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Messages - Urist McVoyager

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1
Now we just need the ability to decide what injuries go where. If you're dealing with a werebeast attack, a quarantine zone for the potentially infected would be nice. Without the ability to designate that, you're either stuck mucking with doors to the other wings, or just setting up every single room as a quarantine room.

2
DF Dwarf Mode Discussion / Re: Please Don't Bring Back Dwaren Economy
« on: March 27, 2021, 04:06:08 pm »
One of the best first moves for all of this is to unify the time scales between the two modes. If you don't do that first, every new fix for the economy would compound the work it takes later on to do it. Once you have the two modes synced, you can alter the time a task takes based on amount of ingredients, quality of the work, and skill of the worker. Then you can adjust the value of a good based on time as well as quality.

Beyond that, we also need the outside economy to sync with the in-fortress one. For our moves to have an impact on the economy of the actual Kingdom. To an extent they already do because of our effect on wars, with our raiding and tributary system, but it's indirect. The more we win the fewer soldiers the enemies can throw at the rest of our Kingdom, especially if they're too busy attacking us to get their settlements back. But we need to be able to truly fulfill the Kingdom's needs, as well as introduce new goods completely into the Kingdom. We tame new animals to the point they're counted as domesticated, and new fortresses can embark with those animals. We bring in new supplies through our tributaries, that should also be reflected in future embarks from that Kingdom. We should also see those animals and goods appear in future caravans from the homeland.

3
DF Dwarf Mode Discussion / Re: Stress & Psyche 47.05
« on: March 15, 2021, 11:18:28 pm »
While the program can be whatever we want it to be, Toady has been working on fixing up raiding parties. Perhaps the "excess" stability within the fortress is intended to make it easier to use your fortress as a launching point for major campaigns against the outside world. Sending soldiers out on mass raids and then dealing with the aftermath when enemies come at you over it will certainly spike the stress you'll get.

I'm not saying this to be lazy and ask others to do it. Kind of calling my shot here, since it's been my dream for a while to reenact some old books I grew up on, and embark on such a quest. I'll share more details when I start the campaign, and try to keep y'all up to date on what happens.

4
DF Dwarf Mode Discussion / Re: Democracy fort - has this been done?
« on: March 15, 2021, 11:12:29 pm »
I have no idea. You might go to the community games forum on here and set up such a fort. See if any takers go for it. Show them screenshots of each dwarf's thoughts/preferences screen as they arrive, and let people pick dwarves based on that. They can learn, immerse themselves, and roleplay as their dwarves, casting their votes as they think their avatar would.

5
DF Dwarf Mode Discussion / Re: Please Don't Bring Back Dwaren Economy
« on: March 15, 2021, 11:09:35 pm »
You're welcome.

From a pure fortress mode perspective, I would definitely want the economy question to have variable answers. If I were JUST running a fort, I'd want to turn off the interpersonal element and just be able to affect the wider economy of my Kingdom through my economic efforts. Right now, we can't. We can't tame new animals to the point future embarks from that civ could actually bring them along at the start yet. I'd want to be able to export stuff and have it affect the rest of the Kingdom. Export large amounts of masterwork weaponry and learn that it turned the tide in the war without my own troops having to go out. ]

On the flipside, if we get the two modes synced up so we could actually live a full in-game life as a citizen of our own fort? Yeah, I'd want the economy on so I could set up a business and eventually work my way into founding a settlement as a person instead of a disembodied force. Right now we're way too limited on that to be worth it yet. But we're getting further with every major release.

6
DF Dwarf Mode Discussion / Re: Please Don't Bring Back Dwaren Economy
« on: March 15, 2021, 09:03:38 pm »
I agree with your points. I only have one quibble: Inter means between two different things, intRA means within one's self. I think you keep using the word inter-fort when you mean intra-fort.

