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Messages - Chops II

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16
DF Gameplay Questions / Water Source
« on: February 15, 2008, 08:14:00 am »
I appear to be having alot of trouble getting water for injured dwarves.

I am on a completely flat map with a 2 z-level aquafer about 3 z-levels down. On the overworld map i am on an island in an ocean, but the embark area is much much smaller than the island so i don't have any ocean on my map.
There are no rivers or brooks, but alot of murky pools around

It appears that the game still knows that there should just about be only salt water around these salty marshes, as the dwarces will never get water from the murky pools (even activity zones refuse to say they're drinkable).

I Read somewhere that water from aquafers can be drunk, but they wont drink from that either (same with activity zones).

I read somewhere else that water's muddy/salty etc statuses arent transfered through a pump, yet despite setting up aquafer->pump->channel->aquafer system and a new activity zone (i.e. an artifical river), the dwarves still wont drink it, the activity zone refuses to show its drinkable again.

Any ideas what i can do? I don't want to keep losing miner dwarves that i keep ordering to undercut themselves and fall down collapsing caverns! Ok, so i could just not do that, but other dwarves have been lost doing completely valid things, getting yellow broken arm but dying of thirst.

One interesting thing though, one of my artificial rivers at one stage, very short stage, was actually drinkable. I have no idea what has changed (but something probably has changed). It was pumped up two z-levels and then channeled to edge of map where it was pumped out onto grass. I have since cut away the river back to the aquafer because framerate didnt like the massive artificial river.


17
DF Gameplay Questions / Re: Effective farming
« on: February 09, 2008, 07:47:00 am »
as for the seeds running out, make sure your not cooking the plump helmets, you lose the seeds that way. also i think the better your farmers the more plants they get per seed or something so get to grow your collection.

18
DF Suggestions / Re: Ranged fix!
« on: February 12, 2008, 06:24:00 am »
Cant you balance it by just adjusting some things (as opposed to changing what is possible)?

Like: Speed of reloads/draw time need to be more realistic, peircing more than one organ at once is just highly unlikely, not impossible (as long as in roughly same area of body, depending on length of projectile)
Seriously, killing someone in one shot is easily possible with bows etc, but difficult for reasons of accuracy, and their minimum practical range.

Also, the idea of bows being better but more difficult (than crossbows) is good, as is inability for almost all dwarves to use longbow (could they hold it horizontaly?). Perhaps bows require more strength to draw back fully? Actually i dont know how to draw a crossbow so that might be wrong.


19
DF Suggestions / Re: Military
« on: February 12, 2008, 06:29:00 am »
dont know if this has already been suggested, but i htink when someone on duty needs to sleep, drink, rest, whatever, then the next highest rank should become the leader temporarily, so the whole squad doesnt go watch their leader go and have some food.

20
DF Suggestions / Re: Bones as a building material
« on: April 04, 2008, 08:45:00 pm »
It should definitely depend on the type of bones your using. 10 fingers of a mouse should not make as big a wall as the thighbone of a cow, which should pale in insignificance compared to a dragon's spine. and so on. etc.

21
DF Suggestions / Re: New idea for metals etc
« on: February 22, 2008, 01:56:00 am »
Ok so the whole point was so that each fortress didn't have to be the same as the last, and that each world has a massive amount of exploration without knowing before what to look for. The idea to randomise other stuff instead is great, however i think randomising ore/alloys is good too. Maybe the metalsmiths or even a new prospector profession could give you further information on unknown rocks and alloys, depending on skill. So there's still randomness but not to the extent that its near impossible to survive. What kind of dwarf fortress in the real world doesn't explore and experiment with unknown and crazy alloys??

22
DF Suggestions / New idea for metals etc
« on: February 21, 2008, 01:24:00 am »
Instead of the whole making the game reflect reality with regards to metals and alloys....

Why not make the game (at world generation) come up with a random set of ores, metals and alloys. They need to be a little balanced to ensure fun, but after that it doesn't matter if the harder to find stuff is crapper, because reality can reflect that. And then maybe you can buy tips off local civs, find things in adv mode etc, that give you small hints towards what's going on. This way every game would require a bunch of exploration and experimentation.

Ok so this might not make it very fun to play for people who love to just know how to make the best fortress in the world, but i personally like to not know what's going on in a game. The feeling is completely different. A game is cold and calculated once you know everything about it. Not that a finished DF could ever get that cold and calculated, but at the moment it *can* be.

What does everyone else think?


23
DF Suggestions / Re: Of Memory and Code...
« on: February 19, 2008, 05:08:00 am »
I'm a 2nd year student of computer science, and although i admit  i am really not a genious (see?), but i do like computational science, have trained for various programming comps, and have a group of friends who are very very much into this kinda of thing, and frankly i cant believe Toady has managed to get this game to be playable at all with everything thats going on. Clearly he's not implemented it in Java, otherwise it wouldnt be playable on the most beastly PCs of today.

Having said that, maybe the entire world is loaded into RAM during creation. This may not be totally necessary, but would make the world nice and smooth without trickery. (If it genned the world one large chunk at a time, the chunks might not fit together very well, without some code magic). Besides doing one bit at a time can only be slower (that is of course until you take memory constraints into account).

So i'm going to take this opportunity to sincerely thank Toady for the opportunity to play this awesome game.

I'd like to thank the OP too, if his intentions are true, for offering to help, but as others have said, Toady has said he does not want outside help apart from encouragement, primarily in the form of donations. As i'm a uni student, i can't currently afford to donate any money, but if i could i definitely would.

This game is truly a work of genius that dares to tread where no commercial company would. I'm sure Toady will iron out all bugs and optimise all code eventually.

[ February 19, 2008: Message edited by: Chops II ]


24
DF Suggestions / Re: Magma vents could vary in size
« on: February 14, 2008, 07:43:00 am »
underwater vents would indeed be cool, what with their constant steaming and unplugging and replugging of the vent with obsidian... but then the cpu would be hating the bubbles rising in the water... wait, bubbles in water!

25
DF General Discussion / Re: Gods - Hall of Fame
« on: February 06, 2008, 05:59:00 am »
the priests care so much about their religion that they stay behind, alive, to assist those not yet dead to find 'ascension'. you know, 'sacrificing' their lives to help others, except more like sacrificing their death for others...

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