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Messages - Muffy St. Bernard

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1
DF Bug Reports / Re: [39b] Lost keyboard
« on: July 17, 2008, 07:51:54 am »
Shocking: Dwarf Fortress revealed a glitch in my keyboard...just before the warranty was up!

There was something wrong with that particular numpad key, but since I'd never needed it before I had never noticed it didn't work.

Ten minutes with Apple technical support and they're sending me a replacement keyboard.

Thanks, Dwarf Fortress! That alone is worth a chunky donation.

2
DF Bug Reports / Re: [39b] Lost keyboard
« on: July 16, 2008, 12:23:29 pm »
Thanks for your suggestions! It definitely isn't capslock (I checked that while trying to find a NumLock key, which the keyboard doesn't actually have).

I'll check to see if the numpad-minus key works in other applications. My suspicion is that this keyboard has some keys that are somehow not recognized by the Mac version of Dwarf Fortress (a similar thing happened to me with Zangband on the old eMac...NONE of the numpad keys were recognized).

I DO hope it's as simple as pusing the USB connector in a little further. :)

3
DF Bug Reports / Re: [39b] Lost keyboard
« on: July 16, 2008, 10:24:54 am »
I tried out 39b last night and had a similar (or the same) problem...but it may be due to something else.

The first time I launched 39b I noticed that the "-" key wasn't responding, and that if I tried to reset its key binding the "-" key on my numpad wasn't recognized by DF.

Then it seemed to me that many other keys weren't being recognized in menus, but I wasn't 100% sure of what was going on (see below).

I closed the program, came here, saw this message, then opened the program again...all the keys were certainly working, but the "-" key still wasn't recognized. I mapped it to another key.

The reason I'm uncertain about this is because I am now using a new computer (iMac with OSX.5.?) as opposed to my old eMac (OSX 10.3.9). So first off I'm baffled by how FAST the interface is on this new computer (too fast, actually...I'm still adjusting to what the heck's going on), and secondly I'm not sure if the keyboard problems are related to 39b or the new computer.

I am using the Canadian English setting in the OS, which doesn't do anything wacky to the numpad minus key. It would be nice to have that key recognized, as it's used so often.

Muffy
http://dangermuffy.blogspot.com

4
DF Dwarf Mode Discussion / Re: My GOD we need these features
« on: May 13, 2008, 01:24:00 pm »
Yup, I agree, Doppel. There certainly is nothing wrong with -- for example -- being able to just draw a big square and saying "make that into a stone floor," and then allowing possible further micromanagement (such as "use a particular type of stone" or "avoid certain areas" or "change priority of the project"). That's still realistic...in fact, more realistic than the current system where you must specify each and every piece of a construction.

My thoughts about realism vs. simulation -- which I know you weren't addressing in this thread -- mainly involve the non-interface part of "Dwarf Fortress": you need to manage lots and lots of stuff, with stone as just one example. Like, you don't just have to decide where you want to put it, but also how much of it can be in bins, and who can haul it there, and which subdivisions of material can go to that spot, and then suddenly you discover that a sick dwarf died because everybody was so focused on moving stuff around.

If stone just disappeared, or if it magically teleported from place to place, that would free me up to worry about other things...but it would take such a huge bite out of the realism of the game that it would annoy me.

So my post -- addressed to only one aspect of the larger question ("what makes the game enjoyable") and which only addresses the concerns of those who view "Dwarf Fortress" as an insanely detailed simulation (such as me) -- is pretty much a rumination about how the issue could be a lose-lose one.

I understand that your point is a completely different one (regarding the user interface).


5
DF Dwarf Mode Discussion / Re: My GOD we need these features
« on: May 13, 2008, 11:45:00 am »
I agree that a lot of the tediousness is due to the interface as well -- my original blog post was meant to be generalized to all sim games, and was written for people who don't play "Dwarf Fortress." The fact that the interface is cludgy and inconsistent certainly adds its own aspect of tedium.

