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Topics - Granite26

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46
Other Games / Alien Crossfire
« on: December 26, 2008, 10:02:16 am »
Hey all,

I'm looking for a cheap (I.E. not 100$) copy of alien crossfire.  I don't mind paying a few dollars for it (10-20), but all the actual CDs are going for stupid high numbers.

Anywho, I would also welcome suggestions for more games in that vein.  Underdogs seems to think Master of Orion is similar, but I don't.  (Obviously the space 4x games, and the Civs and MoM, anything else?)

Thanks in advance!

47
DF Suggestions / Astral Plane
« on: December 11, 2008, 10:53:43 am »
In the la-la land that is the distant future of development, alternate planes have been mentioned.

I wanted to suggest that the plainswalking support not only physical planes, but mental as well.  (That is, you go there, but your body doesn't come with you.)

48
DF Suggestions / YASET : Engravings
« on: December 03, 2008, 11:54:56 am »
The story so far (Elements of what's been discussed)

Other Threads
. Players Choose Engravings
. Players Choose Engraving Types
. System uses AI to determine engravings

Initial Thoughts
. Famous Legends get painted more often
. Legends become famous by getting painted
. Different classes of engraving for special legends (wars = monuments)

Developments
. 20 minutes is too long between posting a framework and posting the complete message.

49
DF Suggestions / DF Suggestion Scoring
« on: November 30, 2008, 10:19:23 am »
For Tormy and Dracos ;)

Suggestion for a Suggestion scoring system.

Making a suggestion that's in dev_next -4
Making a suggestion that's in the bloats/dev notes -3
Making a suggestion that's been suggested more than 10 times -2
Making a suggestion that's been suggested before -1

Making a suggestion that acknowledges previous suggestions and modifies/developes them.  +1
Making a truly original suggestion +5
Making a truly original suggestion that generates 3+ pages of commentary discussion +10

Modifiers:
Encouraging a suggestion that has been suggested more than 10 times before -1


50
DF Gameplay Questions / Missing Aquifer
« on: November 28, 2008, 08:30:31 am »
Exactly as stated.  My embark location spans 3 biomes two of which are temperate deserts.  Both deserts showed aquifers in the sand layer on the embark screen, but neither appear to have them when I'm digging down. 

Is this a known issue?

It appears that the sand layer on both is a single layer of sand (the surface is sand, and the first subterrainian Z level is, but it goes straight into Rhyolite after that).  I kinda wanted the water :(

51
DF Community Games & Stories / Tutorial Fortress (Succession)
« on: November 26, 2008, 03:11:22 pm »
So I've decided to do something about the deplorable state of tutorials and the difficulty getting into DF.

I've started writing a tutorial fortress.  The basic thought is to describe my thought processes as I go through the various states of starting up a basic fortress.  It's not intended to be a spoiler or cheat guide, just a simple projects fort that new players can take a look at.  I've already backed up a save at the embark, and once I get the food system set up I'm going to export another save.

My process so far has been to play the game as I normally would, but stopping to describe any projects or decisions I make along the way.  (The first room I dug had explicit instructions on how to designate a dig, but after that I just said 'dig another room'.  I'm taking screenshots as well.

So far I have tackled editing the init.txt (for screen size, tile size, etc), generating a new world (including the seeds), finding a site, embark profiles, and the first season of digging in.  Ideally, I would like to cover the first set of immigrants and traders, and finish setting up the sustainable farming operations.  I might get so far as the initial set of production trees. 

When I get a stable fortress I'll make another save as a 'hard to die stable starting point'.  At that point I'm open for suggestions to what needs to be done next, up to and especially including lending out the fort to let someone describe setting up magma operations, cleaning out the magma pipe, setting up advanced industries, noble acquisition and methods to keep them happy, and a series on breaching the aquifer.

The site I'm at has sand, magma, an aquifer (in some biomes) and is in a temperate climb.  The only downside is the lack of goblins, and I think a second fort in a haunted neighborhood near a goblin fort may be a good tutorial part 2.

We can flesh out the rules later, but I'm pretty sure I'd like to keep it 'do your part and don't really confuse people by mucking around with stuff that's working.'

Upon completion, I'd like to put the text up on the wiki with links to the saves at the various states, and maybe links to the individual topics as they come up.

I'll post the pics and seeds and whatnot when I get a chance.  Any thoughts?


I'll move this status to the top after the topic gets moving.

Link to Wiki Page :

This needs a lot of work.  I've still got to get the images up and find a home for the save games.  Wikilinks need to be done, and the standard key images should be inserted where appropriate.  Spelling should be good, but the grammar is probably atrocious.  It's complete as far as I've played.  I will post new sections as I get them.

