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Messages - gritstone

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1
All your dwarves being dead is pretty clearly losing, even if there's no winning.
I don't wish to seem pedantic but, in my dictionary at least, losing is defined as failure to win.  All your dwarves being dead is just the end of this session, with no conditions there's nothing against which to judge your success.  OK I failed at not seeming pedantic but hey ho.  ;)

This thread has taken a rather strange but interesting turn btw.

2
Somebody should let Toady know that!
Would it make any difference if he called it a left-handed guitar?

3
I don't think it's fair to criticise Gav for a lack of imagination, I think it's a good point he's making about challenges.  There's a reason why Will Wright called Sim City a toy rather than a game.

That sort of thing can be fun for a time, especially if there's lots of novelty, but for many people that wears off, reducing the replayability that you find in a lot of games.  It's the sort of fun that some people studying games have recently called easy fun - "...inspires exploration and role play. Fun failure states, fantasies, or simply enjoying the controls" to quote XEODesign - as opposed to hard fun which involves objectives and strategy.  Dwarf Fortress has to have the tagline "losing is fun" because it doesn't have another kind, there's no way to win, and after you learn a couple of basic strategies to avoid getting everyone killed (like walling in) you don't need to learn any new ones, and that rips the heart out of the experience for a lot of people.  Setting yourself challenges is all well and good but you can do that in any game, it doesn't really address the issue of why DF doesn't have any challenges in the ordinary gameplay sense.

I think the problem (if you see it as a problem), is that it's not a game, it's a simulator, but people expect it be a game.  Toady is a simulation programmer, not a game designer.  A fair amount of time must have been spent on geology, history, fluid dynamics, weather, temperature, physiology, personality, material properties and so on, time that a person writing a game might have spent on gameplay elements.

As someone who plays fortress mode almost exclusively, it's obvious just how much that part of the game relies on you making your own fun.  The overpowered traps, underpowered AI and the fact that after a decade you can still brick yourself in and ride it out if that's what you want to do - show that he's not all that bothered if you get smashed by the first siege 100 times in a row, or run a forgotten beast theme park and magma slide.  DF's gameplay doesn't seem like a priority, and from the dev roadmap I can't see that changing.  If you don't find it fun any more now, I can't see it being fun later.

4
Actually my algorithm would do 1,2,3, and 17 in the top image, if only the topmost stairs were available, since diagonal paths still count as "blocked" for the algorithm.
Can you explain to me how the algorithm chooses 17 over any other block?  There are dozens of combinations that don't block any paths... how is it that it just happens to choose the optimum combination first time?

Surely by the "3) As soon as you find one..." step, and going in book reading order, you would start with 1, 2, 3, 4 and the one to the right of 4, and after that you have to walk all the way round to get those the other side of 4.  Where am I going wrong?

5
DF Dwarf Mode Discussion / Re: Point Of Melee?
« on: May 07, 2014, 09:48:38 am »
(Also, there was not such thing as steel plate in medieval times, the best armors was made in iron with a pellicule of steel on top of it. Pure steel would have made a terrible protection. Sorry for the nitpicking  :) )
I don't mind nitpicking... if I'm wrong then I'm wrong, but I'm not pretending to be an expert, just give a basic impression :)

Indeed the real crossbows is a deadly weapon and it should remain deadly in DF. Maybe the rate of fire should be reduced. I once tried to reload a medieval crossbow and it's not easy since it involve bending the steel arc of the weapon. A crossbowman should not be able to shoot as fast as a bowman.
I wouldn't mind seeing crossbows become much harder to manufacture, and have their current position filled by selfbows with reduced power.  Create a tiered ranged weapon system, a bit like melee is tiered by metal properties.

6
DF Suggestions / Re: Dwarf Fortress for the Blind.
« on: May 07, 2014, 08:19:48 am »
Perhaps you could consider the use of 3D audio as a supplement to touch.

7
DF Dwarf Mode Discussion / Re: Point Of Melee?
« on: May 07, 2014, 08:08:06 am »
I've never seen a humanoid corpse take a shot from a crossbow and not collapse.
Ranged weapons are statistically superior to melee weapons (Vanilla crossbows == railguns).

If we want them to be remotely realistic then this is how it should be, there's a good reason the Pope banned their use against good Christian knights... they're too effective.  At the sort of distances DF engagements happen, being shot with a medieval crossbow would inflict serious injury even to someone in steel plate. 

8
DF Suggestions / Re: Dwarf Fortress for the Blind.
« on: May 07, 2014, 04:41:22 am »
We should try making your avatar available to blind people.

9
Thinking about it again this has a lot going for it, though there are probably a few edge cases that might result in a massive pathfinding workload, or ridiculously inefficient paths if the algorithm isn't smart enough (or the user doesn't make it easier for the algorithm). 

Apparently I can't upload images.  Take your first image and imagine something similar with only the topmost access point.  The algorithm builds 1, 2, 3, 5, and 6 on the first round for example, but after that can only build one at a time and each one involves the longest possible route.  I'd bet someone would do the same thing with a square 150 blocks wide and wondering why the game stutters as it calculates 600 paths after each block is placed (if it's unlucky in its choices) and takes years to build.

