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Messages - WingDing

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16
Other Games / Re: Spore
« on: September 26, 2008, 04:09:17 pm »
To all of you saying spore had something about it that was removed and to those who say it was the same product all along, read this, it may explain a lot.

I was also going to make a big post about piracy but decided it was smarter not to take part in a futile debate.

17
DF Suggestions / Re: Improved Farming
« on: September 18, 2008, 10:00:04 am »

Slower I'm fine with, the game just needs to be able to handle a multiple growing season plant as being plantable late in the first season (say it takes 2 to grow and will grow in three, but you can't plant it late Spring for some absurd reason).

Ok, so we're on the same page then.

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That back-breaking dwarf labor you're talking about is the same as my DwarfBusyWork.

To make farming realistic we could make it so that farms take longer to construct (to simulate your dwarves tilling the land,) making crop yield lower, forcing the player to irrigate the crops, making it so that the player must have fertile soil to plant farms in (no more sand farms,) and introducing the chance of crop failure (which could be caused by many factors, especially weather conditions.) Almost none of those involve adding purely automated dwarf work and instead require the player to pick a good location for their farms.

So I hope that explains how I would like farming to be made difficult and that none of it was contradictory or confusing.

18
DF Suggestions / Re: Improved Farming
« on: September 17, 2008, 10:05:17 pm »
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The only one I really disagree with is the difficulty attributed to making the plots and assigning the farmers. Yeah, the plot size is limited, but still big. Building and setting the crop cycle is still pretty quick. I could easily do one of those 1600 tile farms in earlier posts in about 5 minutes.

Well, the key-words there should have been 'tedious and unfun' rather than 'difficult' in that designating huge farms spanning entire sites wouldn't be fun (until you start losing them to invading hordes that is.)

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And assigning the dwarves is real easy: just turn on one labor. Things get a little more complex if you want to use fertilizer (need wood, ash it, make potash) but the game should always be optimized such that fertilizer is an option: if you want to micro your agriculture you get better yield.

Realistically speaking you would need A LOT of dwarves for a realistic farm, you know, the kind that spans acres and acres and requires lots of tilling (by hand!) In case there is some confusion, I am speaking about realistic farms as though they were already implemented, and if you want to know what I mean by 'realistic' I mean pretty much how it was in reality which you can look up on Wikipedia, I'm not sure if I can be much more clear than that.

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The counter point Draco18s was trying to make (and should have spelled out clearly  >:( ) is that most of the suggested additional steps (DwarfBusyWork) are automated. They won't really raise the difficulty of running the farms (interface and complexity wise), they just make the yield a little weaker.

For me the additional step that is required is the one that makes farming take lots of manual labor, large flat open spaces, and time, lots of time. Basically I want farming to be slow. Very slow. So that making any kind of sustainable farmland would require lots of effort and attention. If a fortress' only source of food is from the outside, then this can drastically change gameplay (it'll be more fun, if you see where I'm going with this.)

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You know how a mason stands around in a workshop working?  That's "DwarfBusyWork."  It's what they do to stay occupied doing some task.  Farming currently has 2 tasks, both of which require almost no time at all: planting and harvesting.

As I made clear in this post, I would like to see farming made slower, if not more difficult. I imagine difficulties will come in when the hard back-breaking labor takes it's toll on your poor peasants and leaves you in dire straits.

Or lying on the ground surrounded by angry peasants. It's difficult to tell.

19
DF Suggestions / Re: Improved Farming
« on: September 17, 2008, 08:00:05 pm »
Thank you for responding Othob, I knew my post was wordy but not wordy enough to explain myself fully so your feedback is very much appreciated.

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NOT a good way to start. That basically says: "don't take any of this seriously".

Well, you don't have to take it seriously if you don't want to. I was only being honest, anyway.
Spoiler (click to show/hide)

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don't really see much that is relevant to the discussion at hand.

I interpreted some complaints as:
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making farming difficult would make the game tedious and unfun
And that the subject was:
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making farming difficult
If I am wrong please inform me what everyone is talking about before I embarrass myself further. Although thinking over it, I must admit that my post was more about the game's economy and gameplay and how farming should be (or could be) a big part of it rather than the actual difficulties of farming that could be implemented in DF, which may or may not be what you are or are not talking about. So just say so if it isn't.

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What does this mean?

Last time I checked farm plots could not be expanded indefinitely and farmers must be assigned one by one, in a perfect world you would be able to mass designate things like farms and assigning large numbers of dwarves would be easy. Although this is really about my fantasy of games toning down micromanagement, a gameplay 'feature' I hate oh so much.

