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Messages - grueburger

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1
DF Dwarf Mode Discussion / Re: Minecart rollers
« on: April 07, 2012, 11:05:11 am »
From the devlog:

"There are powered "rollers" placed in strips that increase the speed of minecarts in a given direction"

I don't blame you for not seeing this, 2 people in the future of the fortress thread have already missed this one little key word...
http://www.bay12forums.com/smf/index.php?topic=100851.msg3170515#msg3170515

2
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 15, 2012, 02:55:23 pm »
Turns out zombies won't attack you if you're a vampire.

As it turns out, neither will necromancers if you aren't an enemy of their group.  I ran in to a tower ready to have a big necromancer versus vampire faceoff, but ended up having a chat with a necromancer about his old job as a ranger.  You can recruit them as well...  Though the zombies they raise don't follow you when you travel.  In a way, this works better, because you can go into a town without causing a zombie apocalypse, and your necromancer pal can still swing the tides of battles by raising dead enemies.

3
DF General Discussion / Re: Future of the Fortress
« on: November 15, 2011, 06:18:20 pm »
Not trying to quibble over numbers, but is 49 the correct total?  I get 54 as the total from your numbers, although since vampires were just finished yesterday, I count them as 24 days, bringing the total to 62 and the days-per-page to 15.5.  I also counted sponsorship animals as a half-page for a total of 11 pages.  But yeah, it's all pseudoscience and I suspect Toady will try to get through the city notes faster.

Oof, yeah, you are right about the total AND the end of the vampire list being yesterday. Turns out I can't add OR read (my excuse? Will flu do? That's the excuse I usually use for work)...  The new figures give 23th feb for the average speed deadline and a horrifying 19th april for the slowest speed deadline.

New table:
Spoiler (click to show/hide)

Thanks for spotting that, I like my pseudoscience to be accurate (its no fun otherwise).  Including sponsorship animals was a good idea too - the last segment seemed to take 5 or so days but it was interspersed with normal development so its hard to get exact numbers.  A half-page of notes seems like a good approximation for that.

4
DF General Discussion / Re: Future of the Fortress
« on: November 15, 2011, 01:46:53 pm »
Here's some release date pseudo-science for you all:

(based on the 10.5 pages of issues estimate Toady gave us and the devlog updates)

Code: [Select]
09/13 - 09/21 werewolves 8  days
09/21 - 10/06 necro/zombies 15 days
10/06 - 10/21 mummies 15 days
10/21 - 11/06 vampires 16 days

average 49/4 = 12.25 days

cities pages = 6.5

6.5 * 12.25 = 79.625 days at average rate
6.5 * 8     = 52 days at fastest (werewolf) rate
6.5 * 16    = 104 days at slowest (vampire) rate

Giving us a possible release date somewhere between 6th jan and the 27th feb, with the likeliest date being 2nd feb.

Of course this all assumes that Toady doesn't take any days off or have any kitchen floods again, and that the issues he has to work on for cities are of roughly the same difficulty as the ones he had for night creatures.  Which are not assumptions I'd make bets on.  But it is at least a nice concrete set of dates for us all to fetishise!  (All of which are more optimistic than Footkerchief's date, which worries me.  He isn't often wrong...)

5
What about this?

Code: [Select]
D_|
|W%%
|W|
|W|
|W|
|W|
|W|
|W|
|W|
|W|
|W|
|_|
|#D

_ are two hatches linked to the same lever
D are doors
# is a floor grate not linked to anything with a drain below
W is water

Dwarf stands on the top hatch, the lever is pulled, the dwarf and the water column fall.  The dwarf will faster than the column over any decent distance so will overtake the top of it, landing on the grate which the water falls through and exiting via the door (door might be unnecessary, depends on the speed of the drainage system under the grate).  Since the dwarf always overtakes the top of the water column he always lands before all the water has drained and so never takes any damage.

Could fairly easily link the pump at Z-1 to a not gate and then to the same lever the hatches link to, resulting in a self-refilling drop-chute with no chance of drowning or injury which works over any amount of Z-levels.  Even better if the drain links to the pump stack for the refill.