Current Status:

Have:
    Installing the Game and reviewing the ini files.
    Generating a new world from a seed and finding an embark site
    Selecting an embark load-out
    Initial dig in
    Level 0 industries (mining, woodcutting, plant gathering)
    Building Construction (Including blocked squares and menu navigation)

To Do in Current Rev: (After this stuff is set up, I'm going to export a final save for this ark.)
    Farming Production Tree
    Trade Production Tree
    Setting up Dwarf Rooms
    Trading with the Caravan
    Immigrants
    Militia Training

Future Revs: (Stuff that can and should be done on this map)
    Aquifer
    Magma
    Advanced Industries (Cloth and Metalsmithing)
    Power Systems (Mechanical waterfall)
    Kobolds
    Nobles
    The Economy
    Death Traps
    Moods (Hopefully I can get the top stuff done before I get one...)
    Tantrum Spiral

Future Forts: (Stuff that's unfortunately not available on the initial map)
    Sieges and Goblins
    Scary places
    Rivers and Brooks

Don't Want: (Things I don't want to encourage or cover)
    Killing immigrants and Nobles.
    Excessive traps (players can figure this out on their own)
    Perpetual Motion Machines
    Optimizations and Advanced Techniques (make playstyles demos later.  My goal is to have players understand how to play, not preach a/the right way.  More to the point, once a player learns how to read maps and the wiki, there are more efficient ways to do this than a tutorial.)   



52
DF Suggestions / Fortress Type: Markets, Sieges, Megaprojects and Kingdoms
« on: November 19, 2008, 12:03:32 pm »
Traders bring goods, setup at the trade depot, and your noble/trade manager walks out and decides what the fortress needs for it's output.

This is an EXCELLENT model for dealing with a small outpost-mine on the edges of dwarven influence.  Conversely, it's a HORRIBLE model for a bustling dwarven capitol.

The problem?  Changing the model to a constant stream of traders independantly bringing goods to set up shop breaks the regular seige model that is part of the 'fun' of the game.  Either the sieges don't happen, or the traders can't get in for number of goblins constantly marching in.

So, here's a few questions:

Which would you prefer: A constant stream of traders with no sieges or a constant stream of goblins with no traders.

What is the appropriate balance between traders and siegers?  When war comes, how much warning should you get and how long should they last?  Should we have a bigger difference between when the traders show up (are showing up) and when the gobbos do?  (I'm thinking 3-4 years of peace and 2-3 years of serious war)

Should we have the option to pick which kind of fort we'd like?  How would that pick be made?

What about temporary forts with the sole purpose of building a giant project?  How does that relate?

Kingdoms are coming...  How is that going to affect sieges?  How do you see it happening?

53
DF Suggestions / Granite's Law (and others)
« on: November 18, 2008, 03:30:43 pm »
Granite's Law : As the length of any suggestion thread grows longer, the probability of someone tying in one of the most common suggestions approaches 1.

54
DF Suggestions / Skills, a few thoughts
« on: October 13, 2008, 10:31:03 am »
1:  Allow modders to define non-existant skills to use with their weapons (specifically for guns, but other weapon types would be cool)

2:  Expand this to workshops.  Define a skill for each reaction (maybe a default skill per workshop too?)

Prolly more, will edit later

55
DF Modding / Being Clever
« on: October 02, 2008, 04:53:27 pm »
I'd like to collect a list of 'clever' things people have done with the raws. 

When I say clever, I don't mean something that's player creative, more like programmer creative.  The two examples that convinced me to start this was the zombie creatures that drop poisonous parasites after they are killed, and the exploding 'animals'  In short, it's easy to look at the tags and say 'if I add this, it'll do that', but not so easy to add two or three things to get non-obvious effects.

Part of the eventual goal of this is to throw these into the modding section of the wiki, which is sorely lacking in examples of how to accomplish specific goals.




56
DF Suggestions / Justice in the raws
« on: September 30, 2008, 11:44:49 am »
Seems to me that in the dwarven civ, there's raw entries for how to punish every crime except... the one crime that gets punished? 

Is there a plan to sync up the raws with the hammerer's behaviour?

(I ask because of the DF as the new Oregon Trail discussion in the general forum.  I think it'd be nice to turn off the death penalty for failing to produce enough golden idols.)

57
DF Suggestions / Gender Differentiation
« on: September 26, 2008, 01:25:58 pm »
Sex matters.

In some cases a lot.

I'm trying to get all the ways that DF does not currently respect this into one place.  So far I've got

Gender Species differences : There's a big fancy word (sexual dimorphism) for this, but guys have beards, lions have manes, the femal mosquito is the one that sucks your blood, ants have queens, and a host of other cases where the male is physically different from the female

Gender Naming Conventions : Linguistically, there is no 'male names' or 'female names'.  This would be extremely helpful in terms of not assigning girls to the military, etc.

Gender Dress Conventions : Would be nice if me dwarves stopped wearing the Jenny clothes, eh?