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Like we do now? You can easily support 100-150 dwarfs with just imported food/booze/plants.

Yes, but that food materializes out of nowhere as farms do not exist in Non-Playable Civ-sites. As for buying food in the present, why buy food when it's so easy to grow it? The point that I was thinking of but somehow forgot to post was that players making an urban center would not make farms at all and instead import all their food, while players in the countryside could make the realistically large fields (not implemented currently) to feed themselves and make a profit off of. Oh and they would support their civilization as a fortress that's actually something more than a self-sustained insane asylum (as in, if the fort disappeared it would have actual consequences.)

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Um...like we do now? They will buy your plump helmets/roasts/ale and sell you trinkets/armor/weapons.

Yes, but why do the caravans even need the food? NPCs do not eat! Even if they did a farm the size of a parking lot would feed the entire civilization. And who makes the trinkets/armor/weapons? Have you ever seen a workshop outside a player fortress? As I mentioned this whole post is really all about the currently non-existent economy so, sorry for wasting time and topic space.

Spoiler (click to show/hide)

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Yeah, like it is now. We spent the first few pages of this thread testing increased growing time trying to shrink the harvest.

I was working under the assumption that you were working under the assumption that I was comparing Dwarf Fortress to reality wherein this is already the case and thus assumed that you were assuming we assumed this. Or in other words, I was taking crops taking longer to grow for granted. So really, this is all my fault for being so careless as not make it more clear in my post.

If you wish to continue this subject that may or may not be relevant to the topic at hand then go right ahead and do so.

20
DF Suggestions / Re: Improved Farming
« on: September 17, 2008, 03:10:52 pm »
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Now bear in mind I didn't bother to read most of the thread

You didn't, but I have.  It was an example of DwarfBusyWork relevant to farming.

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DwarfBusyWork

What, ok now I'm confused.

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-bear in mind I didn't bother to read most of the thread-

Also why shouldn't farm designating ever change? And are we even talking about the same thing? You need to elaborate a bit more.

21
DF Suggestions / Re: Improved Farming
« on: September 17, 2008, 02:57:04 pm »

Farm designating doesn't change, and never should IMO.

That's one of the main issues with Improved Mining and Improved Wood: both suggestions increase the work the PLAYER has to do in order to accomplish the same goal.  Improved Farming only introduces mental complexity and work dwarves have to do that they do automatically (within reason).  Wood/Stone waste products force the player to do something with them, whereas weeding farms takes no player interaction.

I never said anything about weeding.  ???

22
DF Suggestions / Re: Improved Farming
« on: September 17, 2008, 09:16:50 am »
I see some people complaining that making farming difficult would make the game tedious and unfun, however I believe the troubles and difficulties of farming (enormous fields, irrigation, pest control, fertilization, weather conditions, and an otherwise useless caste of peasants to do it all) could be put in the game and make it no more tedious than it already is.

Now bear in mind I didn't bother to read most of the thread so sorry if any of this has already been said and that I am not talking about this as if it was something to work on now and implement soon but more as something that would be good to see in the distant future when we have wheelbarrows, a better interface, and lots of automation.

Now with this suggestion I think that a lot of people believe we would have to make enormous farms in every fortress (to prevent early starvation) and that it would be made square by square, farmer by farmer as it is now. However, I think how it should be is how it is in reality: instead of every fortress being an agrarian center, many sites dedicated to farming (and nothing else) would be created by civilizations in world-gen and by the time the player starts playing all the agricultural infrastructure would already exist in the world and the player would merely have to create a trade agreement that would send caravans of food to their fortress.

My idea is that the player wouldn't have to do any farming if they didn't want to, and if on the other hand you might find the idea of running an agricultural fortress an interesting challenge to try you could do it and deal with the many obstacles of farming. Also if you were a farming fortress caravans would come to trade goods for your food instead of vice-versa.

Another great thing in addition to making farming a choice rather than a necessity, is that it would add meaning and goals to the game as civilizations will have an actual reason to expand and claim large amounts of land, you would have trade routes that actually matter, sieges would become an actual danger, and the underground river would become a treasured resource.

And each civilization will farm differently: humans will make above ground fields, elves will probably have orchards, goblins will farm livestock, and dwarves will farm underground. Although, farming underground doesn't make much sense realistically as it combines all the problems of farming with all the troubles of mining but, it would probably be safer when it comes to war thus averting the need for a large warrior caste to defend it and making dwarves a post-feudal civilization.

Lastly, if the amount of land needed is too much despite the low population of the DF worlds (compared to reality where even a small country has hundreds of thousands of people in it) then the time crops need to grow could be kept lower than it really is to allow for a bigger harvest.

