Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GavJ

Pages: [1] 2 3 ... 189
1
DF Suggestions / Re: Idea for Pathfinding
« on: December 14, 2014, 04:50:08 pm »
This has some gameplay issues. Like, do the nodes also control pathing of enemies? If so, you could really majorly cheat by forcing them to take ridiculous paths to approach your fort, to give yourself time or guarantee they pass into narrowly trapped areas. If not, then it wouldn't really address a bunch of the lag... (and would require maintaining two pathing algorithms)

2
DF Suggestions / Re: 1x1 Embark
« on: December 14, 2014, 04:47:17 pm »
This is a forum for suggestions on how to improve the game by changing how the game works or by adding new stuff.

I get the impression that 1x1 embarks are possible and that you are suggesting that other people should do it because it is fun. That would be better to post in the gameplay discussion forum rather then here.
They are not possible without dfhack. Thus, asking for them is indeed a game design change request.

I have heard rumors of 1x1 being slightly more unstable than other things, so there might be some associated bugs, not just changing one line in the code. However they are very rare bugs, I've done tons of 1x1s and never crashed. Including in mountains, oceans, the middle of villages, etc.

3
Other Games / Re: Minecraft - It has blocks.
« on: December 12, 2014, 10:03:53 pm »
Resonant Rise, Yogscast, etc. are all to bloated for me. Lots of mods that you never use, taking up memory and processing time.
I'm pretty sure yogscast has tick boxes for which ones you want active

4
Other Games / Re: Minecraft - It has blocks.
« on: December 12, 2014, 01:34:45 pm »
The two major ones a year ago were voxelmodpack and yogscast modpack. Voxel server went down awhile back "temporarily" so they may or may not be maintaining theirs, I'd probably go with yogscast for now.

5
DF General Discussion / Re: Xenosynthesis and magic fields
« on: December 10, 2014, 05:09:41 pm »
I can imagine blind cave dwellers making the same arguments against the sun. "How to plants grow without any XE receptors? Must be the sun." "Daily fluctuations in temperature? Obviously the sun." "Weather never running out of rain? Gotta be the sun, hurr durr."
Except the sun actually is real and does a finite number of already-established things, and you can't just make up new properties for it when convenient in a discussion... That list of things you started writing there already has limits. Whereas the list of things you could attribute to XE does not.

6
DF Suggestions / Re: Request for a new type (or types) of stone
« on: December 10, 2014, 01:13:14 pm »
Nah, if you pretend that the depth of the DF diggable world = the earth's crust, then 2032 is perfectly reasonable for a normal magma for the average depth of the map which would correspond to about 20 miles underground. Stuff is hotter there.

7
DF General Discussion / Re: Xenosynthesis and magic fields
« on: December 10, 2014, 01:07:08 pm »
Another reason I dislike this approach, which perhaps I didn't put into words appropriately before, is that it lacks any falsifiability or challenge at all to explain anything.

Come up with any weird happening, pretty much, in the entire game, and you can pretty effectiely just wave your hands and "Oh demons? They have XE receptors, hurr durr." "Oh pigs grow without eating any grubs? They have XE receptors, hurr durr" "Your shoelaces aren't tied the way you remember trying them? Must be those pesky XE receptors, hurr durr"

There's no effort or elegance involved. It sort of reminds me of that Breatharian guy whose response to any issue whatsoever is basically "Oh that happens in the 5th dimension [something something] you can't perceive anything but the tip of the iceberg" And then conveniently, only he can visit the 5th dimension to verify this.

The scientific route may very well be able to come up with some fringe explanation for most things, but at least it actually takes some effort, and requires a new updated explanation / theory for the new things that are brought up. And they have to follow rules still, however flexible. It isn't trivially reductionist, and thus feels like less of a copout.

8
DF General Discussion / Re: Xenosynthesis and magic fields
« on: December 09, 2014, 01:20:50 pm »
Quote
My complaint is not that the cap is too low. My complaint is that it is too "flat"
Okay... but I'm struggling to see what this has to do with xenosynthesis. If you want to make a suggestion forum thread for populations of animals being dynamic, then great, go for it.

But flat or not, the point as is relevant to this thread is that the populations are very very low. Yes a GCS is a large predator, but I only even catch a glimpse of one once every 5 years or something in my forts, even though I'm covering acres and acres of cavern land.

You also have to consider that underground animals may just be flocking to your fort in higher concentrations than in the world in general. Drawn by rumors of wealth, or just hearing the scratching noises you make when you dig with their keen ears, or whatever. Just like FBs and megabeasts. You can't even take the (already very low) population density you observe to be the world population. It's probably lower still.