Those are extremes though and I think on the whole it's a great idea.  Sorry if it seems like I'm always playing devil's advocate, but I can't seem to stop myself  :-X

10
This is something I'd thought about a bit and believe it could do with some attention.  For the time being I'd be happy if dwarves stopped blocking their own construction by standing on the tile it's to be built on.

11
DF Suggestions / Re: Realistic Mining Suggestion
« on: May 05, 2014, 06:15:21 pm »
To me, adding some depth and actual gameplay to mining would be the biggest one. Rather than just having whatever you designate almost magically hollowed shortly thereafter your dwarves would actually have to mine and haul stuff outside. I'd love just to be able to see them scurrying back and forth slowly making progress into the mountain.
I think I can agree with you there.
Quote
The biggest effect this would have would be to make mining harder and more time-consuming the deeper you dig. This would hamper things like digging a narrow staircase straight down to the magma sea the first thing you do and make it more rewarding to actually get down there.
If you were to make the absolute time it takes to mine longer I suppose it would still be hard to increase the relative time taken to dig that far.  I can imagine you'd still be able to breech the bottom having only dug out half a dozen rooms at the surface, if there's no actual penalty to depth of mining.
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Simply put it'd give birth to a whole new gameplay side with creative solutions to mining that while I certainly get many would prefer to ignore (and should be able to with the proper init settings), many others feel is sorely lacking in a game about dwarves digging into the earth. I haven't constructed a single minecart yet. There's simply no need to with the current system, which imo is quite sad.
I think I can agree with that as well, at the moment they're totally optional.
Quote from: MDFification
The reason I don't use minecarts for hauling stone however isn't because I don't have enough things to haul - it's because I lack the stockpile space anyway, so I really don't need to haul all that rock at once. Now if I was quantum stockpilining and going through stone faster than I could use it (for some reason) I might use it.
Perhaps if the game didn't treat stone like styrofoam then minecarts would be more useful.  At the moment a dwarf can haul a lump of iron ore big enough to carve a door out of, on her own, up several flights of stairs.  Quite how a wooden wheelbarrow allows that to happen at a jogging pace is probably best left to the imagination.

Maybe it would help if bringing quarried materials (or even just travelling) uphill was significantly easier with carts than any other way.

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DF Suggestions / Re: Realistic Mining Suggestion
« on: May 05, 2014, 03:42:41 pm »
Also the gravel would be turned back into solid tiles, thus taking up no more memory than it did before you dug it up (ie none pretty much).
Then I have to ask - what on Earth is the point, other than to have a huge pile of mining waste outside?

Quote from: GavJ
Yup, any calcic rock. Conveniently already specially taken into account and considered in the game as "flux stones."
Yeah, I was just thinking that it would further encourage more limited choices during embark selection and therefore less variety of gameplay, but there's nothing inherently wrong with that.
(edit: Oh god, I just saw your World Gen thread  ;) )

I was going to say that adding a new process and material just to have "concrete Blocks" rather than "diorite Blocks" seemed pointless, but then again there are plenty of examples already in the game where there is such redundancy. 

Quote from: GavJ
The proper solution to small numbers of items taking up too much memory is to fix the game so it doesn't waste memory to such a silly degree. Not to cripple all of your future game design ideas to work around a leaky and/or super inefficient memory structure.
Hey I couldn't agree more, but I'm trying to be realistic.  I would quite happily replace this whole subforum with one item that reads "just fix the bugs first", but I can't see it happening.

13
DF Suggestions / Re: Realistic Mining Suggestion
« on: May 05, 2014, 02:13:31 pm »
A reaction that magically destroys gravel is no more realistic than there not being gravel in the first place.

Part of the realistic challenge would be whay the hell you do with all the gravel. Concrete construction being one viable and well within 14th century technology option. Or defensive earthworks or dams or landfilling islands in lakes etc.
For those of us that dig out a lot more than we construct it's still going to leave a mountain of aggregates behind.  Presumably for concrete you're also going to need something like limestone on your map in order to make the mortar. 

I can't imagine many people want half their dwarf-hours devoted to hauling rubble to the surface to leave in a big pile that takes up precious memory.  Perhaps if OP desperately wants gravel he could compromise on a slightly increased stone drop-rate and a rock-breaking labour for prisoners  ;)

14
DF Suggestions / Re: Realistic Mining Suggestion
« on: April 30, 2014, 02:46:23 pm »
Imagine, for example, that all stones in dwarf fortress universe are full of air pockets, like pumice. You can therefore mine them very rapidly, and after you have, you can crush the bits into a dust that takes up a small amount of space compared to the original wall, because you're essentially packing all of the walls of the air pockets into the air pockets. Thus, instead of being distributed between the rock membranes, the air is now all concentrated up above and thus it is walkable without actually having to move anything away from the spot.
So when we read "granite", "marble" or "diorite", we should think "pumice", "pumice" and "pumice"?

I think it's better that we just accept that some creative license has to be used when making something that's a game and not a perfect geology simulator, because you're right, that would be tedious.  If people want ultra-realism they could always go outside for a while.

15
DF Suggestions / Re: More metals?
« on: April 30, 2014, 02:35:25 pm »
More metals?  Being able to use more of the existing ones for something useful would be a start.

Dwarves can turn the hardest metal in existence into plate mail, but not put a lump of nickel on the end of a stick?

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