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Topics - Immortal-D

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16
If no aquifer was present, I would dig a large section of the level under the ocean, replace the floor with grates, then dig upramp on 1 tile.  Hopefully the room for water to spread combined with immediate drainage would save him.  That is not an option (that I can see) this time.  I have to pierce the ocean from the side, which will kill the Miner just as sure as if he were digging into a magma pipe.  The land tiles adjacent to the ocean are all Light Aquifer.  The embark has 4 ocean tiles, so pumping is not an option.  Any suggestions are appreciated.

As an aside while I'm thinking about this project; If I successfully drain the ocean, I can access the ocean floor.  If I channel the ocean floor and expose the heavy aquifer, can I then in the future drain the ocean into it?  Or would the ocean simply 'fall' into the exposed aquifer and replenish?  Or not replenish I suppose, which is actually worse.

17
DF Dwarf Mode Discussion / Stress & Psyche 47.05
« on: January 28, 2021, 07:08:42 pm »
Right then.  Here is a summary of major findings thus far.  Please let me know if you feel something needs changing or clarification.

Updated March 11 2021

General findings:
- Many reports that Stress is close to 34.xx, in so far as the majority of Dwarves reach the state of "doesn't care about anything".
- The frequency of personality changes (often drastic reversals of a core trait) is the same.
- Meal quality definitely helps now, independent of favorite ingredient.
- "Caught in the rain" remains a veritable roulette wheel of effects.  Sometimes it's a minor effect on total stress, sometimes it creates a feedback loop (miserable after rain, then miserable again after remembering that event x10).
- Tantrums due to stress seem less frequent.
- Dorfs seem to be make friends more easily, which helps reduce stress.  As yet unclear how socializing works if the Dwarves have a constant never-ending work schedule.
- Possible that 'distraction / restless due to unmet needs' has a significantly smaller effect on overall stress.  Thus unclear what being distracted actually does, in gameplay terms.
- The justice system remains a double-edged sword (no pun intended).  Victims of crime are definitely happy when a verdict is delivered (conviction of farm animals not withstanding), while the accused are predictably miserable after a beating and/or incarceration.
- Dwarves who are emotionally fragile by default are almost guaranteed to snap, due the feedback loop of reliving a bad memory (often this means seeing a sentient corpse).
- No reports as yet of being able to significantly recover from stress.  That is, going from 'very high/haggard & drawn', to 'happy'.
- Possible that a temple is no longer as critical to the early game if other happiness boosters are present (tavern, beds, mugs, etc.).

Observed new thoughts:
- having an intellectual discussion with a friend/acquaintance
- feeling relieved discussing his problems with an acquaintance

OP:
Put on your big-Dwarf beards, because we have testing to do.  Will be updating this as we go.  Relevant patch notes:


Looks like a lot of issues can now be adapted over time, but excess stress might still break the more fragile Dorfs in the short term.  I'm especially curious about the changes to Minor Thoughts.  Can they have any kind of effect if they stack enough?  Other questions off the top of my head;

Time frame of adaptation for bad weather & sentient corpses.
How depressed can a Dorf get about weather and bodies before rebounding?
Is weather just normal rain, or does it include evil weather types?
Numerical value happiness increase of different quality meals
Does this work on valuable drinks as well?
Logging the new chat interactions (and if possible, relative to a given need like praying or crafting)
Solutions for meeting the needs of Military Dorfs
Can the memory of bad thoughts still create a chain reaction?
What is enough to cause a personality change now?
Will Dwarves automatically try to fulfill needs if not explicitly given free time?  (e.g. only free time is eat/drink/sleep).
How do the starting friendships of the 7 compare to 'normal' developments over the long term?

old thread for posterity

18
So many interesting tales and minor updates that often don't receive a personal response, simply due to the size and randomness of the thread.  However, I read it several times per week, and I just want to let everybody know that your updates are appreciated, big and small.

