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Messages - Felix the Cat

Pages: [1] 2 3 ... 16
1
DF Suggestions / Re: goblin trade
« on: November 07, 2010, 01:29:32 pm »
My impression was that the gobbos sent small caravans with mostly cheap food/cloth if your civ is at peace with the goblins.

I've never found a start site with a civ at peace with gobbos. I've heard that the caravans come either in winter or every season, and that they are not reliable.

2
DF Dwarf Mode Discussion / Re: Zombie cat takeover?
« on: November 04, 2010, 10:47:48 pm »
save the cats

I am sensing a distinct lack of dwarf in this post.

3
DF General Discussion / Re: Will we defend the Toady?
« on: October 24, 2010, 05:19:49 pm »
I think DF is relatively immune to the sort of thing that is, on its face, going on at Minecraft.

I call it the "paying customer" effect, after the phrase that inevitably shows up on the forums for any game that charges money. The phrase is always associated with a display of entitlement for whatever change/non-change is being demanded.

It has to do with the psychology of ownership. People paid money for Minecraft (if only a small amount of money). Once they pay money, they feel entitled to the complete use of the product, including any implied guarantees of future updates. They simultaneously feel entitled to updates and feel entitled to the product they paid for, creating weird situations where whatever happens some people will be annoyed and the phrase "paying customers" will likely be bandied about on forums, because group X believes that more updates are required, while group Y is bitching because the last update changed something they like...

Since Toady and ThreeToe are the only people who own DF, there are no "paying customers" to make repeated and contradictory demands, and DDoS attacks are limited to the normal teenage leet hax0rs.

4
DF Dwarf Mode Discussion / Re: Salvaging FPS
« on: October 24, 2010, 04:24:48 pm »
Use the pathfinding designations liberally.

Going into d_init and changing the normal pathfinding weight to 1 improves FPS at the cost of losing the possibility of setting high-traffic zones. When I did this and set low and restricted traffic areas sensibly it gave me a nice 25 FPS jump on even a small fort.

Use ramps instead of stairs.

Disable HFS. Reduce the number of underground cavern areas in world init.

5
I've always thought that a single zone system for all rooms, from workshops to dining rooms, from archery ranges to bedrooms, would be the best system.

My thinking has been this:
-Rooms, at their core, contain furniture. "Core" furniture of a room is assigned at the time of designating the room - thus keeping the intuitiveness of defining rooms from core furniture items. The room's possible uses are constrained by the core furniture item assigned - a room assigned a bed will naturally be a bedroom; however, a room simply assigned a workbench could be any of several workshops.
-Different "secondary" furniture items add to the room's usefulness and value, and in some rooms help to define the difference between the rooms - a workbench room given a sawhorse should be a carpenter's shop, while a workbench room given a mill might be a jeweler's shop. Storage and value-adding items are also secondary furniture items, even though they don't change the nature of the room. Workshops would seek to obtain enough storage to store some of their production on-site.
-The dwarves themselves would seek to fulfill their rooms' secondary furniture requirements. When a room with a workbench as core is designated as a carpenter's shop, the carpenter with the first job from the shop will seek to bring a sawhorse to the shop. Secondary items of basic industries should be easily produced - if no sawhorse is available, for example, the carpenter should simply transform a log into one on his own. Secondary items of more advanced industries would require production by more basic industries. The same goes for non-productive rooms - dwarves would seek to have appropriate secondary furniture in their own bedrooms, rather than requiring it to be assigned; secondary furniture could be changed by the player to suit his/her own desires as well.
-Tools may or may not be in. My thinking is that a craftsman owns his tools; craftsmen arrive on the map with the appropriate tools to do their job. My thinking leads me to believe that tools should not be in except for exceptionally large or complex tools which are still not large enough to be furniture items, of which I'm sure there are several but I can't think of any.
-There's no reason why multiple dwarves couldn't work in a zone, and in fact I'd see this as a common occurrence - in multiple independent usage (2 carpenters working on 2 projects), teamwork, and apprenticeship situations (zomg useful kids). A second core furniture item could be required, as well as perhaps more secondary furniture, to accommodate a second (third, fourth) dwarf. Again, rooms with multiple dwarves working/living/etc. in them should be handled in a streamlined manner - perhaps by the player simply choosing how many dwarves the room is designed to handle (with specific assignment of dwarves of course also possible).
-Overlapping rooms share stuff? Overlapping workshops could share storage. If that's the case, production of improved items is streamlined - if the jeweler's shop shares storage with the mason's shop, for example, encrusting furniture becomes easy and intuitive (assuming it's programmed that the jeweler first seeks to encrust furniture inside his shop) - we can assign our legendary mason to the one with the jeweler's shop so we know that it's always good furniture being encrusted. Some sharing is bad; dwarves don't like to share their personal bedroom cabinets (nor their beds, unless they're married). Some portable things could be shared between areas where they are needed, with dwarves carrying them to where they need them. Two masons are working as a team to complete some statues, and have two chairs and one workbench; they finish, and the carpenter's apprentice takes the unused chair to his workshop. Quarrels over workshop equipment; guild involvement; personality conflicts, grudges, fights.
-Rooms aren't only what we have now; rooms/zones exist primarily as a way of assigning space. No reason why they can't be unified with stockpiles either to reduce the complexity there. Combo workshop/stockpiles. Food stockpile affixed to the dining room or kitchen or independent. (Pathing is reduced in these cases as dwarves first have an opportunity to find nearby items within a limited search space. This may already be well-optimized though, and premature optimization is a programming evil anyways.) Further expansion opportunities; chapels, guild halls, clan meeting halls, prisons, generic recreation spaces customizable by the player.

