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Messages - G-Flex

Pages: 1 ... 661 662 [663] 664 665 ... 672
9931
DF Gameplay Questions / Re: DF is running slowly
« on: September 11, 2008, 04:11:40 pm »
But only if you like reading horrible webcomics written by maladaptive shut-ins.

9932
DF Gameplay Questions / Re: Stupid magma questions
« on: September 11, 2008, 04:05:46 pm »
1) If you channel it to a lower level it has no pressure so you can probably, say, channel it down a few z-levels into another cavern without it equalizing and flooding the place with magma. Just pay attention to how you build it.

2) Not sure, but I THINK pumps can use magma-unsafe mechanisms as long as they are not actually immersed in the magma, which should be fine during normal use. Again, I'm not totally sure, though.

However, you do not need mechanisms in the screw pump. Instead, you can simply connect the screwpump to a gear assembly controlled by a lever, or some similar setup, allowing you to remotely disable/enable the pump without needing a mechanism in the pump itself.

Unless by "devices" you mean the components such as the corkscrew or block, and those can be made out of cheap-enough metals, even nickel.

3) Nope! :P

4) You can drain the lava outside with channels and/or pumps, into a chasm/pit if you have one, mix it with water to create obsidian which can be mined out, or simply have it drain off into a large enough area that it has a lot of 1/7 depth, which "evaporates" (or whatever the magma equivalent is).

9933
DF Gameplay Questions / Re: "Do it from this side!"
« on: September 11, 2008, 04:00:05 pm »
Doesn't help with the kind of thing the OP is talking about.  I've seen times where a miner will be directly adjacent to the tile he plans to mine, but takes a 100-tile trip around to the other side so that he can mine it from that direction.  I've seen engravers do even worse, travelling literally almost twice the length of the map to smooth a piece of wall that they're directly next to.  If they already do that, then putting in restricted-traffic zones won't help.

If what you say is true (and I think it is), then it seems like dwarves choose the location from which to build/mine before pathfinding. This would make sense, as dwarves normally first choose where to go, then how to get there, resulting in strange stuff like that. If dwarves chose which side to do a job from BASED on pathfinding results, now that would probably fix it, if that's possible.

9934
DF Bug Reports / Re: Creature Raws Quibbles List
« on: September 11, 2008, 03:48:54 pm »
I think it might be new, so that elves ride them into battle or something. I'm not sure.

But yeah, it's easy to miss creature tokens, especially when multiple tokens are on the same line.

9935
DF Bug Reports / Re: Dry well bug ?
« on: September 11, 2008, 03:42:45 pm »
Yeah, it's just how the game checks the depth. It probably SHOULD check to see if the tile below the water tile is also water, and approve the upper tile for use if it is.

9936
DF Bug Reports / Re: Creature Raws Quibbles List
« on: September 11, 2008, 03:33:22 pm »
Actually, look more closely. Unicorns DO have [MOUNT], so it's extra-weird that you can't tame them.

Also, I forget whether or not lack of [CHILD] means that something won't breed. Wouldn't it just mean that they are born as adults, or something?

And yeah, more creatures should have [SPEED] tags. Plain and simple. :P

9937
DF Suggestions / Re: History updating discussion
« on: September 11, 2008, 02:31:38 pm »
It's still only a single season/year. Does a large world running to year 600 take you ten hours to run the history at a minute per year? Because if not, then less than a minute per year isn't that long to wait during gameplay, and if so, I can't fathom how you're doing it in the first place.

9938
DF Bug Reports / Re: (40d) wounded kats?
« on: September 11, 2008, 02:27:45 pm »
Dorten: That's a good point. If creatures are currently coded to carry things by hand, the game could indeed be getting freaked out into thinking that the cat is injured because it has none.

9939
DF Suggestions / Re: More Cultural and Civil buildings
« on: September 11, 2008, 02:26:20 pm »
If your 'pedestal' museums are the equivalent of statue gardens for non-statues then I like the ideas, in fact why not fold the statue garden into the museum as just one of the many things that museums can hold, flexible and simple at the same time.