19
DF Suggestions / An idea for stress management
« on: June 05, 2020, 07:54:02 am »
Just occurred to me while reading new posts in ThreeToe's thread about game-ending stress (which I recommend everybody chime in).  How would you feel if your Dwarves were able to act on labors that are not assigned, for the purpose of fulfilling needs?  The mechanic would function similar to a strange mood; one of the few instances where your control is overwritten.  A Dwarf who is assigned only hauling labors needs creative downtime in his life, so he claims a Craftdwarf Workshop, puts your own work orders on hold, then spends a few days crafting stuff and feels better.  Similarly, Dwarves that need some action in their life would be allowed to visit a designated Training Zone and throw down with the military, or start a Tavern brawl.

If the Dorfs were smart enough to mostly handle their own needs, provided we give them the means to do so, I think that would help alleviate a lot of the issues with the current system.  It's not a complete solution mind you; rain, favorite food & drink, missing family that doesn't exist, just to name a few.  However, I believe it would go a long ways towards reducing the micromanagement of the current system.  Doubly so for meeting the needs of military dwarves who won't normally perform civilian labors.

20
DF Dwarf Mode Discussion / How are body parts & rain these days?
« on: May 08, 2020, 06:34:47 pm »
I've been out of the game for awhile now.  From what I've read recently, hauling sentient bits is not quite as bad, but a single drop of rain will still make even the most hardened Dorf into a fruit loop.  Similarly for social needs (which are separate yet intertwined with stress), you don't need super micromanagement anymore, but it's still not great.  If you have non-stop building projects for several years, the Dorfs will still become 'haggard & drawn' even with a tavern + temple, so time management remains a thing.  I know Toady mentioned in a FotF this year that the entire psyche/needs system would be looked at before Steam, but I haven't seen any of the aforementioned observations in the patch notes.

21
Other Games / I started a race of Space Dwarves in Stellaris
« on: February 27, 2020, 12:24:59 pm »
And thus far, it is glorious.  They are natural engineers and begin the game with advanced robotics technology, plus some robot servants.  My home planet is 'Armok', my star is 'Magma', the race's adjective is 'Drunk', and we are collectively known as 'Slaves to Armok'.  The first planet outside my home system has yielded every possible mineral-booster you can get.  The proverbial sugar on the cat biscuit is that my precursor race is a slightly demonic alien that wiped itself out with a galaxy-wide plague, in an attempt to defeat some unknown threat.

(click to enlarge)









22
DF General Discussion / Forum avatars not accepting gifs?
« on: February 08, 2020, 08:52:58 pm »
Wasn't sure where else to ask this.  I just noticed that the site hosting my beloved mascot has gone down for good.  I uploaded the gif to imgur, but none of the links are being accepted by the forum (tried image page, direct view link, and copy/paste button).  Is anyone else able to use a .gif as their avatar?

23
I just want to say thank you to all of the wonderful, patient, bloodthirsty insane monsters who call this forum home.  You guys are the best.

24
Other Games / Supreme Commander: Forged Alliance
« on: February 16, 2019, 08:40:02 am »
This is one of those games that I've spent more time watching videos than actually playing, though not for lack of trying.  Anyone else remember this game?  Still has a pretty active community, and having a team of Dorfs to go pub-stomping with would be nice.

25
General Discussion / A Practical Guide to Evil
« on: January 23, 2019, 05:24:33 pm »
Kinda surprised this doesn't have a thread here, though to be fair, I only learned about it from a random DF Reddit post a couple months ago.  Anyone else follow this story?  https://practicalguidetoevil.wordpress.com/table-of-contents/

26
General Discussion / Ready Player One: How would it work IRL?
« on: January 20, 2019, 11:29:41 am »
Just rewatched the movie, and it got me thinking about how we might actually pull off something like.  These are all the issues I can think of, in order of importance; (and in case you were wondering, I am super drunk on a lazy Sunday)

Economy: How would anyone make money from this game?  First is the companies who engineer the hardware.  Beyond that, I'm not sure.  The game appears to be free, so even with stock market value & other investors, what does Gregarious Games offer to justify that investment?  The only thing I can think of is the game's Coins function as a cryptocurrency, which can be exchanged for real world money, and by extension food & housing.  However, this raises the specter of corruption and 'gold farming'.  If a cryptocurrency achieved that level of societal acceptance, it would certainly face government oversight and abuse.