Gender Behaviour and Ethics Conventions : Boys play with tin soldiers, girls play with dollies.  (It's ok for guys to be half naked and kill animals but society frowns on chicks doing the same.)  Obviously this will differ by species and civ

Gestation Periods:  Right now, there is no effect of being pregnant.

That's all I've got now.  Anything else?

58
DF General Discussion / What Constitutes 'Fair Play'?
« on: September 25, 2008, 04:26:48 pm »
There's a lot of discussion about some tactics being unbalanced, unfair, cheesy or otherwise downright exploitive.  I wanted to open up a bit of a discussion to try to reach some form of consensus on what constitutes legitamate play strategies, what constitutes cheesy or exploitive tactics, and what represents out and out cheating.

I'll refrain from stating my opinions at this point, but some of the hotly contested items are:

Traps : Number of them, placement of them, using them at all
Player Traps : Harder to make, but also harder for NPCs to avoid
Atom Smashers :
Quantum Stockpiles : (Using dumps to stack more items on one square than normal with the intention of un-dumping them)
Quantum Dumps : (Just dumping all the stone on one square)
Crossbows : High Portion of your army
Modded Races : Using excessively powerful races, using boosted races
Modded World : Adding in extra weapons or more powerful metals.
Perpetual Motion : Using the holes in the mechanics scheme to avoid the need to use external power (one waterfall provides way more power than it takes to pump the water back up)
Pathfinding : Exploiting the pathfinding AI with moats or blocking off passages that a truly intelligent entity could figure out.
Nobles : Killing off nobles because of their demands
Sheriff/Hammerer : There are a number of ways to short circuit the judicial system by crippling the hammerer, not appointing a sheriff, or generally breaking the law enforcement system.

Feel free to add to this list.

A few points: Please refrain from 'I think people should play how they want' type comments.  Of course people should play how they want.  The point here is to establish a baseline.  If you didn't care about the other players you wouldn't be reading the forum.

I'm curious about whether people think a strategy is cheating, is cheesy, or is perfectly acceptable.

59
DF Suggestions / Caravan Mode
« on: September 23, 2008, 12:46:18 pm »
Largely inspired by the exotic wares discussion...

Winter:

Brings to mind a certain problem that may be coming in the caravan arc.  As it stands, the trading cycle for a single caravan lasts a good part of the season.  At max we could fit 8 caravan in a year, coming and going all the time.

I think, however, that over time we're going to want more.  Sure, we can get a caravan from the human civ's capital and say that it is really the collected goods of the entire civ sent to the capital and travelling out from there.  The problem is that that limits you to trading with a finite number of civs.  Also, how does this work when you are the capital?

Alternately, you can view each caravan as a seperate entity, separate from any given civ.  (I'm thinking of caravans as an entity here that does it's own trading, with wagons and donkeys, guards and merchants).

Once the caravan arc is in, it will be possible for these giant caravans to move from town to town around the map, buying low and selling high, and picking up a little bit of everything.  (This shouldn't replace consignment shipments from the mountainhome though).

Under this system you'd get 1 caravan in the fall from the mountainhome carrying extra expensive things that you asked for, and 0-3 other caravans throughout the rest of the year, depending on where they are on the map.  Depending on how much profit they make and how much they need what you trade for, they'll stop by more or less often.

Ok, now on the the actual suggestion:
Allow the player to do this.  The right answer would probably be a submode of adventure mode, but in the spirit of MoO 2's optional combat, I'd like to think you could play this mode without actually fighting (bastardize the worldgen combat for this, plus sticking to the roads would be pretty safe)  You'd be able to buy wagons and donkeys.  Basic play would be extremely basic, you'd travel from site to site, buying and selling mixing weight and value.  You wouldn't even need to load the actual sites, just skip to a trading screen from the overmap.

Thoughts?

TL/DR  Make caravans not based on civs but actually travelling traders.  Also, let players control a caravan as a play mode.

I'm aware that there's SOMETHING planned in this vein, not sure what.

60
DF Suggestions / New Poll :: Suggestion Types *Activated*
« on: September 09, 2008, 01:52:18 pm »
I'm activating the poll, the following catagories seem to have popular acceptance if not acclaim.

Problem Fix : Some features are thought to be either broken or problematic.  A few examples are Sparring, Rent, Impossible Noble Demands.  Play might be more fun if a few common complaints were resolved.
Feature Improvement : Farming, Underground Features, and mechanical traps exist, but some people want these features to be more fleshed out.
New Features : The army arc is a good example of a host of new toys and interactions with the game.  As it stands, the current guilds suggestion would also be a new set of features
Raw Controls : There's a lot of things that are currently hard coded and there's people that want control over everything, from rock uses to halfbreed creatures.
Interface Improvements : More mouse control, third party interface support, help files, prettier graphics, a tutorial.  Anything that has more to do with how you control the game than actual play.

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