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Messages - wobbly

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541
General Discussion / Re: Females in Games? Thread
« on: December 27, 2014, 02:53:44 am »
Women devs do make indie games, but it is hard to get backing and the male populace is often hostile to them being the developers.
I doubt this very much. For a start it assumes the average gamer looks at who's developing, programming etc. a game. I know I don't. They could be male, female or a bunch of trained monkeys for all I know. I'm simply more interested in the game play then who's actually writing it (especially as I'm unlikely to recognize the name anyway)

542
DF Gameplay Questions / Any way to fill in river tiles without magma?
« on: December 27, 2014, 01:40:41 am »
I'd basically like to mine the ore out of a river bank in a warm biome & wandering how to do it.

Edit: Can you pump fast enough for a non-swimming hauler to just grab them?

543
DF Suggestions / Re: Climbing skill modifiers
« on: December 26, 2014, 10:35:49 pm »
. . . in most circumstances if your lifting with your upper body your doing it wrong . . . your legs are much much stronger.
As basically everyone is able to lift their own body weight with their legs, it's upper body strength that is the more reliable indicator.

If you think that then take a look at the gap between bricks & see just how much of your hand can actually grip it (& people climb on much smaller hand holds). I don't care how much upper body strength you have, fact is your never going to be able to lift much of your weight with your finger tips. You can only climb this sort of stuff because the bulk of your weight is shifted to the points of your toes. Anyways, it kinda irrelevent in both the fact that dwarf fortress doesn't divide upper/lower body strength & that your more interested in discussing the equipment side of things.

So, I take it nobody out there has an opinion on clothing / armor having an effect on their dwarves deciding to go for a casual jaunt down the shaft of a volcano?

I'd certainly like to see equipment weight factored in (if it isn't already). In terms of shoes/gloves:

1. Metal boots are an obvious issue - no flex & you want to be lifting at the heels to put your weight on your toes. Trouble is it's the opposite situation if your climbing in crampons (your better off with a rigid shoe).

2. Leather boots are actually going to be better for climbing then bare feet if they're shaped for climbing (similar concept to ballet shoes, they pinch at the toes & shift your weight forwards onto the points of the toe)

3. The silk gloves in your example have a problem too, in that they're a smooth material and are going to slide on rock.

4. Gloves/Gauntlets become far less relevant if you climb with an ice axe or equivalent for trees/rock.

Not deliberately trying to be argumentative, more pointing out that if your making it more complicated for realism it's actually going to get fairly complicated particularly if your using climbing gear or boots designed to climb in. And if you just want to stop dwarfs from climbing surely it makes more sense to just allow people to turn climbing off on a dwarf?

Edit: If your climbing in inappropriate shoes/gloves & carrying a backpack, why aren't you taking the things off??

544
DF Suggestions / Re: Climbing skill modifiers
« on: December 25, 2014, 12:27:04 pm »
2) Physical attributes: The upper body strength to lift your weight (especially with 1 hand), the stamina to keep your grip, and not having massive slabs of fat pushing you away from the wall. I'll skip this, too.

A couple of minor notes from someone who climbs a fair bit: While str is useful, balance & flexibility actually count a lot more. Also in most circumstances if your lifting with your upper body your doing it wrong ( an overhanging tree branch is an obvious exception), your legs are much much stronger. You step up with your legs rather then lift with your arms. In regards to fat pushing you away from the wall being fat certainly doesn't help, but you actually climb side on for just this kind of reason (you don't really want your arse hanging in space, you want your body pressed against the rock for friction).

545
DF Gameplay Questions / Re: Post siege starvation
« on: December 25, 2014, 05:03:03 am »
Another thing that can happen is dwarfs not doing there job due to pathing issues. Even if they have a clear path, the further a farmer(or butcher etc.)  is from a plot(or stockpile etc.) the more likely it is that he'll idle when there's clearly a job for him to do. Also check that when you moved your stockpiles you didn't break any links, or left important stockpiles out. Try setting high traffic designations along the routes the dwarf will need to walk to get to the necessary items. Sometimes this works, sometimes not.