The number one building that I'm missing right now is the temple or some kind of area ware religious practices take place, Dwarfs are depicted as very religious in fantasy literature and would have multiple temples to a Pantheon of gods within their forts.  Making temples and dedicating them to various deities (and assigning some priests) would be very fun.  I could see the fort as a whole demanding these temples the way that nobles demand stuff.

Regarding statue gardens and "museums", I was thinking the same thing, really.


But as far as religion goes, keep in mind that dwarves do vary at least a LITTLE between different works, and that we really have no idea how DF-style dwarves treat religion.

All we know is that a civilization has a given pantheon and that dwarves worship their own chosen patron deities to their own degree of fervor. The rest, we have no clue yet, as far as I know.

I can see dwarves being a tad ambivalent about religion, actually. As in, it doesn't affect their civilization as a whole very much (e.g. they don't get as uptight on a grand scale as elves), and religiosity isn't really expected of the individual in their culture, religion being treated as sort of a personal matter, with dwarves having varying level of devotion to varying gods, generally representing things they can relate to or consider important. So I can see temples and such going into the game, but not as an incredibly important thing, especially when you consider that most dwarves in a fortress won't worship the same deity.

That being said, I do think temples and religion could be incorporated more heavily into the main game, and all of that is just my own interpretation, which may differ from anyone else's, including Toady's.

9940
DF Suggestions / Re: Creating a magic system?
« on: September 11, 2008, 02:20:53 pm »
There are two flavors I'd personally like to see:

1) The ridiculously world-affecting magic people have been mentioning. This should take a lot of resources and a very long time to produce so it isn't in any way commonplace. Granted, this could still result in most cities getting nuked in worldgen at some point.

2) Sort of mundane magic that still takes a lot of resources but affects things in more subtle ways, such as making a floodgate less prone to burning/melting or something. As in, less "+2 to hit" and more fundamental changes to the properties of things.

9941
DF Bug Reports / Re: Creature Raws Quibbles List
« on: September 11, 2008, 02:15:56 pm »
For what it's worth, unicorns don't seem to have a [CHILD] tag, and probably should have [PET_EXOTIC], although the latter is more a suggestion than anything, based on the fact that you can even tame dragons and giant desert scorpions, and unicorns are tameable in folklore anyway to a degree; certainly a higher degree than giant arthropods.

9942
DF Bug Reports / Re: Stone producing water?
« on: September 11, 2008, 02:12:45 pm »
Yeah, you can think of DF aquifers as similar to rivers; they're being fed by large deposits from outside the map, so you don't have to really consider them limited. Of course, the difference is that you can mine out a lot of aquiferous rock and get an extreme FLOW of water, but the water source itself being infinite isn't too weird.

9943
DF Bug Reports / Re: Dry well bug ?
« on: September 11, 2008, 02:10:24 pm »
You also meant BBCode, not PHPBB. PHPBB is a specific forum software and I don't know if this forum uses it (I think it doesn't).

And yeah, obviously a well should work if the water is deep enough, period. It makes no rational sense whatsoever for the game's z-level abstraction to affect things in this way, although working around it is probably easy enough.

9944
DF Bug Reports / Re: Forbidden area. 40c
« on: September 11, 2008, 02:08:33 pm »
Also, I assume you mean that you set the outdoors as forbidden via restricted traffic controls?

If so (and you're not just forbidden any job-related outdoor items, which is fine), keep in mind this does not actually forbid dwarves from going there; they'll still perform jobs the same places, and the traffic zone will only help decide how they get there.

9945
DF Dwarf Mode Discussion / Re: What shouldn't be eaten?
« on: September 11, 2008, 07:20:03 am »
The basic point is still there, though.

I mean, why should I feel guilty for killing something in a video game, which obviously isn't living or even all that complex? As long as I have any sort of decent understanding of fantasy vs. reality, and know that actually DOING that sort of thing in real life would be awful, why is it a problem?

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