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Messages - mnjiman

Pages: [1] 2 3 ... 47
1
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: January 28, 2017, 02:39:28 pm »
Rimworld is freaking awesome. The game mechanics are heavily taken from Dwarf Fortress (in a good way) yet feel like two different games.

Its nice to have another game with these types of mechanics finally made... a lot of past games attempted this and they failed.

2
DF Suggestions / Re: Food need preferences now too strong
« on: May 01, 2016, 03:03:12 pm »
Easy solution is two have two reaction too consuming food. One being in relation to the "quality of food overall" and the other being that they are "tired of the same bland food over and over again."

Right now the issue with cooking is that its way too easy to get a legendary cook going. Books are in the game, so they could help cooks learn if you can actively trade for books that deals with cooking.

I think it should take a few game years in fortress mode to at least reach grandmaster, not a single year.

3
DF Suggestions / Re: Make spoilers a rarity again
« on: April 28, 2016, 04:18:31 pm »
Everyone can agree that Dwarf Fortress has a decent amount of depth and complexity to it. There are many different kinds of game mechanics that are based on many different progressive systems (with more to be added to the game as well). Take the recent addition of site and unit tracking on the map while you are in Fortress Mode. Time passes and events take place outside your fortress. It takes time for units to travel and events that occur outside are starting to affect your fortress as a whole. Unit and Site tracking certainly isn't 100% complete nor fleshed out, but the basis of the system is there for all to see and experience.

What does this have to do with wanting to make Adamantine more rare? I believe there are more interesting methods to achieve the desire affects without having to succumb to simply decreasing Adamatines occurrence. To make Adamantine feel special players need to feel something when they are ready to harvest it, not be forced to hunt it down fortress after fortress. Right now Admantine has barriers, the depths of its location and the risk of releasing clowns. I agree this is not enough to make Adamantine feel "special" however simply decreasing its occurrence with the current state of the game (this is very important to consider btw) will just be out right annoying.

Right now in Fortress mode you are very restricted on your map. This is the current state we are working with and considering for this post (I am going to touch upon future DF states in reference to this post lower though.) One way to make Adamantine feel special is to have avoid out right barriers being added, but progressive mechanics that occur over time. After mining Adamantine for example, your Dwarves could start becoming out right jealous of those Dwarves that are using the ore. Older fortresses with more dwarves would less likly see these dwarves so this jealously wouldnt be as big of an issue. Older and better maintained fortresses (that run smoothly) could also afford dwarves refusing to "work" due to this jealously. You should have a nice justice system in place by now, so these dwarves can easily be punished without your economy being messed up.

See how this solution takes advantage of the already multiple systems and mechanics in place? This would be a solution that would give Adamantine purpose beyond its value as an ore, and give the systems in Dwarf Fortress more use.


Future of Dwarf Fortress has many changes and I believe once of them as decreasing Adamantine rarity. The reason this WONT be such an issue is that in the future (if I remember correctly) you will not be as restricted to your fortress location as you are now. Also, there is Divine materials in the game that can only be obtained by adventure mode. Have you found any of this yet?

4
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: December 17, 2015, 06:01:26 pm »
Thank you Phoebus for all your hard work. Your health and safety is much more important then anything else. Take care of yourself. :-) *hugz*

5
DF General Discussion / Re: Tempered steel
« on: December 26, 2014, 10:46:08 pm »
Gotta temper the steel, and put lots and lots of little crystallized cracks in it! It becomes hard due to the internal structure changing to that of lots and lots of crystals all hugging each other, making it hard! However do to the fact that you know have all these little cracks in the steel, its brittle due to having difficulty holding itself together. Poor steel :(

However, heating the steel allows for all those cracks to come together and hug each other! You lose hardest due to some of the crystal structure losing its shape, however since the fractures are now healed its loses a lot of its brittleness!

I am of course no smith, or engineer, or anything. Just random thoughts! :P

You are essentially right, but your terminology is wrong - step 2 is called tempering.  People confuse quench-hardening and tempering all the time :)

Doh! O well. :P

6
DF General Discussion / Re: Tempered steel
« on: December 24, 2014, 11:50:52 pm »
Gotta temper the steel, and put lots and lots of little crystallized cracks in it! It becomes hard due to the internal structure changing to that of lots and lots of crystals all hugging each other, making it hard! However do to the fact that you know have all these little cracks in the steel, its brittle due to having difficulty holding itself together. Poor steel :(

However, heating the steel allows for all those cracks to come together and hug each other! You lose hardest due to some of the crystal structure losing its shape, however since the fractures are now healed its loses a lot of its brittleness!

I am of course no smith, or engineer, or anything. Just random thoughts! :P

7
DF Announcements / Re: Dwarf Fortress 0.40.20 Released
« on: December 18, 2014, 08:31:19 pm »
I am super excited on the fact that this was a quick and fast content release with the planned bug fixing as what was stated would happen. Thank you and keep up the awesomeness ToadyOne and ThreeToes :-)


8
DF General Discussion / Re: 1000 Dwarves
« on: December 11, 2014, 03:58:49 pm »
The larger population that your fortress has the more important smaller game mechanics become. Making food is fine and dandy, however you are going to start needing to make clothes constantly... and be sure to take care of your garbage constantly too. You have to do everything in your power to take care of FPS pit falls... and its because of those FPS drops that make this impossible right now. There are some work arounds that could be implemented to dwarf fortress that would keep everything as is and wouldnt take away from the game play, but drop fps some. However this isn't a game its a simulation, so yea.

9
Utilities and 3rd Party Applications / Re: DFHack 0.40.19-r1
« on: December 05, 2014, 01:15:51 am »
Yes! Yes~!!!! YEeessss!!!!

10
Utilities and 3rd Party Applications / Re: DFHack 0.40.16-r1
« on: December 04, 2014, 01:47:28 pm »
OSX is missing a few globals. Soon.
Yaaay!

11
I would suggest looking for the email he sent you in reply to your donation, and reply to that.

if it was lower then 20 dollars idk if he would do that. Also, if it was THAT long ago,... yea I dont have a suggestion beyond this.

12
Hrm... did you actually get this to work with the latest version of therapist? Trying to use the memory layouts you linked just causes a crash for me...

It isn't complete. He stated that in the topic.

13
This information needs to be put into the Wiki. There is no Pulping section atm.

14
Any info on when DT will be updated to the most recent DF version?


There were much bigger changes in dwarf fortress more recently that have to be changed in Dwarf Therapist, so I believe one major reason this next release is taking longer than usually is because all of the new moods have to be added and adjusted etc.

15
Dwarf Fortress was created by ToadyOne and ThreeToes in August 2006, and has been evolving and growing ever since. Over time Dwarf Fortress's has slowly grown in popularity along side of a smallish but helpful community, some being interested in programming and modding. Many of the mods and utilities created have become integral part of Dwarf Fortresses gaming experience for many, and without them there would likely not be as much interest in Dwarf Fortress as there is today. We tend to give our thanks those modders in the spotlight for their continuous hard work, however I believe it may be time to shift our thanks towards the one holding up the spot light.

Profit has continued to maintain and update the "Community Mods and utilities list" for 6 year as of December 20th. His continuous efforts has allowed the community to easily access mods of the community as well as allow modders the chance to show others there own work. I feel that his actions has allowed the community to be more organized which has brought about much more refined communication between players for these last 6 years. I hesitated creating a thread like this a few year ago for fear of coming off pretentious for thanking someone over something that some may view as simple, however a few years later he has continued to do an amazing job.

Profit, Thank you :-)

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