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Messages - King Mir

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1
DF General Discussion / Re: Future of the Fortress
« on: July 15, 2022, 06:03:17 pm »
- Support for portals connecting non adjacent parts of the map to each other, both on the same map and to different maps. This can also support maps that wrap around (moving over the edge to the west causes you to enter the east edge of the map, resulting in a cylindrical world, or even wrap around north to south as well as east to west, resulting in a shape that doesn't exist in the real world).
Technically, that shape does exist in the real world, at least sort of - it's a torus, more commonly recognized as a Donut.
Technically toruses are bigger in the outer diameter than the inner and are curved, which does not happen with north and south being linked like this. A triangle's angles on a torus does not add up to 180 degrees.

2
IMO adventure mode sucks, so releasing earlier without it is better. It's that simple.

Or to put it more politely, most DF players are drawn to DF for fort mode, not adventure mode. Releasing a product that includes only the best parts of DF currently, earlier, is a sound business decision.

3
I think DF needs gunpowder because fantasy needs explosions. For dwarves, gunpowder would actually be more important as a dynamite replacement than for combat, but of course it's an easy thing to weaponize. It would also be a good counter to turtle fortresses, if used by invaders. Exploding barrels of various fluids would be great to mod in, but it all has to start with the historical use of explosives as the best model, and that means gunpowder.

4
DF Suggestions / Re: Terrible Suggestions Thread
« on: April 30, 2020, 06:18:23 pm »
Also, make dwarves need oil to reproduce.
What are they? Elves?
Sounds more like automata.

5
DF Suggestions / Re: Racial Communities
« on: April 19, 2020, 03:03:28 am »
I actually like this idea quite a lot; having less homogeneous populations and an element of having to potentially manage several different factions with a diverse fort sounds really appealing.

The concerns brought up by King Mir seem absurd to me when you realize that this game already features slavery, general violence/crime, and even cannibalism. Does the game's world possessing such things (and having the default ethics for human nations be to accept torture and slavery) imply that such is okay or somehow inevitable in the real world? And these rebuttals of mine are taking for granted your assertion that this suggestion would be akin to simply adding and enforcing racism in the game, and even that much is debatable.

There's just no point in trying to make a fictional video game universe conform to modern ethics or sensibilities to the detriment of internal consistency and the potential for mechanics that could be fun.
Those things are indeed in the game, and I would even say the game is richer for having them. And I recognize that including racism in a game does not amount to endorsing it. But what it would amount to is a commentary on human nature. Just like including those particular ethics acknowledges that humans can and have had such cultures. If you are saying that in societies such as that of the dwarves minority groups feel compelled to gather by physical likeness, then that would be saying that even dwarves are prone to racism. Those same dwarves who are otherwise ethically superior to humans and find torture unthinkable. This is what I mean by inevitability and normality. Now I recognize, dwarves aren't necessarily there to be better version of humanity. I just don't think this particular aspect of humanity would make the game better to include.

@MaxTheFox
I think the above addresses your comment too.

6
DF Suggestions / Re: Racial Communities
« on: April 19, 2020, 02:33:37 am »
IMHO, if the OP had used different terminology than "racial communities", this wouldn't have triggered anyone.

In Dwarf Fortress, there really are not "races" such as we think in our modern world, which calls humans of different types "races".
In Dwarf Fortress, all dwarfs are the same race, all elves are the same race, all goblins are the same race, etc... get my drift?

What we should be talking about here are "species", not races!

It has ABSOLUTELY NOTHING to do with modern "racism"... sheesh!
Yes the difference between peoples in dwarf fortress is even more pronounced than it is in our world. That doesn't change the fact that all the sapient races in dwarf fortress are just that: sapient. That makes them all equal in exactly the same way as "all men are created equal", and any special social treatment of members of different species as other exactly as bad as racism is in our world. The detail that they are different "species" does not make it ok, since all that technically means is they cannot reproduce with each other. Racism is at it's core treating people as other because of their physical traits, and that would apply in DF too.

I'd also like to point out one of the desires the OP expressed is "minority communities could make demands". Minority communities are how races are treated in our world, and replicating that would indeed replicate the racial issues of today. I'm sure it's out of a desire for realism that the OP making this suggestion, and I don't deny that it would do that. It would make dwarves more human, in a bad way.

