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Messages - Wirrit

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1
DF Dwarf Mode Discussion / Re: Need some expensive roads
« on: August 20, 2008, 07:27:00 pm »
I never have much trouble getting up to that road value.

But, then again, I also get very peevish that merchants keep getting stuck behind trees at the very edge of the map, so I make a square 3-wide road encircling the -entire- map border, with various routes to my trade depot.

Quantity is a lovely thing, neh?

2
DF Suggestions / Re: Be able to assign petlessness to dwarves
« on: August 17, 2008, 09:00:12 pm »
Another interesting option might be the ability to let pets loose into the wild.  Probably cause a bad thought, but not as harsh of a bad thought as if the pet was dead.

Granted, if you toss a kitten out the front door, it's entirely possible you'll see it get eaten by a wolf a few seconds later, but didn't little fluffykins have a few moments of glorious freedom?  And if that doesn't happen, you might run into feral cat problems later... but either way, you don't have cats clogging up your fortress, just the woods outside.

Another option -- allowing the player (perhaps via a noble?) to pass laws that influence dwarven behavior.  "X critter may not be a pet in this fortress!", "No one may drink from the lake all the skeletal elk are hanging out at!", "We're a [communist/capitalist] utopia so I'm turning the economy [off/on]!", allowing players to issue a few pre-specified types of mandates.    Possible quirks to this idea:  Nobles would be immune to laws, and if the noble who passes the law dies, the law dies too.  This gives players a reason to keep nobles around, and keeps pets around even if the player doesn't want too many of them.

3
DF Bug Reports / Re: 39f - Ice blocks not being dumped
« on: August 15, 2008, 09:25:26 am »
Neoskel: But they won't clean up things that are outside. It'll be slow, but it could work.

But you won't be able to use it anyways. It's be 'items' as opposed to actual water.


Don't be so harsh -- you can't drink it, but that hardly means it's useless.  It's actually not too bad of a building material if he hasn't fixed that yet, because constructed ice walls tend not to melt.

4
DF Bug Reports / Re: [39f] Negotiations advance while paused
« on: August 15, 2008, 01:24:49 am »
Just thought I'd throw another hat into the ring -- I've also run into the Negociating-While-Paused / Negociating-While-Designating problem before, and find it quite irking.  I often hit a key to try and complete some other operation in the game while paused (especially designations)...and then end up accidentally canceling the negociation that popped up when my finger was already halfway to the key.

It's not crippling in most cases, but it'd sure be nice if it didn't happen.

5
advance warning:  All of my examples are going to come from the same fort -- which was made primarily to be tidy, rather than just for efficiency.  Some things are made to be massive, instead of just practical.  Pardon in advance, I don't have anything else worthwhile uploaded.

Hallway size:  I prefer hallways that are at least three wide, personally speaking -- Here are some examples of why.  While occasional side-passages that are 2 or 1 square wide are okay, it's a lot easier to make 3-wide halls everywhere on the off chance that you expand your fort out that way later.  Having the main hall be 4-5 wide is a nice aesthetic choice, but probably not as efficient.

As for movement between floors...  I'm a fan of a grand central staircase in the very center of a fort, and periodic (every 16-20 squares, ideally) similar stairways all throughout the main halls in the fort.  I use up/down stairs in every fort; and have never had a problem with dwarves falling to their deaths.  Careful interlinking across Z-levels is really one of the keys to efficiency, I think.

I'm also fond of modular housing and compartmentalized refuse heaps that ensure miasma can't spread.  Big enough compartments that it saves space; small enough that dwarves don't usually have to venture into miasma.

Trash chutes (although defensively risky) are quite handy for handling a number of issues around the fort, especially the disposal of unwanted items or creatures.  For this reason, it's nice to build one's graveyard, refuse pile, and a few butcher shops / tanneries / bonecrafters in the general vicinity of the bottom of the trash chute.  Just make sure to zone it such that the dwarves will walk around the bottom of the chute, not under it, to avoid crushed dwarves.  It's also a good idea to have stairways in this vicinity; because dwarves sometimes get very picky about which floor they want to throw things off of, if they're given a choice.

For trading -- build a tower and sub-basement above/below your trader's depot, and make sure all (or most) of your saleable goods are stored in that tower/basement.  It makes trading much, much faster.

For food -- build a few stockpiles somewhere near your farms, and have all of your stills / kitchens right beside them for ease of cooking / brewing.  Put smaller stockpiles inside dining halls however -- for more efficient eating.  It may also help to have numerous small dining halls, instead of one big one.  Haven't tested that yet, though.

For water -- All I can say is that it should be near the very center of the fortress, if you want anything to get done.