6
DF General Discussion / Re: Future of the Fortress
« on: August 15, 2011, 05:32:41 pm »
I really hope Toady will fix bug with vanishing zombies, while he is at it. Maybe add at last pulping? Feature creep is in full effect anyway, so why not. I am still sad there was no separate release (with additional bugfix release, of course) because of said creep.

I hope this does happen, because zombies as they are now are very broken, seemingly due to the hitpoints system.  The zombie elk and reindeer on my current evil glacier fort seemed far too weak, so I ran some tests with an unskilled, unarmed, unarmoured dwarf in the arena, and he demolished a zombie ettin, a zombie giant, a zombie minotaur and a zombie roc one after another with his worst wound being a bruise on his arm (which healed up during the minotaur fight).  not exactly a rigorous scientific test, but a roc or a minotaur are normally serious threats, and just being zombified shouldn't make them easily killable by the most peasanty peasant imaginable (even after all the fights he had no skills above novice and no attributes listed in his status screen)

Even if pulping isn't introduced, DF's combat simulation has moved on a bit since the introduction of the hitpoint system for undead (I think, can't think of any changes off the top of my head), so maybe its time to see if they function at the right difficulty level without it.

7
DF General Discussion / Re: the new cities
« on: April 05, 2011, 07:24:04 am »
These look great!  I would like to see in some cities at least though things like slums outside the walls, buildings built up against the walls etc.  Its kinda rare for a city to encompass every single building within its walls, I think.  Also things like wide main roads which run from the gates to important central buildings, but I'm sure Toady has things like that planned out already.

8
And to the next responder, how does a veil make you look deranged?

Imagine a well-known mass murderer with a nice pink flowery scarf wrapped round his face.
I know we can't have scarves, or pink clothing, or flowery clothing, but dammit my imagination likes to pretend we can.

Or maybe I just get excited about interesting-sounding adjectives without thinking about what they mean and you call me out on it   :-[

9
Veils, hoods and robes.  I think it makes me look sufficiently deranged.  And 2 shields and 2 weapons - one of each in each hand, which is what i feel is roughly the realism limit of the infinite-wield bug/feature.

10
I think the manager assigns jobs to workshops either from east to west or west to east if there's only enough tasks to fill one workshop queue (can't remember the actual direction, just do a quick experiment), so you can always set up your workshops so that the one you want to recieve manager orders is east/westmost.

11
DF General Discussion / Re: Urist's Artifact designer clothing
« on: December 28, 2010, 10:05:02 pm »
Brilliant! This is now how I'm going to imagine my dwarves look when I assign them an artifact dress/thong/whatever strange piece of clothing they've managed to make.  Grimier and shorter of course, but still.

12
DF General Discussion / Re: Player healthcare
« on: December 26, 2010, 08:25:51 pm »
If i'm obsessing over my current fort i can play for entire days but once i get bored with it it'll be a few weeks before i play again.  It's an all or nothing game for me, but i always return eventually.  This must be the only game i've actually returned to more than once or twice, but i guess the quick dev cycle helps that.

Breaks only occurr when i am literally too uncomfortable to concentrate.  So kinda like 31.01 dwarves who would starve themselves to death trying to mine massive rooms out.

13
DF Adventure Mode Discussion / Re: How to Memorialize fallen allys?
« on: December 20, 2010, 07:51:42 pm »
I have my companion's foot in my backpack.  Sure, i had it before he died too, but now that he IS dead it makes a nice memorial.

14
DF Modding / Re: DF Turkey
« on: December 13, 2010, 07:43:49 am »
Have you thought about making Santa's Elves the controllable race? You could have custom workshops that churn out binfulls of low-quality toys, and spew toxic chemicals into the air, slowly poisoning your elves. And Santa could send his terrifying megabeast helpers to check up on your progress, and punish you for not going faster.

DF Turkey (BTW, can anyone think of a more Christmassy flavour than turkey?)

Reindeer.

Slaves to Santa: God of Toys
Chapter II: Christmas Elf SLave Labour Camp?

15
DF General Discussion / Re: Female Dwarfs and Axe Soldiers...
« on: December 08, 2010, 12:16:33 pm »
my imagination tries to distinguish between male and female dwarves and fails miserably.  A load of short hairy angry drunks in a hole in the ground is as far as i can get really.

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