Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Hyndis

Pages: 1 ... 3 4 [5]
61
DF Suggestions / Off-map mining camps/outposts
« on: February 11, 2009, 08:27:24 am »
As there is only a finite amount of resources on any given map, and sometimes there simply isn't any of a particular resource, allowing the establishment of off-map outposts could add in some nice depth of gameplay.


For example, lets say I've embarked upon a map that has no trees at all. Once I have a decent supply of dwarves, I go and assign some of them to work off map. These dwarves all emigrate from my fortress to settle a new outpost nearby. This outpost can be ordered to produce various items, and will send a trade caravan every year to deliver these items.

Every dwarf has X productivity points. Extracting one resource requires Y amount of productivity points, with of course some items being easier to get than others. If you order your outpost to gather wood and only gather wood, it should produce a great deal of it every year. On the other hand, if you order your outpost to gather adamantine, you might get 1 ore per year. Maybe.

The cost for each resource could simply be linked to the value of the resource in question. Sending more dwarves there will increase the production.

Outpost management could be done via an appointed noble position, similar to the broke, book keeper, or manager. Going to this screen would bring up the outpost management screen. Listed would be all raw materials in the game, and the player could select as many raw materials as he/she wants to. The only catch is that labor is divided up evenly amongst each raw material to be gathered. Also listed would be the current harvest so far this year, and the orders could be changed at any time.

As such, if you're on a map thats missing one vital resource, or you simply need more of a resource, you could set up an outpost and order it to get busy with production, and that production could be anything from lumber to turtles to ore to food.

For a bit of added entertainment, allow the outpost to come under attack once and a while. Perhaps using the same sort of auto-calc number crunching as the world gen battles use? This would mean that a steady supply of soap makers would have to be sent as reinforcements to the outpost if you want to keep the production up to a reasonable level.


The outpost would be abstracted to just a single screen, rather than be a fancy setup where the player has to build another fort at the same time. The rationale behind it could be that the player has established a fishing camp at the nearby river, a mining camp in the mountains, and a lumber mill in the forest, and while there are many small outpost scattered around the area, they all collapse back in to a single entity when the trade caravan shows up, such that simple numbers on a screen, without any need for fortress design and with the auto-calc battle system doing its thing, you get a minimum of micromanagement while providing much needed resources for fortress building.

Including adamantine, even if your particular fortress lacks HFS. You won't get very much per year unless you're sending thousands upon thousands of soap makers to the mines, but it should be enough to satisfy the nobles with the adamantine fetish.

62
DF Dwarf Mode Discussion / Worldgen cliffs
« on: February 04, 2009, 12:53:39 pm »
Sadly, I am merely a novice at using the search function.


Is there any way to get back the cliffs from previous versions, such as 39? Mountain maps there usually had large sections of the map isolated from each other by cliffs, with ramps being rare such that there were interesting possibilities using stairs and constructed ramps to allow or deny access to certain areas of the map.

63
DF Dwarf Mode Discussion / Suiciding nobles
« on: August 25, 2008, 10:24:00 pm »
I've figured out an ingenious way to have some of the more uppity nobles off themselves for you.

I treat my broker/bookkeeper/trader very well, giving him a very nice room and even his own very elaborate tomb. He's the one useful noble so he gets all the good stuff. Including artifact furniture.

Well, I had the baron arrive with the rest of the annoying nobles. I was too busy moving mountains to worry about giving the baron his own room, meanwhile the lowly broker/bookkeeper/trader had a royal throne room, royal bedroom, royal tomb, and royal dining hall.

The baron was traumatized by the lesser noble's accommodations. In fact, he was so traumatized he flung himself into the lava pit only two seasons after arriving.

I'm thinking by simply giving your starting noble extremely good accommodations and not giving the immigrant nobles anything, they will all be driven mad by unfulfilled greed and off themselves, thus doing your work for you. Why build spike traps and drowning rooms when you can have them simply fling themselves into lava or give your military a practice target?