I should also carify that what *I* love about Dwarf Fortress is its attempt to simulate a real situation, but that's not necessarily what OTHER people love it for. My post is directed at people -- like me -- who get thrilled by the fact that stone and other stuff DOES get in the way (because, realistically, it would) but who at the same time really hate having to DEAL with that stuff.


6
DF Dwarf Mode Discussion / Re: My GOD we need these features
« on: May 13, 2008, 10:56:00 am »
Interesting to see this...I just wrote a blog entry yesterday about "reality (stone hauling) versus gameplay."

It's at:
http://dangermuffy.blogspot.com

But hopefully nobody minds my posting the entry here, as I think it relates to the whole idea of "what people expect from a simulation such as Dwarf Fortress":

------

"Simulation" computer games grab me and they refuse to let me go. There's something about my personality that loves playing god with small collections of simulated humans, even if the simulated humans are just washing their dishes.

Along comes "Dwarf Fortress," which is not only an elaborate social sim but also caters to my OTHER game obsession: procedurally-generated worlds in which I can build and populate elaborate environments. This sort of game is the best drug ever for me. It goes straight through my eyes and into the pleasure centers of my brain. It's so good it's like mainlining breakfast, without the annoying waitress and the babies crapping on the highchairs.

But fortunately there seems to be an unavoidable flaw in all simulations. This flaw ultimately dulls the thrill and returns me to my pre-addicted, regularly-blogging self: sims are fun as long as there are more "real-world" details waiting to be exposed to the player...

...but the more detailed a game becomes, the more monotonous the gameplay ends up being, because the real-world is actually horribly dull.

For instance, I really enjoyed "The Sims" until I realized it was essentially an endless routine of getting my simulated people off to work on time, which is so realistic that it actually sucks. Likewise a game like "Alpha Centauri" where the problems boil down to getting your simulated units from one part of the world to the other; in my REAL life I finally bought a car to reduce that sort of monotony. Why should I put up with such things in a piece of escapist entertainment?

It's typical that, when I started actually having dreams about "Dwarf Fortress," my dreams were always about moving rocks from one place to another. I'd wake up in the morning feeling as though I'd worked all night in a warehouse, moving junk around from one place to another, then moving it back again later on. Most of the gameplay in "Dwarf Fortress" really comes down to that...

...and it's terribly dull and the exact opposite of entertainment...

...but that's the limitation of an accurate simulation: everyday life REALLY IS about moving stuff around all day, whether it's money or food or your body. The only reason we stay sane is because we forget the number of times we've washed our hands and the number of socks we've picked up (and believe me, the Dwarves in "Dwarf Fortress" are ALWAYS leaving their socks around).

So, my sim-hungry brain craves the most accurate "real life" simulation possible...but my brain is simultaneously uninterested in the mundane tasks that are 95% of real life. "Dwarf Fortress" could only sustain my interest if it got even more ridiculously detailed, but by doing so it would only become more tedious as a result.

I suspect this applies to the high-end modern simulations as well, games like Grand Theft Auto 4 and The Sims 2. I'm sure there's a point in the "fun sim" equation when the lines of "tedium" and "realism" meet, where the player cannot cross.

For my own social future that's surely a good thing.


7
DF Dwarf Mode Discussion / Re: Staving off... Boredom??
« on: April 25, 2008, 10:27:00 am »
quote:
Originally posted by dresdor:
<STRONG>Your fort will be like giving the entire elf world the finger.</STRONG>

I would really, really like to do that. I don't need their junk.


8
DF Dwarf Mode Discussion / Re: Staving off... Boredom??
« on: April 25, 2008, 09:25:00 am »
Yup, I'm in the "boredom" phase with my first real fortress. This is good because it's dramatically cut down my driving desire to play the game, but I still find myself checking in and watching nothing much happen. It's particularly annoying when the number of idlers increase because I just can't bring myself to bother directing them. I actually look forward to parties in the statue garden.

So I've started what other people here have suggested: make-work projects. A huge tomb full of glass and precious metals. Well-protected roads going everywhere. If I really want some excitement, I turn on Stone Hauling and watch children get snatched when they try to follow their parents too far from the defenses.