7
DF Dwarf Mode Discussion / Re: Please Don't Bring Back Dwaren Economy
« on: March 13, 2021, 09:51:58 pm »
I say rework it and put it on a slider for variety. Toady talked about that sort of thing for the myth and magic arc, so I['m sure he's looking at it for other things too. As for the op . . .

I'm gonna talk in game terms. The op talked about things like dwarves getting the willpower to come and go off the map as they please, and an economy advanced enough for dwarves to get paid for their work by the player. as well as for you the player to take out loans. That requires an account for the player. Before we even get that far, we need to be able to pin down who the player even is in the game. Now, I ain't talking about a single answer for everyone. I think the perfect place to answer the "who are we?" question is in starting scenarios, which we know Toady has talked about. Once we have a way of defining ourselves within the game, sure, start looking at economic options. Although I'd prefer if that waited for Toady to sync adventure and fortress mode time scales so we can get the rest of the economic jobs ported over to adventure mode. It'd flesh out the base building there and let us truly run a fort from ground level.

8
Nice, but honestly I think this is over the top. But maybe I just want the Myth and Magic arc to finally start.

The big reason for a graphical update is to attract a bigger crowd that's turned off by the current graphics. The more of an idea we can have of something just by looking at it, and the less we have to read to figure out if we're even interested in something, I figure the more of a crowd Toady can attract with this thing.

All in all, it's for the good. Hell, we now have a secondary studio involved in the game. It's possible we could see a future where Toady shares some of the workload with them (without giving up control) and development speeds up. Between that and the money this will draw in, I can see it helping a lot.

9
DF General Discussion / Re: So im playing adventure mode...
« on: March 31, 2020, 04:43:50 pm »
The economy is very limited and situational so far. It'll be improved eventually, just gotta wait for it.

Your best bet isn't to bother directly with coins. Get your hands on gems and high value gear instead. Then find the local imported goods shops and trade with them for the local coins at an extremely advantageous exchange rate.

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 13, 2020, 09:23:00 am »
It'd be fun to know how it started. The latest devlog mentions a loyalty cascade issue from anti-goblin spies keeping their fake identities when they visit or immigrate to your fort. Your people believe they're from goblin lands and attack them, but since they really are from your own civ, it counts as a loyalty cascade.

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 12, 2020, 06:39:11 pm »


Something's not right there. Swordsdwarf . . . steel mace?

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 12, 2020, 10:49:31 am »
I just had to send a squad to beat the outpost liaison to death because my civilians kept treating him like a wild animal. No one else was missing, so I know he wasn't a monster in disguise. No loyalty cascade so far, thankfully. It was just damn annoying seeing cancellation spam from Outpost Liaison, and watching my guys run for the stairs then back away because he was on the other side of them.

Could this be related to me turning down barony status twice?

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 11, 2020, 07:16:18 pm »
I'm in my second autumn and this is the second year in a row the outpost liaison has asked said they want to make me an official land of the kingdom. I'm assuming that's code for Barony because of those two hillocks who decided to tie themselves to me. I haven't figured out how to do anything with them yet. One's tiny and doesn't have any histfigs, and the other has about 60 people but belongs to an entirely different civ, so the game only gives me the option to raid them. I don't actually have soldiers yet, I'm just building up my fort and getting ready for mass production of gear for troops.

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 11, 2020, 10:41:06 am »
So I've started the fort of Dangerwheel, which is going to be a small military encampment of 200 dwarves with 150 of them being warriors to raid and conquer the nearby civilizations, and I've run something odd. It's probably a bug but I find it amusing enough to call it a feature. One of my guys had the dream of ruling the world. So naturally I made him the expedition leader. I'm not even done with my first Spring and I already have two hillocks linking themselves to me. In the last major version I played I could go through several years without this happening at all, so I figure this is a bug. But I'm going to play it off as those two hillocks having heard that we're going to conquer the world and deciding to hitch their stars to us.

15
Workaround: Hold your ground and just protect what you have. Beat every siege your own people send at you until they're worn down. Wait for their other enemies to finish them. Go to town on the newly conquered areas.

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