6
It seems like creating a mason's workshop should involve some kind of stonecrafting tools, at least in adventure mode..  I mean, otherwise, things like "Hahahaha!  Two humongous rocks and an empty cave!  Everything I need to create a masterwork table!" would happen.

7
DF Suggestions / Re: Assigning Tombs to dead dwarves
« on: July 31, 2008, 05:11:32 pm »
And very hard....took me a week to beat the digging machine boss, and I still haven't finished the game (damn the Japanese and their "lets have a boss right after this boss, no healing, oh, and we'll put a harder boss after that, followed by his second form and then, why not, another boss").

Still off topic, but...  Are you going for the normal ending, or the secret one? :)

8
DF Suggestions / Re: Rain Mechanics
« on: July 30, 2008, 10:36:11 pm »
This has the potential to be very resource-intensive for not a lot of benefit..  but, I do very much like the flood plain idea.  In addition to places that could flood easily (such as all those little 10x10 or 15x25ish ~valleys that form in some maps), you could also have it occasionally spawn 1/7 water on the z-level above existing water sources that are open to the sky.

And, for the duration of the flood, everything within... let's say 2-3 horizontal squares of the water source (whether it's a river, an aquaduct, a lake, a sea, whatever) could also temporarily gain the "flood plain" designation.



On the subject of rain mechanics, though...  Building barrels outside and having water spawn in them during rainfall could be cool.  I don't know if it already does that or not, though...

9
DF Suggestions / Re: Restrict to Bedroom
« on: July 30, 2008, 10:28:07 pm »
The burrows idea does seem related, though.  It's essentially the same thing -- the only major difference is that in Burrows you get to choose the groups of dwarves that get assigned to each "zone", instead of having to choose between "military" and "civilian".

I -really- like the idea of zoning options that allow us to order our dwarves around, though.  Soldiers soldiering, Civilians not running around like headless chickens...  What could be better?

10
DF Suggestions / Re: Assigning Tombs to dead dwarves
« on: July 30, 2008, 10:24:42 pm »
Posting to second the original suggestion(s).  Having dead dwarves just drop off the map when they die --although appropriate in many respects-- does make it hard to give them proper respects.

Especially for those dwarves who have unremarkable lives -- but then die in the most awesome of ways, completely changing your opinion of them.


...of course, a lot of people would probably use this to retroactively assign their nobles in coffins that can be dropped into a magma pit, but heeeeyy, that's cool too...

11
Fair enough.


Are fish still the bane of all dirtbound life in the new version?  Are they going to stay that way?

12
I think this came just before the latest revision of the game came out (and before all the bug-fix versions that followed that), but...  I was wondering if this is normal, or counts as bug territory.  I think I have the save somewhere, but I'd have to search for it.

One of my fortresses was on a T-junction where two rivers met and joined, involving a very short waterfall.  And, uh ...  By year 2-4, my local river looked like this: ( http://mkv25.net/dfma/movie-674-anenvironmentalstudyofmylocalriver ).

More often than not, I would lose at least one dwarf to the pike, carp, or sea lampreys every season.  Most (but not all) of the time this included their bodies and gear getting dropped in the river, and thus becoming unclaimable.

So, uh...   Is this normal?  Are fish -this- deadly, or was this a particularly unlucky fort?

13
DF Dwarf Mode Discussion / Re: Smothered in his sleep?
« on: July 27, 2008, 06:06:13 pm »
Search the room for a cat!  It probably had a lie down on his face while he slept, leading to tradgedy!

Either that was an odd reference to Catch-22 or you've suffered some hilarious childhood trauma.

There are some very interesting myths about cats, if you care to read up on it sometime.  The relevant one involves them sneaking into bedrooms at night, sitting on peoples' (or childrens', specifically) chests, and stealing their breath / soul away as they slept.

There are reasons black cats are considered unlucky, and are involved in stories with witches -- even if they're entirely illogical mythical reasons :)

14
SimProspector - Build a lean-to in the mountains, kill and eat varmints, dig for gold (gold I tells ya!), and take it down to town to trade.

It sounds stupifingly boring, but I'm amazed that in a matter of months it'll actually exist.  DF is the best game ever.

...

I'd play it.
And my one dude would make a huge, epic fort to end all huge, epic forts.
All by himself, in the middle of nowhere on top of a mountain.
Years of gametime later, adventurers would find this random fort of which there were no records or legends, with a single tomb hidden impossibly deep in the basement.

Doesn't sound boring to me :)  Especially, uh, after trolls or whatever moved in.

15
DF Suggestions / Re: Interspecies breeding
« on: July 23, 2008, 03:07:59 pm »
I'm surprised no one's suggested a half-wagon yet.  They're creatures too (technically sorta)!

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