I also enjoy playing fast-and-loose with miners, giving them broad instructions which sometimes result in cave-ins.

Sadly, many building projects require pausing the interface for a long period of time -- especially the painful one-by-one wall/floor placement -- which just delays interesting events even longer.


9
DF Dwarf Mode Discussion / Re: What happens next?
« on: May 28, 2008, 08:30:00 am »
Errr...I don't need to change skills when "old dwarves dye." Dyeing isn't necessarily a bad thing. DIEING is.

10
DF Dwarf Mode Discussion / Re: What happens next?
« on: May 28, 2008, 08:27:00 am »
Metals and coal...yes, just start digging. There's no point in digging out a large square room while looking for minerals...it's a waste of labour (though, to answer another of your questions, I don't believe that a large room will cause a collapse in the current version). I dig long criss-crossing single-width tunnels in each level, with lots of staircases to speed up pathfinding. When I run into a vein of gems or useful stone I dig it out.

If you're worried about game lag, search each level thoroughly before you go down to the next; apparently each new level you dig into exposes a new bunch of data to the engine and therefore slows the game down. So avoid "exploratory shafts."

As for cloth production, check out the "plants" page in the Dwarf Fortress Wiki. It explains which standard plants can be:

1. Processed at a Farmer's Workshop into thread.
2. Threads turned into cloth at a Loom.
3. Cloth dyed at Dyer's shop if you wish to increase the value (then you'll need to process certain plants into dye -- or buy dye from traders -- see the "dye" page for information).
4. Cloth made into clothing at the Clothier's Shop.

The process for silk is similar (if you have cave spiders leaving silk all over the place).

So, basically, you'll want to plant Pig Tails or Rope Reed in order to make plants that you can process and turn into clothes.

Myself, I just buy cheap bins of cloth from traders, to cut out that somewhat tedious first step.

As for managing dwarves, you need to do a bit of micromanaging whenever new ones arrive or old ones dye -- to make sure their skills don't overlap and that enough skills are represented -- but after each "tweak" you can let them run wild.

If I want a particular job done, I just focus on a particular workshop for a while and wait to see if a dwarf is doing it in a reasonable amount of time. If not, I look in the "u" dwarf list and either

a) Pick out a dwarf that SHOULD be doing the job, then change its allowed skills to stop it doing whatever's distracting it, or

b) Pick a dwarf with "no job" and change its allowed skills so that it can do the neglected job.

Hope this helps!


11
DF Dwarf Mode Discussion / Re: why Dwarf Fortress rules
« on: May 28, 2008, 08:36:00 am »
The "simplicity" also helps me from going insane when, instead of simply digging out an area directly beside him, a miner crosses half the map to dig into the area from a different angle.

I like to think that he's using his Dwarfish engineering knowledge -- and his artistic sensibility -- to dig in EXACTLY the right way. Or that he's lazy and doesn't really want to dig, so he walks around just to "look busy."


12
DF Dwarf Mode Discussion / Re: Perfect 38c Seeds/Maps?
« on: May 26, 2008, 02:07:00 pm »
The other day, some jerk offered to give me a pair of free earrings that he'd made. When I discovered I'd have to pierce my ears in order to wear them I punched him in the mouth, just to teach him.

13
I've heard that the source code menaces with spikes of white chalcedony.

14
DF Dwarf Mode Discussion / Re: Grudges - What do they do?
« on: May 22, 2008, 12:10:00 pm »
In three different starting fortresses I discovered that the expedition leader had an immediate grudge against the mechanic, and vice-versa, but this never seemed to have an effect on anything.

Why this happened between those two occupations so frequently, I have no idea. Maybe they had to share a seat on the wagon.


15
DF Gameplay Questions / Re: Cages filled with refuse
« on: May 02, 2008, 08:38:00 am »
How about a cage containing a rotting macaque corpse? When I build it I am unable to select the corpse using the "q" menu, so I can't "d"ump it. And the corpse doesn't appear to be decaying.

Gotta love these stasis cages.


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