’t mean we are about abandon the rest of the game to start the presentation arc. It is just as important to have endless monster attacks from the underground, and challenging sieges.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?
It's been said before, but I'll say it again: there needs to be less migrants. There is no reason anymore to have hardcoded migrant waves, and with populations balooning to ~60 dwarves from 12 in two years, plus visitors, it gets very hard to become attached to the dwarves, and pay attention to their personalities and thoughts. All that new work on dwarf focusing and happiness is for naught if the players can't focus enough attention/game resources on each dwarf to care. Having less dwarves would also make them more valuble from a gameplay perspective. DF is a game about making stories, but no good story can be seen/watched/enacted if your main characters get lost in a sea of faces.Fortress relationship with the outside world is the next arc after mythgen is done. That includes the reason for migration. Since it's already planned, a placeholder won't be replaced with another placeholder so in the meantime you'll have to use the workarounds.
Multithreading would cause an, at most, 10% increase in performance. Here's a solution for you: Don't do 16x16 embarks.Yeah, it seems to be limited by memory bandwidth. I recently double the memory in my machine (the CPU is quad-channel, and I only had two modules), and the speed of DF almost doubled confirming that it is not CPU limited but memory bandwidth limited.
And DF is supposed to be a more-or-less simulation rather than a game. Challenge isn't strictly needed.
40.11.That's an old version.
hello sieges my old friend . . .
Yeah. Not sure what this is referring to.40.11.That's an old version.
hello sieges my old friend . . .
I'd have to say it's less about the UI and more about how everyone makes excuses for it and denies that the UI could be more digestible, specifically the military screen.Do you have sources for that?
the main problem is having stuff not using the same letters in the menues throughout ALL menues from the workshops the furniture is built in until placing them.You can press tab to see the elevation and slopes of areas.
same with some other smaller stuff. also it would be easier if the menu only appeared when using it and allowing mouseclicks there too.
having a more detailed info on the embark location selection screens would be great. i sometimes chose a location that looks promising and it is almost opposite to what i wanted (looking for a hillside to dig in and it turns out to be almost flat area or the other way around.)
but not in which direction the slopes go. also those numbers refer to how they were in the first stages of worldgen - before erosion makes everything flat.the main problem is having stuff not using the same letters in the menues throughout ALL menues from the workshops the furniture is built in until placing them.You can press tab to see the elevation and slopes of areas.
same with some other smaller stuff. also it would be easier if the menu only appeared when using it and allowing mouseclicks there too.
having a more detailed info on the embark location selection screens would be great. i sometimes chose a location that looks promising and it is almost opposite to what i wanted (looking for a hillside to dig in and it turns out to be almost flat area or the other way around.)
also it would be easier if the menu only appeared when using it and allowing mouseclicks there too.You can control when the menu appears.
well, that doesn't work too well with a 5:4 screen. i almost never use anything apart from the slender menu on the right, which then takes up 1/4 of the screen width.also it would be easier if the menu only appeared when using it and allowing mouseclicks there too.You can control when the menu appears.
DF defaults to a triple-paned screen, with the mini-mp on the left, menus in the middle, and the Z-level map on the right, but you can turn both the Z-level map and the menu off if you hit tab.
Mouse support would be nice, tho.
I'd have to say it's less about the UI and more about how everyone makes excuses for it and denies that the UI could be more digestible, specifically the military screen.Do you have sources for that?
Can't think of anyone who's ever mentioned that the military screen doesn't need improvement.
You'll find that what a lot of people point out is that finalising the UI, when the game is only 40% complete is a waste of time. That's a valid point of view.
There's a tendancy for people to jump to defend things like the UI when other people post under the assumption that Dwarf Fortress is a finished game that Toady's just "wasting time" adding extra features to.
Well I feel like fortress mode really bogs down after 30 dwarfs with management of dwarfs requireing third party tools like dwarf therapist. And migrant waves happen either too often or are too largeMicromanagement of more than 30 dorfs requires tools maybe, but you don't actually need to do that. (I mean, some players need to micromanage of course, but there are other ways of playing the game).
I micromanaged 100 without DT. :PAnd some players are just crazy... :)
also streamlining constructions and buildings into ONE build menu, allowing to mass-deconstruct furniture and workshops the same way you have to use to deconstruct built walls and floors.This would, alongside engraving constructed walls and floors, would mechanically go very well alongside my in-progress priority script (that also handles do_now for non-workshop jobs).
