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Messages - snus-mumrik

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1
DF Gameplay Questions / Re: The Little Questions Thread
« on: April 17, 2010, 03:30:24 pm »
How do I turn off migrants. 

Just set [POPULATION_CAP:5] in the init.txt file. You can even change it dynamically during the game if you want (Some say it's an exploit, some say it's migration policy)

2
DF Gameplay Questions / Re: The Little Questions Thread
« on: April 12, 2010, 11:55:13 am »
Hi all. I suppose someone already asked it, but I can't find:

  • How do I enable announcements for any fight that starts?

I once got "Hydra is no longer enraged" and found that some crazy brave marksdwarf was hammering the hydra with his crossbow. I saw some fighting events in announcements.txt, but I don't want to have each move announced (let it remain in reports). I just want an announcement on any new fighting report (like "Urist mcHunter is fighting with Hoary marmot").

Thanks

3
To use squad alerts:
  • create a new alert.
  • on the schedule screen give orders for THIS alert (i think "/*" moves through alerts)
  • when you want the squad to enter the alert, go to alerts screen, choose the alert (so that it is highlighted) and press Shift+Enter

4
I had a similar "misunderstanding": when I tried to create a squad and make it active/train they remained civilians. I think it happens because their schedule is Train, and if there are no barracks they can't train. I solved it by creating a burrow at the entrance and creating new alert with "Defend burrow 1" instead of training.

5
DF Suggestions / Re: New room: Museum
« on: March 25, 2010, 07:04:31 pm »
My 2 cents (if nobody wrote it before):
I think a museum/exhibition room is not an addition to statue garden, but a super-set of it. This way you can build a HUGE museum with sections for artifacts, for minerals, for statues, for pictures (maybe), taxidermy, and many more.

I really like the idea, now I usually build small artifact stockpiles with a statue garden between them.


6
DF Suggestions / Re: Workshops appointing jobs for haulers
« on: March 22, 2010, 07:24:47 am »
I like the idea of parallel hauling and crafting (i.e. with reserving). I would also like to see the same for building constructions.

7
DF Suggestions / Re: Resettlement
« on: March 19, 2010, 11:56:08 am »
I'd still rather just have your dwarves keep on living in your fortress.  Just because YOU abandoned the fortress doesn't mean the dwarves have to.  Building your fort up to Mountainhome, making it fully self-sustaining, and then leaving with 7 dwarves to set up a new fort, or just plain take up an adventurer who could come and visit that rarest of rares - a fully functioning self-sustained society - would be cooler.

Sounds great. I'd like to build a fort, then leave it (no dwarf really leaves, the player just stops controlling the fort), and then visit it in adventure mode or trade with it in fortress mode (after building a new fort with new 7 dwarfs).
The problem is that it would require determining whether the colony can survive. If I embark, build nothing and just leave, what will I see in adventure mode? Dwarf built their own fort? They just wander around the wagon? They are all dead/disappeared?
Of course some simple decision can be implemented rather easily, but it can cause many unexpected results and annoyance.

8
DF Suggestions / Re: Designate stockpiles from cabinets/coffers
« on: March 14, 2010, 01:32:14 pm »
Maybe if we all want a stockpile to be a room, then the stored items could be shown at "t" view? And if there are coffers/bins/whatever, then it would look like bins in trade menu: the container and then the contests shifted right.

9
DF Suggestions / Re: Resettlement
« on: March 12, 2010, 04:20:52 pm »
I think if you leave the fort in an organized manner (and not flee), than you must build wagons and load them with all the goods that you want to take with you. So you must decide what you take before you leave and not when you embark. Each wagon should have limited capacity, and it must be built and supplied with animals (horses, mules etc).

It would also be interesting if some dwarfs, goods or entire wagons would disappear during the journey (monsters, robbers, cliffs, swamps... )

10
DF Suggestions / Re: PowerGoal49 & 50 - Sadistic Tag
« on: March 11, 2010, 05:19:33 pm »
If I'm not mistaken, each species has its maximum and minimum values for personality traits. So while dwarfs would only have something like "he finds pain and blood attractive" (increasing the chance of fell mood). And a troll (or dwarfs in modded game) would have "he is a psychopathic sadistic maniac".

