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Messages - Walker

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1
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« on: November 22, 2015, 07:49:54 am »
Walker, search this topic for ' canyon ' and you should find some worldgens that will offer the high sheer/vertical cliff faces.  Beyond that, you should be able to tweak the evil settings to get the rest of the requirements.

Put another way, the only thing difficult about your request is the vertical cliff.  The rest is reasonably easy.  Unless you use world painter, though, getting the vertical cliff combined with the rest will be largely a matter of time and praying to the RNG gods. :)

I did the canyon search and gave the maps a whirl, they definitely produced the results as advertised but ended up being too 'artificial' for my taste. However they did give me a good idea of how to adjust my own maps to get similar results. On the fourth attempt I had some good luck and saw some lovely river gorges, interesting evil regions etc.

The key for the river gorges seem to be the following settings:
[EROSION_CYCLE_COUNT:100]
[RIVER_MINS:600:500]
[PERIODICALLY_ERODE_EXTREMES:0]

It'll cause a lot of failures, especially if you have other requirements, but increasing rivers and reducing erosion, even on a large map should give some nice results. Hope that may be of some help to others.

2
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« on: November 17, 2015, 09:47:23 am »
I have been working on my terrifying embark skills, and mostly dying horribly in various ways. On my last worldgen I got what I thought was a really cool area, but the elevation display lied to me, so I'm wondering if maybe some of you could help me figure out how to create the following embark scenario:

*Large river in a deep canyon - 10+ and preferably 20+ z level straight cliffs on both sides --- preferably it should be a fairly long river allowing for multiple embark sites so I can have numerous of them fail miserably and still enjoy aiming for my goal of having a tower suspended over the river.
*Evil - preferably with undead rising from corpses
*Aquifer
*Sand/Clay/Dirt/Flux/Deep and Shallow Metals (everything, the kitchen sink and then a bit more)
*Goblins and/or tower nearby and hostile.
*Temperature: not freezing, so that digging through the aquifer is a challenge.

Everything else is non-critical and some variation along the river would be unproblematic.

Any help is much appreciated.






3
Life Advice / Re: Leviathan
« on: October 23, 2009, 02:46:41 am »
Young Adult is not a tag to worry about, ever.  It just so happens that it is the 'hot' age group to write for (and has been a while) which is why there have been a lot of exceptionally good books for 'young adults' that are perfectly fine for seasoned adults (recommended as a kitten stew complement).  Also, I recommend the other <a href="http://www.amazon.com/Leviathan-Selected-Variants-Latin-1668/dp/0872201775/ref=sr_1_1?ie=UTF8&s=books&qid=1256283824&sr=8-1" >Leviathan[/url].

4
For the snatcher issue:

1. Early game kids - designate a meeting area deep in your fortress.  Kids hang in the meeting area when not doing stuff.
2. Chained dogs at the fort entrance/meeting area entrances.  Traps at the fort entrance.
3. Parents with infants - assign to inside duty while kids are attached.  Or give them dogs. (as others have suggested).
4. All dwarves harvest (as long as farms are also inside fort, away from entrances).  Kids will be hard at work harvesting.


5
DF Gameplay Questions / Re: SwordsDwarf problem.
« on: February 12, 2009, 12:46:45 am »
Continuing the OT:

WoW - Can be interesting, excellent built-in content/story, mindless, tedium.  You play it because it is a diversion in which you can socialize.  Very, very low barriers to entry.  Anyone can play it, which is good and bad.  Can easily be played casually.  Content essentially company driven with the odd PvP or RP content.   Can be a lot of fun if you immerse yourself in the right way.

EVE - Best screen saver ever built.  Beautiful backdrop, excellent back story.  Story implementation in-game... bare bones.  Brutal barriers to entry, needs a significant time investment for skills/comprehension.  Content is much more player driven, some content (PvP storyline type stuff) is entirely player driven.  Very hard to play casually.  Can sometimes feel very worky, but at the same time the 90% boredom 10% action adage from real life is there and makes the 10% amazing.