It is the slowing frame rate that is my biggest demotivator for not playing DF. I would like to build sprawling cities, even with reasonably low population, but the number of building blocks needed will kill the frame rate sooner than later. :(The game is not really built for making sprawling cities. You can't (and will never be able to) do everything in this game. It'll be more enjoyable if you keep that in mind.
The lack of spacial realism, as in rooms needing Y-height and creatures taking more than one tile. I know, I know, the last at least will come eventually, but still.It's Z-height, not Y-height. Looks like you're a seasoned Minecraft player!
The lack of spacial realism, as in rooms needing Y-height and creatures taking more than one tile. I know, I know, the last at least will come eventually, but still.
Toady wants individual tiles of multi-tile creatures to be damageable (and for non-square multi-tile creatures to be added), wagons are boring squares that can't be damaged normally.The lack of spacial realism, as in rooms needing Y-height and creatures taking more than one tile. I know, I know, the last at least will come eventually, but still.
Wagons and trees already have multiple tiles, and wagons count as actual creatures.
Multi-tile dragons, serpents and tentacles could be rather trivial to add to the game. Anything else, months of work and hundreds of bugs. Also something like a swarm could be easily represented (eg composed of hundreds of actual bugs).
Thefinn, have you tried using two workshops each linked to a different stockpile? Use one for only medium armor and the other for only large armor.linking workshops to stockpiles doesn't solve the problem with large equipment in a dwarven fort not being able to sort it to a different stockpile.
It's a bit opaque and obscure at times, but the job/stockpile system still has much power. And it grows by the version - workflow was practically added to the game! I use the manager to automate drink production, barrel production, clothing production, and produce orders larger than ten. If you've never used the manager for standing/conditional orders, I recommend it.
On magma wagons: pack animals can't be on a higher level than the wagons themselves? Why don't the pack animals halt and suffocate when they go up normal ramps? Come to think of it, how can they even move through the wall??
Trying to get Large sized armor into a different stockpile as medium.Armor and Finished Good stockpiles have a 'u' "Usable/Unusable" setting that can be used to separate medium and large, armor or clothing. Toggle that.
Could you please draw me a map to that? Can't see it.Just not possible, it doesn't exist... So, it is Armor and Weapon stockpiles that can use the Usable/Unusable flag to sort items by medium/large size and not Finished Goods.
|(https://i.imgur.com/xlG8Fnq.png)|
The outstanding nr 1 reason I stopped playing: Poor performance. Dying the fps death is the most unfun thing in DF. And there is no substantial improvement in sight as Toady doesn‘t even recognize the problem.
Secondly some balance issues. How you could feed your entire population with just a couple of farm squares, how you could get a legendary weaponsmith in a few months while the rest of the world is stuck with items of mediocre quality.
The eventual FPS death. There are some tricks to avoiding this but generally, it requires a small, efficient fortress. And even then, fps death is not guaranteed.
I know some people play fortress mode for the novelty of just creating some zany dwarf tricks but I tend to go for the sustainable route; something I can always just go back to and just enjoy the world simulation Toady created.
In a way, I appreciate the pseudo-god side of this game moreso than the way I can force creatures to interact with their environment via weather, temperature or just throwing them off some heights.
So yeah: the eventual FPS death is a huge bummer for me and the fact that Toady is just blowing up the game with more and more complex simulations makes me a bit sad since eventually, even the current "sustainable" route will eventually become like any other fortress that only lasts a few years and then grinds to a halt.
Except that, no, the game isn't slowing down.
Hasn't since the massive rewrite which switched on the world several years ago. If anything, despite all the additional mechanics added since then, it's faster. That's due to a few optimization tweaks Toady made despite more myths which say he doesn't do any.
World activation was 2014...Except that, no, the game isn't slowing down.
Hasn't since the massive rewrite which switched on the world several years ago. If anything, despite all the additional mechanics added since then, it's faster. That's due to a few optimization tweaks Toady made despite more myths which say he doesn't do any.
Well, in that case the game should be more playable here :
5 years ago : 150 dwarves , around 60 to 80 fps. More things that are being used such as lava power generators, lava pumps from 80 leves bellow and some other things while building more of the fortress.
1 Year ago : 150 dwarves , around 5 to 6 fps. Less things being done, no lava power generators, no lava pumps from 80 levels bellow active and so on.
Same cpu ( yes, getting an upgrade soon ) same memory 16Gb , same speeds. It's an FX 8350 bought in 2013.