11
DF Suggestions / Re: Vermin remains
« on: March 08, 2010, 03:37:24 pm »
It is also annoying when you have a chasm/bottomless pit with bats dying in webs, and all the dwarfs rush to meet swallow-men that live there. Of course it can be solved with a forbidden door, but I do want my weavers to collect silk there. Perhaps there could be some way to design areas as clean/dirty so that refuse would be collected/ignored in those specific areas?

12
DF Suggestions / Re: Coopers
« on: March 02, 2010, 02:31:22 pm »
What we need is more skill synergy and sub-skills.

Absolutely!
I've seen lots of threads that start with some proposal on skills and then end up with "We need skill synergy". But there are few threads that actually discuss it.

http://www.bay12games.com/forum/index.php?topic=49774.0 - this one has something close, but is mostly intended for anti-grinding (i.e. how to make it impossible to train a master carpenter by making barrels  :P ).

http://www.bay12games.com/forum/index.php?topic=26498.0 - this one is on synergy, but it is very old.

Are there any active discussions on skill synergy?! Or maybe there is a reason why there are none?

13
DF Suggestions / Re: Emergency duty
« on: February 22, 2010, 03:28:05 pm »
It looks like you could draft a dwarf and then allow or forbid military labors:
- fighting
- sparring/training
- justice
- lever pulling
- siege operating
- cleaning traps (?)
- rescuing
- /more/

Sounds good

14
DF Suggestions / Re: Adding and removing areas of the map.
« on: February 21, 2010, 03:44:29 pm »
Expanding sounds great, I agree with the most that it should just allow you to choose a larger "embark" area that would include your current one.

What about sending scouting troops to gather info (maps, creatures) of nearby areas?

What about a ruler asking you to take some land under your protection (i.e. it has road/bridge)?

Or a ruler asking you to pay for the land.



BTW decreasing land size may have some very interesting side-effects. What if I gather those annoying nobles on a piece of land and then 'decrease' it? Dwarven-noble-smasher?

15
DF Suggestions / Re: Skills Diversity (and other things)
« on: February 21, 2010, 03:24:04 pm »
Grinding seems to have a simple solution: give each task a difficulty level (maybe equal to chance of success), and give experience based an difficulty and current skill. If a novice thrower throws a stone to an empty place several steps away, he will have some experience; but if a legendary thrower does the same he will get none.
That does make grinding harder, but that can just be solved by switching to repeating a task of the higher difficulty.  For example, once you're getting 0 experience for throwing a rock at a tree 5 feet away, move to 20 feet away to get experience again.

One problem with it is that it would also make legitimate skill gain harder to do as well.  Instead of needing to simply find a place to use the skill, you'd also need to make sure that it was a level-appropriate challenge.

Hmm. I'm looking at the problem from a slightly different angle. I wasn't looking for making the game more interesting, but instead more realistic. So in RL you can train by repeating something over and over, but it must be at appropriate difficulty level. Look at the sport for example: professional sportsmen train many hours a day every day, and there is no other way to win.

As for the example with stone throwing - throwing to a good distance will only give you some low level of skill. Hitting a standing target is a little harder, a moving target is harder, a moving-and-dodging target is much harder. So a master thrower will have to pierce an eye of a quick running enemy in a helm and with a shield. And a legendary thrower will have to kill someone with a ricochet from someone else  :)

Using skill when needed (for a quest) doesn't always mean it was educational. If a king asks a legendary hammerer to punish a peasant it doesn't mean that the hammerer will learn to fight better.

----

As for DOR cap, I like the idea of having to do several different activities to advance. I once thought about a more simple idea of having 'theory' and 'practice' level in each skill, first is gained by talking and reading (maybe teaching/writing on higher levels) and the second by using the skill; when there is a gap the progress of the higher is lowered (down to zero when the gap is big enough).

I think your suggestion is great for a full rpg game. The problem is that DF has its fortress mode (which is much more important for me), and it seems hard to implement such system for a whole fort of ai-driven creatures.


---
As for having to wait before repeating the task, it seems that it would be good together with some other changes, not alone. BTW maybe skill rusting will force you to do multiple activities during the day.

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