 ;D

64
Other Games / Majesty 2 in the works
« on: August 25, 2008, 09:31:52 pm »
It's been eight years since the original Majesty appeared on the PC gaming scene with its own unique take on fantasy gaming. (It took some digging to locate the original review in the GameSpy archives). The premise of the gameplay was simple, simultaneously original... and frustrating. You were the ruling monarch of a fantasy kingdom, and while you could set the tax rates, recruit heroes, and build whatever buildings you liked, you had no direct control over the actual citizens of your kingdom. Meeting their needs while persuading them to accomplish your goals was at various times challenging, hysterical, frustrating and fun.

The good news for fans who can still remember the original is that the license has changed hands and a sequel is on its way. Paradox Interactive and 1C are teaming up to update the franchise, starting from the ground up with all-new graphics but keeping the same feel as the original. Once more the trick will be to run your kingdom without direct control, although this time around representatives from Paradox say they're trying to give players a few more options for directly managing the action.

How's it work? Your Kingdom begins with an ornate fantasy castle representing your opulent seat of command. From there you can construct buildings, similar to any real-time strategy game. Building farmhouses for the peasants is a good way to generate incremental tax revenue, and guard towers will help defend your city by themselves and with the help of wandering guards. But to really get stuff done your kingdom is going to need heroes. Building guild halls will allow you to recruit adventurers to your kingdom, of which there are 10 different classes representing classic fantasy archetypes like Warrior, Mage, Paladin, Rogue, Ranger, Barbarian, and so on. Every hero starts out at level one with crappy equipment, something we can all relate to.


But once a hero enters your kingdom they're on their own -- you can't tell them what to do. And you quickly discover heroes are whiny little brats, a whole army of munchkin roleplayers. All they want is loot! Experience! Treasure! Equipment! They'll start roaming around your kingdom looking for monsters to fight.

You can support the efforts of your heroes by making sure they have amenities back home. That includes taverns to recover in, blacksmiths to buy weapons from, marketplaces to buy potions at, magic stores to enchant their equipment, and so in. Every time a hero drops some big money to buy a shiny new piece of equipment, you get a cut of the revenue -- that's how you benefit from your heroes and their adventures.

Once you've got enough money rolling in you can begin to try to manipulate the world a little more firsthand. In Majesty 2 you can spend money to directly cast spells in the game world, healing your allies or smiting monsters you don't like. But also, as in the original, you can set bounties on objectives. If you plant a flag on a troublesome troll that awards 500 gold to the adventurer who slays it, you can bet your royal butt that your greedy self-serving adventurers will flock to the scene.

Here at GameSpy we always thought the original Majesty was a real treat -- a little frustrating at times but uniquely different. Our brief demo of the game at Leipzig didn't reveal to us anything dramatically different about the new game, but that might not be a bad thing, as there's a whole new generation of gamers who never got a chance to play the original. One thing that we hope translates across to the new developers is the ridiculous sense of humor of the original game, whose lampooning of fantasy archetypes made the gameplay enjoyable even at its most frustrating. (You'll note that the trailer above is done totally "straight," which makes us worry the game will take itself too seriously.) Paradox is looking to publish the sequel in early 2009.


http://pc.gamespy.com/pc/majesty-2-8211-the-fantasy-kingdom-sim/902501p1.html


65
DF Dwarf Mode Discussion / I need to kill a possessed dorf
« on: August 12, 2008, 08:16:42 pm »
I have an immigrant metalcrafter that has claimed my only forge and anvil. I have a lot of other metal workers who need to get making stuff, but I accidentially forbid the steel bar he was working on while attempting to forbid copper so he'd make a valuable artifact, now he's working away at the workshop without any materials, and he's been at it for well over a season now. He also doesn't appear to be getting hungry or thirsty.

Any way to interrupt him? Dismantle the workshop or outright kill him. I don't care if he dies, I just want him to stop hogging my anvil.



Edit: Nevermind, right after I pushed the submit post button he went insane and my axedorfs redecorated the obsidian metalworking area with a soothing red color.

66
DF General Discussion / Dwarf Fortress + 3d = Hinterlands?
« on: August 08, 2008, 07:41:47 pm »
http://pc.gamespy.com/pc/hinterland/897378p1.html

Interesting little game comming out, and surprisingly it seems to be sort of taking after the DF model. There's a city-builder portion of the game, though its a small city, small enough where every citizen has unique stats and so forth. Then you can also flip to adventure mode, drafting several citizens to go fight goblins and such.