I like both, and I play neither at the moment.  Might go back to EVE (round 3) after a long stay in WoW (round 2).  I still listen to EVE radio though.

In both cases finding cool people to hang out with is a key problem.  That's what keeps you going through the tedious bits.  Game or player bashing one way or the other gets you nowhere, there are dickwads on the intarwebs (if you hadn't noticed).  And they are everywhere.  Yes they congregate where there are low barriers to entry, but there are cool people there too.  Also, in the context of WoW... with several million+ players, there will be more human garbage accumulated by the simple virtue of there being so damn many people there...  For any statement of ratios of cool vs. uncool please provide hard data.  ;)

6
DF Suggestions / Re: Dwarves can fail
« on: February 06, 2009, 05:09:49 am »
Say no to rng breakage.

It's really simple why.  The rng removes skill from gameplay.  Rngs are necessary for chance actions, which is why it is used.  In DF time is substituted for random chance in crafting.  In game terms this means that the player's skill at time management becomes important in difficult situations.

Obviously on an easy map with few or no hostiles, easy digging ground, no aquifer etc. it's largely irrelevant.  On a terrifying map with skeletal carps and elephants, aquifer and self imposed restrictions... that skill matters.  Managing, and micro-managing your dwarfs becomes very important.  Beyond the rng substitutes for skill issue there are other reasons from a game perspective not to include the rng in this aspect of DF - namely that it does not add any fun.  Random breakage for 90% of the game will be unimportant, but for those 10% of times when you have a fail that breaks in some way that can't be compensated for or be fixed and you have to abandon your vision and restart it will suck.  Rng do not teach anything, do not instill any value and do nothing to assist in the progress of the game.  It only adds the element of chance to actions that otherwise do not require it, or need it.  Removing skill, planning, anticipation from the game is removing fun. In the real world when we deal with creation failure in automated systems we simply order more of the object.  If there is a .1% failure rate in the production of widget A then for evey 1000 widgets you need you order 1001.  Yay... so helpful.  In game the only result would be even further redundancy in the systems, over orders, more unnecessary contingencies that will drain the player's time.  No progerss is made in telling the stories of your fort, no progress is made in having fun.


From a reality perspective Rng breakage is also dumb.  I don't roll a die every time I cook to see if it is busted.  And even when I screw up it's edible, just that I might not want to eat it, and probably edible if I turned it into a 'mystery meatloaf'... either way it is my choice.  Same goes for any creative activity I try, I'll succeed at my task... making the object.  Whether the object meets any criteria other than functional is of course up for debate.  Creating objects isn't a chance action, it's a function of (materials*skill*determination*talent*patience)/time available = product  (I'm sure that's an incomplete equation btw.)

7
DF Bug Reports / [40d9] Pathing (Bug 000771)
« on: February 02, 2009, 08:07:05 pm »
According to entry for 000771:

000771 ▨ (configuration in save not a bug) [pathfinding] pathing fails with certain stair/ramp configurations

I have a save where my miners are stuck on opposite sides of a series of ramps, and building staircases up/down to the affected area did not change the pathing. 

Would the save be of any interest, or is the entire pathing issue closed?

Exact issue:
Spoiler (click to show/hide)

8
DF Bug Reports / Re: 40d9 - Fire Imps + butchering
« on: February 02, 2009, 07:55:29 pm »
Thanks for the replies folks.  I guess I'll just have to build a fire extinguisher for my butcher's shop and/or forbid the imps until they rot away.


 


9
DF Bug Reports / [40d9] - Fire Imps + butchering [Most likely solved]
« on: February 02, 2009, 12:44:44 am »
In my first fortress back from a longish hiatus I've had my butchers dying off rather mysteriously. 

1.  Hunters kill fire imp and corpse is dragged back to refuse pile.
2.  Butcher attempts to butcher fire imp corpse and dies from burns.