The room-as-zone concept, with the appropriate changes to the flow of the room/zone interface, significantly streamlines organizing the fortress.

6
DF Modding / Re: =Flora and Fauna= (.13) [for DF 31.12]
« on: July 29, 2010, 09:56:10 pm »
Was starting a fresh fortress from this mod supposed to turn my fortress into a human fortress?  ???

7
DF Gameplay Questions / Re: Getting a dwarf to eat in his burrow
« on: July 29, 2010, 01:03:14 am »
Burrows can be placed on unrevealed rock as well. It's a good method of separating training mining from economic mining so you don't get your legendary miners clearing out a sand room while your adequate miners are mining platinum into nothing.

8
DF Gameplay Questions / Getting a dwarf to eat in his burrow
« on: July 28, 2010, 10:38:10 pm »
I have a burrow set up for my legendary miner to concentrate on mining out economic rock (while training other miners elsewhere with a different burrow). Since he's mining quite a distance from my fortress, I set up everything he'll need to survive - a bed, a dining room with chair, and food and booze stockpiles specifically catered to his likes.

However, he doesn't want to eat in the burrow. When it's meal time, he'll go to his stockpile, grab a meal... and trek across the map to my fortress's main dining room, eat, then trek back. He won't eat in the dining room that's been assigned to him and that's inside his burrow.

How do I fix this situation?

9
DF Suggestions / Labor menu: Enable/disable whole categories
« on: July 25, 2010, 09:24:01 pm »
On the V->P->L labor menu, it would be cool if Shift-Enter would toggle an entire category of labors on and off.

I'm specifically looking for this for turning all hauling labors on or off at once, which is probably the only commonly-done thing where you enable/disable an entire category of labor.

10
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 24, 2010, 09:40:31 pm »
Been away for a good while, could someone remind me what the "correct" method is to update to a new minor release?

11
DF Suggestions / Embark Location: Coordinates Input
« on: January 20, 2009, 07:10:55 pm »
Hey,

Just a quick thought for next version - something I think the community would benefit from that hopefully wouldn't take too much effort to add.

Currently we can share worlds by sharing worldgen seeds or the region files themselves. However, we can't effectively share embark locations to be inputted directly into DF - we have to share screenshots for that.

I think a way to directly input an embark location into DF would be cool - whether as an init file or a Site Finder condition. It would have the world map X/Y, local map X/Y, and embark location dimensions, so I could post a really cool site and someone else could copy-paste it in, press "e", and start a fortress in exactly the same place.

I've been wanting to start up a DF Embark Location Database, and this is the main obstacle to that project...

12
DF Dwarf Mode Discussion / Re: Segregating my barracks?
« on: August 28, 2008, 06:58:45 pm »
Wait. If I assign dwarfs to wear plate, will they put it on after picking up some chain and where it together? How does leather fit into all of this?

They wear things over things.

The order is something like (outermost to innermost):
Cloak/other such clothes -> Plate -> Chain -> Leather -> Shirt/other normal clothes.

Some things are "shaped" which means they are the only things that can occupy that body slot - for example, greaves are "shaped" IIRC and so the dwarf can't wear... leg warmers?

13
DF Dwarf Mode Discussion / Re: Feldur coins
« on: August 28, 2008, 06:52:35 pm »
Feldur? That sounds like it's probably the name of a civilization, not a material.

Anyway, I think once coins are considered 'owned', there is no way of retrieving them from where they are randomly strewn about. Ideally you should mint your own coins with a pre-designated stockpile and forbid them immediately after they're deposited. This will prevent dwarves from picking the coins up and tossing them around the fortress.

Ideally you should not mint coins at all. You don't need them. Toady has disabled the bookkeeper being unhappy because of a lack of coins, and noble coin mandates, precisely because he recognizes that coin handling is broken.

14
DF Dwarf Mode Discussion / Re: The Fortress has attracted no...@#$%!
« on: August 27, 2008, 03:29:03 pm »
There has to be other factors beyond total wealth created that influence immigration.

I had a possessed dwarf create an adamantine war hammer (value 760k dwarf-bucks) which makes my current fort by far the richest this early (artifact created in spring of the 2nd year). Immigration has not been noticeably different so far from other fortresses. I just got the immigrant wave for spring 3rd year, which was pitifully small (but, wonder of wonders, all useful dwarves!).

Spoiler (click to show/hide)

15
DF Bug Reports / [40a] Staircase designation/mining issue
« on: August 26, 2008, 11:15:49 pm »
I designated a vertical shaft of up/down staircases to be mined out at the end of a corridor. I was mining up, so the designation was something like

x
x
x
x
x
x===

My miner finished mining the corridor, mined the up/down staircase at the end of the corridor, then stopped mining. I checked and the tile immediately above was properly designated.

When I re-designated the tile by simply designating an up/down staircase on top of the already designated up-down staircase, the miner did properly mine the staircase, but then stopped again.

When I dug a tunnel to the top of the shaft and designated an up/down staircase at the top, the miner did properly mine out all of the designated tiles. So mining down isn't a problem, only mining up.

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