Sounds quite similar to DF, almost as if you could draft Urist McPotash, Urist McSoap, and Urist McCheese as spearcatchers to go on adventure mode, then return to the fortress with the loots.

I'd be absolutely astounded if Hinterlands has even 10% the depth and complexity of DF, but it does look interesting.

I think Dungeon Keeper, DF, Evil Genius, and possibly Hinterlands are about the only 4 games in this entire genre.

This genre of games is way too small.   :(

67
DF Modding / Modifying the dungeon master's skills
« on: August 04, 2008, 01:49:23 pm »
Is there a working utility to modify which skills the dungeon master uses? I'd like to train mine up as a forge god, legendary in all four skills, but he keeps spending all of his time on the smelters which is a peasant's job, and I don't want to have to manually adjust all the smelters to accept everyone but him.

68
DF Suggestions / Military and civilian meeting zones
« on: July 29, 2008, 08:30:14 pm »
Right now there's only one type of meeting zone where all dorfs, both civilian and military, will mill about when idle.

But what about making two different types of meeting zones instead of just one? That way, civilians could have their own meeting zone deep inside the fortress, safe and away from the walls. The soldiers could have other meeting zones, such as just inside the main gate or on the walls. When not sparring/eating/drinking/sleeping, the soldiers would wander about in the military meeting zones, thus be almost always stationed to deal with any threats. This would have the added benefit of making the lazy guards and royal guards do work, too, since they could be indirectly controlled via clever usage of military zone placement, and they would fight alongside regular soldiers.

It seems like a simple enough change, duplicating the regular meeting zone function but also adding in a civilian/military check, but it could go a long way towards adding more control to the military aspect of the game.

69
Possibly more a feature than a bug.  ;D

If you have a workshop build out of, say, granite, and you forbid that piece of granite, no new tasks can be started at the workshop. If there's already a dorf on the task he'll finish it up, but no new tasks will be started. You can even add new tasks to the queue if you want to, and they'll just sit there until you reclaim the material the workshop itself is made of.

This allows for some interesting possibilities, such as stopping work on a workshop without having to clear or reset the queue, or forbidding workshops such that you can have your legendary dorf do all manager-based queues in a single shop.

70
I have an amply supply of bolts in my fortress, mostly made of goblin bone though I also have a decent stockpile of copper bolts, and 5 archery ranges set up, which are heavily used.

However, I have 12 soldiers at the moment (young fort) and not all of them can fit on the archery range. Those dorfs not using the archery range are sparring in the barracks, however they're using their crossbows in melee, thus training up the hammer skill.


Not that this is a bad thing, of course. Its just a bit unusual. I'm not even sure its a bug, its certainly an excellent feature, allowing crossbow dorfs to train crossbow, hammer, armor user, and shield user skills all at the same time...and using crossbows in melee, there's almost no chance of injury since their melee damage is so low.

I'm just wondering if its intended or not.  :)

71
DF Dwarf Mode Discussion / Open-pit mining
« on: July 20, 2008, 11:44:55 pm »
An easy way to dig out huge amounts of terrain without having to worry or rely on cave-ins is simply through abusing stairs and channeling. You can designate half the map for this if you want to and then forget about it for quite some time while your miners do their thing. The only micromanagement required is slicing off the Z levels, which must be done one at a time.

First, designate up stairs on the entire lower level you want to clear. Yes, the entire area.

Second, for each level above the lower level, build up/down stairs. It doesn't matter how many levels, as the stairs will support the weight above, and you can also get rocks/ore/gems from mining, depending on the skill of your miners.

Third, at the very top level designate downward stairs. This entire project can be designated in one go.

Once all of that digging is done, designate the entire top Z level of the excavation to be channeled. Don't worry, dorfs won't get stuck!  ;D They'll do the channeling from the stairs just below that level. Once that level has been cleared, channel the next level. And the next, and the next. When you get to the lowest level of the excavation, simply remove upward stairs. All of the rock/ore/gems found above will have settled down at the bottom of the pit.

Pages: 1 ... 3 4 [5]