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DF Dwarf Mode Discussion / Re: expensive health plan
« on: August 08, 2010, 10:32:39 am »Oh... how I'll miss those books.
Don't be all down like now, another one is coming this fall.
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Oh... how I'll miss those books.
Like Kohaku, I use the minimap for letting me know when a dangerous creature's close to my fort. Even if the minimap got a resolution upgrade, I can't really imagine using it for anything else.
Quote from: UntelligentHow far out will this entity sprawl, er, sprawl? Will cottages and hamlets start to pop up somewhat far from the city centers? Will we get an indication of sprawl on the embark screen -- perhaps an additional local map screen, similar to the relative elevation and steepness screens? Will we even be able to embark on the sprawl, or will the majority population and their homes be too abstract to actually create for now?
It depends. Many of the villages I've been reading about have their buildings centralized, but there are examples of villages with homesteads spread out as well. Fields and pastures will spread out in any case, and I haven't settled on a display there. I'm not really satisfied with the picture I put up, since it is quite monotonous, especially if a village only ends up eating a 1/4th of its square with tilled land. On the other hand, the embark screen's local squares could show the tilled land more reliably, and those pictures could just replace the terrain tile, which would no longer be accurate itself. Once the adv mode maps are in, it won't be too abstract to realize, and I'm hoping to get to the basics this time around, but embarking on dwarf mode would need to be restricted then, especially in towns, as you'd just have too many people. The focus of the viewpoint on the adventurer gives me more ways to deal with lots of people in that mode, and embarking on towns has always been sorta silly anyway, since they don't react to your presence.
Apparently I still had leftover children to go insane after this! Err. Child. I had child leftover.Arg! I just sigged someone else 30s ago.
Did this thread Godwin itself in the OP?Yes, yes it did.
I haven't actually played DF since the 40d version.. don't intend to, anytime soon. Frankly, at the moment it's more amusing to improve it than play it. I'll play later, once all the bugs are out.
Moh's hardness is sorta like that, a ranking of hardness (turns out if you use a Ratio level of measurement (ie. rockwell), its non-linear, esp near the top.). And yeah, I suppose it would start to address the issue I suggested, being that hardness is pretty important in the battle calculations (as it stood), but what I was looking for wasn't an additional kind of number (albeit a compressed to 1-10 scale would simplify it for most people), but an in-world recommendation engine for the "dwarf-preferred" material for this endevour (well, dwarf-third-preferred, after Ad. and gold).Isn't that basically how Moh's hardness scale works already?Quote from: QuatchAlong with the in-game encyclopedia for new creatures, would it be possible (and useful vs above comments) to procedurally generate descriptions of what the various metals are good at?
Well, documentation is documentation, and we've obviously been lacking there. Having random metals would allow for a natural improvement of the descriptions for the stock stuff, so maybe that would be a good ticket. We got the reaction lists up for stone sometime in the past, and I guess it would be something like that, where it would be able to compare the value of metals. I don't want it to display kPA values and stuff, but I guess it could display a list of the common metals and show where your dwarves think the metal/material in question fits in to the picture.
Was it this one?
http://www.bay12forums.com/smf/index.php?topic=42111.msg769338#msg769338
Nice diagrams too.