DF world is also vastly closer to the magma than Earth is that near the surface. There would probably be a huge amount of extra sulfur gases and things than there are here. Dwarves don't choke to death on them because... the cavern ecosystem is soaking them up! And growing much faster than on Earth in the process.




At the most, this argument seems to call for making cave grass not regrow in game, and that being pretty much sufficient for explaining most of the ecosystem. Which would be fine with me.

9
DF Dwarf Mode Discussion / Re: Trading soap
« on: December 08, 2014, 03:59:56 am »
Quote
Still, if you go with the modding route, you can still make bars out of soap, and thus make an industry all around slaughtering and processing sentient creatures, out of parts made from sentient creatures.   For a race that does not have ethics violations for doing this-- say goblins-- it should be entirely possible. (alternatively, use a temporary syndrome reaction that polymorphs a sentient creature into a non-sentient one, so that you can assign the butchery tag. when the syndrome wears off, the butcher flag should still be set.)
There's a simple ethics tag for letting dwarves butcher all sentients. Just one line in the entity file. I don't think they butcher other dwarves still, but everthing else yes.

10
DF Dwarf Mode Discussion / Re: Trading soap
« on: December 08, 2014, 01:17:32 am »
Yes but you can much more simply make tallow roasts for the same creature modifier and a tiny fraction of the work.

11
DF Suggestions / Re: Request for a new type (or types) of stone
« on: December 08, 2014, 01:13:35 am »
Personally I think there are far too many magma safe materials anyway. It is not really about realism, it just should not be that easy to stop magma, and glass should not be enough.

Our typically soda-bottle glass will definitely not stand up to magma (they can't stand up to a pocket lighter!) But its not hard to make heat resistant glass that can withstand all but the hottest of magmas.  In fact, industrial grade glass is often used in crucibles and furnaces.  Your beaker never melted or cracked over your bunsen-burner in Chemistry, did it? Now, magma is liquid rock and thus extremely dense.  So even if you made some industrial grade glass capable of withstanding the heat, I'm not sure it could support the weight. 
Asbestos has melting points typically in line with the industrial grade glass, actually.  Chyrsotile has a melting point at 1500*C (the upper limit of Fused Silica/Industrial glass).  Most magma falls within the range of 700-1300*C, actually.  Very rarely do you find some as "cool" as 600*C or as hot as 1600*C. 

Now I don't feel like doing the degrees Urist translation, so things could be different in DF. (for heat value of magma)

This is a great theory, except that dwarves use magma to soften and form their glass in the first place... so this theory is not one that you can logically foist onto the game as explanatory fanfic.

Dwarves CERTAINLY would have the technology to make higher melting temperature glass. It's actually super easy. Humans had that technology too, it is inherently known technology prior to making soda lime glass. Why? Because the only reason for adding soda to glass is specifically to lower its melting temperature to be within range of realistic furnaces of the time. If you want higher melting glass, it's SIMPLER to make -- just go melt some beach sand (at 1700 celsius or so!). Or if you want in between, you simply put in less soda than you normally would.

However, all of this implies that in game, it should/would require in game a separate type of glass that could not be created at a magma glass furnace, because by definition it wouldn't be hot enough.

Same goes for any metals you want to say are magma safe. They necessarily imply being forged at special furnaces that can achieve hotter than magma temperatures.



Asbestos is unique in that regard in that you can form it without melting it. But it would still be useless in magma. Even if it doesn't quite literally melt, it will be extraordinarily weak and break. The same issue you would run into with things like steel (loses ~half its strength at even just 600 celsius! And in magma would be at like 1% normal strength and get crushed out of whatever shape it held, effectively ruining anything, and making pumps impossible, etc.)

12
Quote
I think you guys are suffering from the old "forgot to check neighborhood before embarking" problem
There are like half a dozen people in the thread including myself who said they embarked in the same tile or right next to gigantic civilizations full of goblins and still don't get attacked for years and years...

13
DF Dwarf Mode Discussion / Re: New Jobs Picking Procedures?
« on: December 06, 2014, 09:32:42 pm »
this is great. No more dabbling masons (activated to build walls) making tables at the mason's workshop (or whatever it is called) when my specialist Adept mason is hauling food barrels !

You can already do that. Press P on the Q menu for the workshop, and you can filter by dwarf or by skill. (you do need a manager)
At the cost of half an hour of mind numbing tedium of trying to remember how to do it again and list scrolling for all the workshops in your fort, sure. For most people, it isn't worth it and I don't think they do it because it's super annoying. So, effectively, AI taking care of this might as well be it being implemented for the first time as a feature, for anybody / most people who aren't willing to put up with using the micromanaging menu for this.