Exploitation: We've seen that 'bot nets' are possible, if only practical on a corporate+ scale.  We're told that everybody starts the same.  If every new 'life' generates a small amount of Coin (effectively new money), what is to prevent a government-run effort of rapidly creating and killing new accounts/lives, and harvesting the resulting Coin?  Inflation would make the real world value of Coins next to nothing in less than a month.  Even assuming a less than 100% transfer rate, say 5% of the victim's total, you're still constantly creating money faster than new players come into being.  I have no answers here, only more questions about how user accounts actually work.

User Accounts: I'm completely at a loss here.  The biggest paradox in this area is when Artemis logs in using an IOI connection.  She retains her avatar, but still gets an IOI suit and gear?  Does this mean that the player account and the connection used are separate entities?  We know that modding is possible, but I don't know of any IRL way to achieve something like this.  If they are separate entities, how would Gregarious Games verify that each person is unique, in order to prevent the aforementioned gold farming?

Modding: We've seen that it's possible to create new things in the game, modify existing things, and create a new space.  How would this work?  Literally every player and their mother would want to make their very own virtual Minecraft realm, to say nothing of other games.  The logistics of maintaining a system like this is mind-boggling.  Even in modern games, systems for player housing remains primitive at best.

Ok, that's all I've got for now.  /rant

27
I feel like the show has slowly but steadily been running out of ideas.  The turnover rate is such that we've had half the number of Doctors in the past decade that the original series did over 50 years.  Capaldi's last Christmas special really hit this home for me.  I loved that episode, but seemed like a very obvious 'we can't think of anything, let's pull some classic story to keep things going'.  Whittaker's first season was just one adventure after another, there was no intrigue at all.  Worse, that was effectively intentional, as the writers have confirmed they were getting rid of multi-episode stories; everything is a 1-shot.  Mind you, I'm not disparaging Whittaker.  I think she's doing the best with what she's been given.  Just unfortunate that the first lady Doctor came in at a time when the show has been noticeably losing steam.

28
DF Dwarf Mode Discussion / WorldGen: Subregion Rejection
« on: November 21, 2018, 05:54:39 pm »
I'm attempting to create a world with an Evil Ocean, ideally bordering a Good-aligned Forest, but that's optional.  The result has been that I get 'Too many subregions' after a few tries, and when I ignore the error, the resulting world is a patchwork of half a dozen separate oceans, and small mountain ranges in the middle of every single landmass.  I don't know what is different between my settings and the standard Medium Region to cause such a significant disparity, but clearly I over-adjusted something.  Both the Subregion & Range lines are the same.  Any suggestions are welcome.

My World:
Spoiler (click to show/hide)

Default Medium Region:
Spoiler (click to show/hide)

29
DF Suggestions / Suggestions for Stress & Memory
« on: August 24, 2018, 09:05:05 pm »
Dunno how often (if at all) Toady drops by this subforum, but I hope he looks over this one.  All of these suggestions are based on the current research thread.

- Dwarves should automatically prioritize socializing when they need to.  Currently, they will work to the point of 'haggard & drawn'.  Socializing must be forced with a Burrow.
- 'Caught in the rain' thought needs to be changed or removed.  It's not like they are sleeping in a torrential downpour for weeks on end.  Especially considering the number of clothing layers that Dorfs tend to wear, rain should not have as big an effect on stress/personality as it currently does.
- 'Lack of decent meals' currently depends on favorite foods, not meal quality.  Would be nice if ☼Biscuits☼ actually helped to combat stress.
- 'uneasy or horrified upon seeing corpses & body parts': This needs to change, but I'm not sure how.  Corpse hauling is effectively a death sentence right now, since Dwarves get the bad thought for each body part, and the effect stacks very quickly.  Perhaps limit the bad thought to 1 per body, regardless of how many pieces that body ends up in.

30
Spoiler: General information (click to show/hide)


Spoiler: Population Limits (click to show/hide)

Spoiler: The Founding Seven (click to show/hide)

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Turn List
1. Immortal-D
2. Deus Asmoth
3. Simon_science
4. scourge728
5. Dunamisdeos

Dorfing requests
Moonstone_Flower "Lily" - Female Smithy or Chef
King Zultan
Imic - Head Chef

Chapters
1. The greatest Library Fortress ever is founded in the harsh tundra

En Memorandum
1. Mengbal, 'Immortal-D': Death by White Tigerman invasion

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