Also I would like to remind everyone who read this far that this is a suggestion for the distant future where transportation is improved, dwarves have lots of automation in their lives, fields can be designated as large as you want, caravans are better implemented, and the game is generally prepared for this sort of thing. I just wanted to show how this could work without making the game less fun, if it is to happen.

Sorry if I rambled too much, I have a tendency to lose my train of thought...

I hope that all made sense and explained what I was thinking.

23
DF General Discussion / Re: Dwarven Socioeconomics!
« on: September 15, 2008, 07:01:48 am »
Great topic! I remember a really long time ago the question of what type of government and economic system dwarven society had was brought up before and came to the exact same conclusion:

Fortresses start out as Utopian communes as imagined by Karl Marx and end up as the Soviet Union.

Hmmm, I wonder if Toady planned this...

...and if it's ever going to change.

24
I will keep saying this until it becomes an Urist McMeme.

There's a term for that kind of thing and it's 'forced meme.' >:(

25
well, mandates are always going to be the bane of the lazy user.  Though it would be nice if some mayors actually bothered to investigate trouble sources.  So, if the wood item mandate was not met, the program will do a check for available wooden logs.  If there are no available wooden logs (craftsdwarfs in the clear), the program will assign punishment to a woodcutter instead.

Of course, you could go crazy with this and string it along - oh, but the woodcutters don't have axes!  Blame the blacksmith!  But the blacksmith doesn't have any requisite metal bars!  Get the furnace operator!  But we have no magma pit, and - again - there are no logs to burn into coal!  Anyway, we have no ores either!  That's the miners' fault!  But all the miners are finding is limestone and clay!  Why didn't we just trade for freakin' axes if it was so important?!

And thusly, the broker's post would become the most dangerous job in the fortress.

Thanks, that gave me a good laugh. :D

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Hammer the Earth for not providing us with wood!

Spoiler (click to show/hide)

The entire damn world has crumbled to its end. Including all the fuzzy bunnies-

Wait...

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fuzzy bunnies

What kind of crazy modded-up world are your dwarves living in?

26
DF Dwarf Mode Discussion / Re: What was 2D like?
« on: August 18, 2008, 10:49:58 pm »
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I don't know if they were more aggressive, but most animals survived the version change with exactly the same code.

I'm pretty sure back in the 2D version elephants and gorillas and other 'benign' animals would mind their own business until some dwarf decided he was tired of living and attacked them, causing them to go on a murderous rampage inside of your very own fortress. This code was changed to be more reasonable in the switch to 3D (or so I remember.)

Also, how can everybody remember farms, permafloods, and nobles but not the dreaded fire plague?!

27
DF Dwarf Mode Discussion / Re: I once heard story...
« on: August 17, 2008, 07:21:24 pm »
...about a kitten with 'water' coverings all over its body surviving  after being dumped in a magma vent. I believe it was in bug reports somewhere. Anyways, I remembered reading it, and it gave me an awesome idea: If I armor my dwarves and then bathe them in a 'shower', will they be able to go magma-diving unscathed?

Think of the possibilities! Magma-flooded fortresses could be reclaimed! Dwarves could do battle with the Fire Imps on their own terms!

Someone could have just been playing with temperature off you know.

With temperature off magma is basically scary looking water that doesn't flow up.

28
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Did you know - Screw Pumps actually exist in real life?

I have to let you know; when I read this I felt as though you were asking me if I knew abnormally short people exist in reality.

29
DF Bug Reports / Re: [39e] Animals not drowning, maybe utilities fault
« on: August 07, 2008, 09:09:43 pm »
they are swimming.

For months in 7/7 water.

If there is no ceiling over 7/7 water, swimming creatures will not drown.

So build a floor over it I guess, though animals are kinda weird right now; they don't need to eat or drink or sleep so they might not need to breathe either.

I'm not sure whether or not swimming affects tiredness or even if animals get tired so I can't comment on that.

30
DF Dwarf Mode Discussion / Re: Oh my god; finding the right place?
« on: August 06, 2008, 05:47:16 pm »
Yeah, it was waaaay too late at night to make the reply coherent :-[

Ah, well alright then.

At any rate, I was trying to say that yes, I know Boatmurdered was the 2D version, and yes, I know that every fortress was like that.  However, it still died, despite having the features that would make a perfect location in this version.

I was going to write a lengthy post about how resources do not cause the downfall of civilization (quite the opposite) and how Boatmurdered was destroyed by the incompetence and avarice of it's own leaders but, I decided that writing a short summary about it would be a better idea.

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