14
Quote
defining "griefing"
I define griefing as blowing shit up just for fun, even though you aren't actually in need of the resources or have any reasonable beef with the person. If you have some good reason to seek retribution, or if it's legitimately profitable for you to do it (not spending a week to blow up a day's worth of work for some stranger just to annoy them), then I don't think it's within the realm of game rules to outlaw it (as in banning players). Although in-game law may still come after you.


Quote
phantom guards
That phantom mechanism sounds a bit clunky, but yes I was thinking there could maybe be additional non-player-associated automatons send by the empire to help keep peace. Like an extra 1 of them per 4 players or thereabouts. They don't take directions from anybody for personal work like the other ones do, and hang around nearish spawns, responding to reinforcement requests from other automatons.

* Significantly increases site security
* Doesn't do anything to make abandoned sites any more secure, because somebody has to call in the reinforcements
* Creates a nice scaffolding system for players, who can hang near spawn with quick response times until they're ready for more risk/reward further out.

The "security by obscurity" thing you mention is also a great point. The game should only give clients the data they need to display what they can see currently (plus a few extra meters buffer so you don't get glitches when you dig anything). If you want to find well hidden bases, you have to actually go stalk people and stuff, and they can guard themselves against that if they are so inclined. This shouldn't be the only viable strategy, but is another route you can take if you want to save resources on defenses by just trying to hide instead. Sort of like taking on some extra risk for a higher profit margin.

And yes the turret defenses and things in your base are also key. Your automaton is mildly intelligent. It can do things like help direct the aiming of cannons and coordinate defenses. And somebody with an established industrial facility can majorly out-build these things compared to nomadic griefers. So in an attended facility, you can build maybe 5 "turrets" (or whatever) for every 1 a nomad might manage. And your might be twice as effective if coordinated by an automaton, so you can match 10 attackers pound for pound long term without getting worn down. Whereas an unattended facility the attackers actually have an advantage, or it's more 1:1


Quote
Are you trying to engineer failure?

People play all sorts of games with their real life names attached and full accountability. Casinos aren't exactly unpopular... Nothing's stopping you there from falsely accusing the guy at the poker table of some crime if you get pissed off. Somehow society (nor casinos) crumble under "media shitstorms" from this sort of event. Keep in mind, the accusor would also not be anonymous, and could be sued for slander, etc. if need be. There are alsready also many competitive facebook games, etc. with people's real names. And as mentioned, this is popular in internet commenting systems for news articles too -- it significantly reduces people being dicks in comments, and it does not in practice stop many people from signing up. I think you significantly overestimate people's indignity and/or the novelty of this approach.

However, that said, your actual legal name is definitely an extreme version of that idea anyway. I think it would still be quite effective even for just your account name to have history publicly posted for the game. Especially if you make the history nice and machine-readable, and let server owners set up custom auto background checks by default to screen people based on their previous in game history.

e.g. statistics like
"estimated ratios of resources mined vs. traded vs. donated vs. broken vs. stolen"
"number of different servers explicitly banned from"
"number of players killed per 24 hours of play time"
and so on.
Possibly only for the last 2 months of paid account time or whatever equivalent.

15
I fully intend to have other mechanisms in place to help cut down on griefing. That would mostly be sort of another thread, though.

There could be community policing, there could be general rules and logging that can get you banned in the meta-game if you do too ridiculous of stuff, or there could be a requirement to display your real life name from the credit card you signed up for your account with and keeps a profile of your history on the game (lack of anonymity and accountability makes everybody 10x nicer. It works for some online newspaper comment sections pretty well and people are willing to sign up still), there could be time restrictions on how long you have to be on a server to do certain things to give mods some time to notice a big swarm of suspicious people and react if needed, there could be lots of possible things.

I was only bringing up security insofar as it could be one mechanism to help prevent people sprawling their power all over the map, as pertains to the economy and avoiding inflation/deflation. I did not intend to imply that automaton sheriffs are the ONLY thing in the whole game stopping people from being dicks.

Although on the whole, I have a philosophy of much less hand-holding-ness than most games would have. Eve Online is a bit more where my opinion lands -- do things to control true exploits and unreasonable gangs and try to make relatively safe zones, but don't pretend like it's a unicorn utopia -- you can still get scammed and things within game without breaking ToS. This is after all supposed to be an adult-oriented frontier world of ethically questionable robber baron types. A bit of paranoia and dark mood is okay.

Quote
Fifty players could easily go after singular players and kill their automatons, in which case those players are screwed anyway.
I conceive of them as being indestructible, by the way. Definitely a possibility of incapacitating them temporarily (difficult but possible) or pending minor repairs. Or running out of fuel. But never being totally destroyed.

Pages: [1] 2 3 ... 189