546
General Discussion / Re: Females in Games? Thread
« on: December 25, 2014, 04:11:27 am »
I'm not underestimating the pay gap, I'm citing the actual figures economist have looked at.

A feminist group even found that pay rates are equal in most graduate fields. The only unequal areas were K-12 education and sales/corporate roles.

What proportion of the job market fits in to the "other occupation" & "other white-collor occupation" on your graph? There's a fairly large discreprency there, though it's also hard to tell whether they're comparing people with the same occupation or different. Also the gap in the "management" bar. Seems to me an area where your pay is more likely to be heavily negotiated then technical roles. It's tricky to tell because engineering jobs tend to ride the line between technical & management, & I have no idea how they divided the data. Sales is also weird, does that count commissions in the figures? How much of the issue is gender biases in buying patterns, how much the employer?

547
I'm not really informed on these kind of things, so I'm wondering... What's the situation like in Australia?

In terms of racism or guns? There's certainly problems, but it's rare for someone to pull a gun on the police or vice versa. Certainly happens, but far less common then the US. Not sure if your Australian yourself or not but if you are have a look next time you see a cop. You'll find some of them are carrying, some of them not. You also find procedure is quite different. Police are more likely to respond in numbers to a trouble spot & the attitudes are a lot less gung-ho. I actually watched a low speed car chase the other day, thing was pretty funny. The guy must of only been doing about 50 km/hr & the police were just following him as he looped round the block. Guy has to stop eventually right?

548
General Discussion / Re: Bay 12 "I'm just doing internet on christmas" club
« on: December 25, 2014, 01:44:50 am »
Finished work at midnight, so I've slept through most of it...

549
DF Gameplay Questions / Re: brewing specific drinks
« on: December 23, 2014, 01:19:53 am »
Are there empty barrels sitting in the barrel stockpile? If you look at them, do they have tsk next to them? I often have brewing not work because the empty barrels are constantly being hauled between different stockpiles. As a side note if your using give/take orders with a still make sure your refuse/food stockpiles will take from the still as well, I've had miasma from trying to set this up before.

550
DF Gameplay Questions / Re: embarking in trees
« on: December 22, 2014, 09:12:03 am »
Nup, it was either a 4x4 or 5x5 can't remember which now.

Played around a bit more as the world was backed up anyway, it's a 3x3 with a square of marsh in the middle, a lake in the top left & a river joining the lake.

Code: [Select]
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~"=
~==

Selecting the lake biome & hitting embark puts me up a tree on the edge of the map, selecting the marsh biome places me between the river & lake where I wanted to be in the 1st place.

551
DF Gameplay Questions / Re: embarking in trees
« on: December 22, 2014, 08:55:31 am »
Not sure, half my map was covered by lake, so my guess is it's tried to put me down in the centre on the lake & gone, oh you can't embark there & I've ended up on the edge. Also the centre of the map isn't path-able(river joining lake), don't know if that makes a difference. Playing round with shifting the embark, a slight adjustment any direction tends to put me flush against the river on the edge-ward side.

552
DF Gameplay Questions / Re: embarking in trees
« on: December 22, 2014, 07:37:23 am »
What if you use b-C-x to construct a stairway? 8)

built from? without access to wood....

553
DF Gameplay Questions / Re: embarking in trees
« on: December 22, 2014, 06:07:08 am »
No building materials. The wagon dismantled itself (so probably there were 3 logs sitting up there), I had axes though they didn't seem to want to cut the tree down when I designated it (they may of eventually if I'd waited rather then just restarting & moving the embark slightly)

554
DF Gameplay Questions / embarking in trees
« on: December 22, 2014, 05:52:37 am »
My latest embark started up a tree (& on the very edge of the map for some strange reason). While pretty amusing I couldn't seem to get my dwarfs down, is there a trick to this?

555
DF Dwarf Mode Discussion / Re: How Deep Do You Build?
« on: December 21, 2014, 12:46:20 pm »
I tend to like part-map aquifiers & digging round the aquifier rather then through, so usually I'll dig a temporary dirt fort right next to the wagon then shift over to a real fort in the 1st patch of stone I can find & then start stretching downwards.

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