7
DF Suggestions / Re: Racial Communities
« on: April 18, 2020, 08:16:00 pm »
This is basically a way to bring racism very directly and explicitly into the game. Now the game is not without dark themes, and does feature religious groups, but the religious strife that it features is not the marginalization an non-acceptance of people from other religions that we find in our modern world. Whereas the existence of an explicitly racial community would say that there are dwarves who consider the non-dwarf members of the fort as "other". Furthermore the inclusion of this element without a way for the player to discourage this position by the dwarf could serve as a message that racism is inevitable, perhaps even normal.

I completely oppose this. Keeping dwarves blissfully unaware of the physiological difference of their fellow compatriots is a much better state of affairs. If only humans could be this blind to race.

8
DF General Discussion / Re: Future of the Fortress
« on: April 18, 2020, 03:50:53 pm »
Where will the signs be for non-rectangle stockpiles? Will discontinuous stockpiles have more than one sign? Will stockpiles with sections removed still have a fence around the new perimeter? Will adjacent stockpiles have zero, one, or two fences between them? How will it look if I checker my stockpiles? (this is useful to get around the wheelbarrow limit for rock stockpiles).

9
Checkerboard, blue, and top right reds also look cohesive rather than individual carpets laid down next to each other.
The top right reds look cohesive, but to me they don't clearly look like carpet. I think putting a pattern makes it more obviously a carpet, especially if that pattern has fuzzy edges that don't look like tiles.

10
i like the red and gold, and the banners in the bottom image. But it does make it look like a several individual rugs as opposed to one piece.

The green rug looks most like a one piece rug.

11
DF Suggestions / Re: Horses should be war-trainable
« on: May 27, 2018, 01:41:27 pm »
Horses are trained to not be afraid in combat. War dogs are trained to kill. DF war animal classification is more similar to that of war dogs than horses so it would not be appropriate to use the same model. If dwarves rode horses they might train them to be good war mounts, but it would still need a different system than war dog training.

12
DF General Discussion / Re: Starting off
« on: May 07, 2018, 07:34:48 pm »
how do i get beds?
Build them in a charpenter's workshop. Then place the beds as a building. Then make each bed part of a bedroom, either individually, or as part of a dormitory with many beds. 
Detailed instructions are here: http://dwarffortresswiki.org/DF2014:Quickstart_guide#Bedrooms

Make a fortress?
This generally just means digging a place for your dwarves in the earth. I is also possible to build walls and floors in open areas, but digging is easier, because it does not require construction material.
The game refers to your embark location as a fortress regardless of if you dig or build anything.

What are Burrows and what do they do?
Burrows restrict your dwarves to certain areas. They are not a physical structure, rather they are an area marked off by the player. They are useful for things like preventing your dwarves from wandering outside when there is a danger.

13
DF General Discussion / Re: Why are goblins immortal?
« on: April 10, 2018, 10:07:01 pm »
Why do they eat people? Because fans.
I thought it was because that was something the original fae did sometimes
It is, but the fact that elves express some of the darker sides of fae is inspired by fan dislike of elves. In other words, they didn't always eat people; they only started after Toady observed how players regarded elves.

14
DF General Discussion / Re: Why are goblins immortal?
« on: April 03, 2018, 08:47:29 pm »
Because that makes them more scary.

15
DF General Discussion / Re: Future of the Fortress
« on: March 04, 2018, 12:47:48 pm »
I've seen a few discussions about the cause of FPS death.  Can you please explain in simple terms exactly where the bottleneck lies, and how easy or difficult it will be to address?
Honestly, my impression of Toady's development process is that the answer to this question is "mostly no". Toady addresses FPS problems as bugs, not as metrics. There have been fixes that address FPS issues, and over times where Toady has chosen to only partially fix issues, so those amount to known bottlenecks. In the same vein there are some subsystems that are known to be slow, such as fluids.

Additionally, there is anecdotal and player evidence that certain things contribute to FPS problems, with mitigating effects. You've probably seen these in discussions, and I believe there's a wiki page on these and what can be done about them.

Finally, we can talk broadly about how DF uses memory. This helps answer questions like what kind of hardware is best for DF and will different methods of parallelism help. Dwarf Fortress uses a lot of memory, for accesses a lot of it every frame. This is anecdotal too, since I'm not aware of anyone actually profiling DF.

A proper answer to this question would require metrics, and those simply don't exist.

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