Curiosity wonders:
1. Why are they trying to butcher fire imps?
2. Trying to carry burning items bug again?
3. Workaround?

Follow-up:  It may have been a case of igniting fat from a butchering session that hadn't been cleaned up, no way to verify that of course.   Still doesn't tell me why fire imps are being butchered...

1st change - title correction
2nd change - added follow-up (0245)
3rd change - closed

10
DF Adventure Mode Discussion / Re: How do I drink and eat?
« on: December 04, 2006, 10:14:00 pm »
Make a printout of the command list.  

All the key bindings are listed in a menu you can find by pressing '?'


11
DF Dwarf Mode Discussion / Re: Excavationist Build
« on: January 27, 2007, 10:19:00 am »
I've been doing a couple of 3 proficient miner/no woodcutter type builds, and I have to say it's a lot of fun.  Three proficients mean you bring a lot less food though, which can be an issue.  If you need a bucket/a couple of beds you just set your mechanic or mason to carpenter and break down the wagons and build your bed/bucket.

I always find it facinating to see who reaches legendary first.  And how much any single one lags behind.


12
In my opinion, I think defense of your outpost is pretty good as it is.  It allows you to choose your style of play.  Obviously I'd like to see more abilities for the attackers (bridging, opening doors, better morale, mining (maybe :P - I really am not looking forward to planning for this)).  But as it stands you have a choice about how 'hardcore' you want to be in your defense.  

Self chosen variants are major part of a game's replayability.  They give you new challenges and goals without the developer having to hand hold you.

Therefore, as someone mentioned, as have others in other threads:  Just stop using defenses that you find too powerful.  It takes a lot more dicipline to not use a powerful tool available to you, and it is much more interesting to play the game when you choose to make it more difficult for yourself (or at least I think so).


13
DF Dwarf Mode Discussion / Biome Reliability?
« on: November 03, 2007, 07:59:00 am »
Three new worlds, same map designation:  Fair chunk of mountain, and a 1/3 chunk of thick vegetation/heavy woods.  It shows up as no trees etc.

First two worlds:  1 Z-level with trees/herbs.  - lower elevations and/or connected +1 elevations had no trees/herbs.  

Third world:  Carefully selected my site, checking biomes and everything - not a single tree/herb.  This area supposedly contained 4 or five squares of thick/heavy.  

Question is:  Am I doing something wrong, or is there a bug in the system?


14
DF Dwarf Mode Discussion / Re: Freaking immigration.
« on: November 30, 2006, 06:59:00 am »
A couple of questions:

1. Has anyone else had no fall immigration wave?  

On my last map, treeless/freezing, I had a lot of room, huge stockpiles of food, and a mostly bought out caravan.  Yet I recieved no fall immigration... instead I got 24 in the spring :P  Subsequent waves have always been more than 20...

2. Has anyone else observed that having only wrestlers as your military attracts peasants rather than weapon trained dwarved?  

I usually have a bunch of dwarves assigned to weapons duty to cut down on useless immigration, but this time I've been getting 5-8 peasants in each group, and maybe one or two weapons dwarves.  My military dwarves are all on wrestling duty to cut down on injuries...

3. How significant is excavated area as a factor in immigration as compared to buying out the caravan and/or food surplus?

Again, with the treeless map you want a large underground forest quickly, but you need your immigration to be somewhat managed.  Thus if excavated area is a significant factor I would have to find a balanace somewhere.


15
DF Dwarf Mode Discussion / Re: Weapon traps, the reckoning
« on: March 25, 2007, 11:46:00 pm »
My personal rule for weapon traps is four items.

Any combination of:

- Goblin/kobold/attacker weaponry
- Metalsmith training weapons (bronze/copper/silver)
- Obsidian Short Swords
- Trap components

I only use 'better' quality mechanisms.  This of course relative to the mechanisms available at any given time.

I don't worry too much about exactly what is in any given trap, unless it is at a critical point.  Four weapons will generally kill anything.


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