I'm impressed at the thought of someone getting 80fps with 150 dwarves and an 80-level magma pump stack in a mature fort active in any version, especially on 2013 hardware that almost seems to beg belief
I'm impressed at the thought of someone getting 80fps with 150 dwarves and an 80-level magma pump stack in a mature fort active in any version, especially on 2013 hardware that almost seems to beg belief
It was operated by filling a certain area 10 levels up with magma then taking that lava up another 10-20 levels ( can't recall exactly ). At the end I had the reservoir and defense ready and the magma pumps where deactivated.
If I recall exactly some versions later you would start seeing more fps fall by doing similar actions and in the end it started being less playable and fun even when reducing citizens, critters and micro managing paths , movements etc.
I'm impressed at the thought of someone getting 80fps with 150 dwarves and an 80-level magma pump stack in a mature fort active in any version, especially on 2013 hardware that almost seems to beg belief
It was operated by filling a certain area 10 levels up with magma then taking that lava up another 10-20 levels ( can't recall exactly ). At the end I had the reservoir and defense ready and the magma pumps where deactivated.
If I recall exactly some versions later you would start seeing more fps fall by doing similar actions and in the end it started being less playable and fun even when reducing citizens, critters and micro managing paths , movements etc.
Does your current machine still run pre-DF2014 builds as fast as it used to? I know I was surprised by the game getting slow very fast when I went back to a real old DF version
Military is kinda a painIt's fiddly, but once you do it one time, you will learn how to do it.
i can make squads, have them find weapons(+ammo) and armor and send them around.Military is kinda a painIt's fiddly, but once you do it one time, you will learn how to do it.
The wiki is slightly more detailed than it needs to be due to the need for workarounds for bugs in the past. Barracks, archery, etc, Just Works these days.i can make squads, have them find weapons(+ammo) and armor and send them around.Military is kinda a painIt's fiddly, but once you do it one time, you will learn how to do it.
but i never got a working barracks, archery range or a schedule working, even when following the wiki guide by the word.
I have never even tried a barracks where they sleep. I've set up an archery range or three, but I've never seen them use their archery range. They must do it sometimes otherwise nobody would be a Marksdwarf.i can make squads, have them find weapons(+ammo) and armor and send them around.Military is kinda a painIt's fiddly, but once you do it one time, you will learn how to do it.
but i never got a working barracks, archery range or a schedule working, even when following the wiki guide by the word.
exactly my thoughts on that. from playing the adventuremode two times, i understood how complicated it is to equip dorfs, but why should that also apply to the dorfs running around in Fort mode?Spoiler (click to show/hide)
i've never been able to figure out how to send them on patrols. i also get annoyed sometimes when there's something that requires a lot of input/monitoring from you but you also need to be checking up on the rest of the fortress. although i kinda made that mess myself...The wiki is slightly more detailed than it needs to be due to the need for workarounds for bugs in the past. Barracks, archery, etc, Just Works these days.i can make squads, have them find weapons(+ammo) and armor and send them around.Military is kinda a painIt's fiddly, but once you do it one time, you will learn how to do it.
but i never got a working barracks, archery range or a schedule working, even when following the wiki guide by the word.
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It can be useful to create a single lever room that is sealed from danger, including fluids. One way of protecting a lever room from fluids is to install a “U-trap”. If the only path into a room requires going up, then forcing the path through a diagonal gap at a point below the opening into the room will prevent the fluid from entering.It would be a moot point if nobody's there to pull the levers. I put my levers in the booze hall.
Patrols require setting up a route with Notes first.Ah, i did not know about the pressure plates. i did have a fluid disaster early on in my adventures and had to roll back my fortress after i did something really stupid with the river. ended up abandoning it anyway because goblins. fortunately my current fluid-based problem isn't going to spread to the whole fortress, the area that got flooded was the lowest part of that section of caves and i already had some water set up to do some obsidian casting nearby.
Also, there are ways to prevent fluid disasters. First, avoid scenarios that require you to pull the right lever at the right time or else your fortress floods. Automatic shutoffs can be created using pressure plates to detect when the fluid has reached the desired level. Locked hatches and doors can be used to seal off areas that might flood, so prudent placement of these can save a fortress. It can be useful to create a single lever room that is sealed from danger, including fluids. One way of protecting a lever room from fluids is to install a “U-trap”. If the only path into a room requires going up, then forcing the path through a diagonal gap at a point below the opening into the room will prevent the fluid from entering. This is because pressure cannot flow through diagonals. A simple and compact way of achieving this is to dig three tiles below a hallway, with one of them being only diagonally connected.Code: (level below a hallway) [Select]OOO
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Then wall off the upper hallway at a point between the two downstairs.
There is a tutorial. It's called Dwarf Fortress Wiki.
