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General Discussion / Re: Emotional Responses to War in Ukraine - Trollbait 2.0
« on: March 16, 2023, 04:00:23 am »
It won't happen on a social level. Fine if it's used to reduce morale.
March 6, 2024: Dwarf Fortress 50.12 has been released.
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If he could end the war and pull Russia out of Ukraine completely. Do you think it would matter?If my uncle had 3 balls, he'd be a pinball machine.
Navalny is a clown. He is an useful clown (to the opposition cause), but still a clown. Would do nothing against the oligarchs even if he or his followers somehow ended up in power, ensuring Russia would remain or turn back in short order to the same hellhole. I support the relatively disorganized socialist/neocommunist opposition more tbh. Whatever they bring can't be worse.У нас в России есть такая традиция - каждые 100 лет наступать на те же грабли.
someone can post the link for the new launcher?https://github.com/Fris0uman/CDDA-Game-Launcher/releases
pls, thk

Also what's the point of adding hygiene if it's automated?And this right here is why it's not a priority to add.
Will Cataclysm NPCs ever have good AI as it is in Dwarf Fortress?
For fighting at least DF works that way. You have a general melee skill and a general ranged skill as well as a bunch of skills for every weapon type, and both are taken into account and trained when you use an attack.In CDDA you also get that, with a melee skill and blunt/edge/piercing skills. But for crafting skills it doesn't make much sense.
I don't play very much of either game, but didn't DDA remove the cyberpunk lore stuff? That's why cybernetics are tied to a specific faction?Yeah and I wanted a modern setting. But your opinion is valid.
I enjoy cyberpunk and the world pre-cataclysm being more interesting, so I think I'd play BN just for that reason.
I mean, I don't see how skills and proficiencies represent different things. They represent knowledge and experience, so why aren't they one more complex system rather than being separate? This is how DF works.DF doesn't work that way, it has a lot of separate skills that don't affect each other. I don't see a way to do it without clogging up the skill menu, which is even less elegant.