It's fiddly, but once you do it one time, you will learn how to do it.
Looks like Toady doesn't, judging by his actions and the fact that the game points you to the wiki upon starting worldgen.There is a tutorial. It's called Dwarf Fortress Wiki.
Most people I know think that needing to use an external guide is insufficient to be called a tutorial and I tend to agree.
Something something Minecraft doesn't have a tutorial either (there's kind of one now with the achievements/advancements, but its not really the same thing).
Those crafting recipes, though. The first time I played MC, it was in Alpha, and all I ended up doing was punching my way to bedrock. Didn't try playing again until it was in Beta and I had checked the wiki.Something something Minecraft doesn't have a tutorial either (there's kind of one now with the achievements/advancements, but its not really the same thing).Come on now. Minecraft isn't nearly as involved as DF.
DF's not really the kind of game that tutorials work well for, anyhow, beyond maybe something on how to pick an embark area and profile that won't screw a new player over. It's sorta intended that a new player will lose forts and learn from their mistakes. Mistakes because of things like fighting the UI are different from gameplay mistakes like not making enough booze or embarking in an evil region without really understanding what that means. That design decision is probably repellent to a lot of potential players, but with the wiki it can sorta be worked around in a lot of cases.THIS.
Things that don't work correctly or whose behaviors are not well explained (or studied and explained, I guess) are separate problems that both new and old players can run up against.
Looks like Toady doesn't, judging by his actions and the fact that the game points you to the wiki upon starting worldgen.
More specifically, what problems did you have before learning the ropes of the game? We figure we are losing 90% of the players because of the UI and other barriers, and that doesn’t even count the ones scared away by the ASCII graphics. Now, this doesn’t mean we are about abandon the rest of the game to start the presentation arc. It is just as important to have endless monster attacks from the underground, and challenging sieges.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?
Ask him on FOTF if it actually is.Looks like Toady doesn't, judging by his actions and the fact that the game points you to the wiki upon starting worldgen.
My understanding is that Toady pointing to the wiki is a temp thing, as in its good enough for now and not a its good enough full stop kind of thing, after all the OP by ThreeToe says.
The single issue I still have on DF, which I didn't read here before is the lack of important information on the creatures.You can check inventory of creatures using 'v', But I have this consideration also. It would be excellent to have some idea of a creature's volume from viewing it, then you can guess how hard it might hit based on what material it is made of.
I can often know the eye-color of a creature, just looking at it under its closed helm, but I cannot really say if it has an helm at all.
Also, I don't know if someone, or some procedurally generated monster is "enormous" as in 7 feet tall or 70.
I'd really like information on that, hovering or clicking on creatures
My main problem, and something that has caused me to be very on again off again is optimization. I have a good PC, I always limit pop to 100, and I always move my view to undiscovered rocks when I’m not doing anything. And usually I don’t reveal caves until I have to. But I always die of FPS death by year 4 at the latest, and that’s caused me to not really want to invest time into these forts.What do you consider to be "FPS Death?" 20 FPS is quite playable and even 15 can work. For me sub-15 is where it becomes a problem. I recently played a 200 dwarf fort for twelve in-game years and it was pretty steady around 20 FPS. Animal pathing was the biggest drain on FPS. I solved this by putting all the non-grazers in cages and all the grazers on restraints.
but considering low fps means everything even the simplest of task takes forever to be done and make it so incredibly boring, those tricks are currently the only way i found to no stop playing the recent versions of DF as i didn't needed that much self imposed limitations in pre-DF2014.Whether my FPS is 60 or 15 doesn't matter so much to me because either way I always have netflix, youtube, or twitch going on my second monitor. I'm also usually combing through Legends Viewer or typing up a seasonal log entry on the fort's progress.
- smaller map size (default is 4x4 but you can still make decent enough fortress with 2x2 , and additionally it can be more challenging too as invaders are then more dangerous as they don't have to travel as long before reaching your walls)
While it's true that the DF2014 performance has improved since the original 40.xx release , older versions than DF2014 (the 4x.xx serie are all part of DF2014 ) like 34.11 by example (http://www.bay12forums.com/smf/index.php?topic=34311.msg7870426#msg7870426) ran faster and so allowed for less tricks to be used to keep good enough fps.I will take your word for it. I haven't tried running new versions on an old machine, or old versions on my new machine.
1x1 embarks were also possible at one point,You can still do 1x1 embarks. One issue is that you can easily run out of metal ore or other resources if your fort lasts for many years. Also having enough trees for wood supply may be an issue.