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Messages - Silfir

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16
DF Gameplay Questions / Re: booze dissappearing
« on: October 15, 2008, 09:16:28 am »
What do the barrels that your dwarves drink out of get used for after they've been emptied? You HAVE stopped preparing meals, right?

17
DF Dwarf Mode Discussion / Re: Artifacts Sketched
« on: September 22, 2008, 06:25:28 pm »
Hot damn! That picture rocks! :D

18
DF Dwarf Mode Discussion / Re: [40c]Unable to use obsidian
« on: August 31, 2008, 05:39:51 pm »
Obsidian is now an economic stone, like flux. It could be that it got forbidden in the Stone menu.

19
DF General Discussion / Re: So, about good games...
« on: August 30, 2008, 07:00:05 am »
It was not my intention to incite hostilities, I'm sorry if anything was understood that way. You're right that I misunderstood him in that there's too much luck, and you were right for pointing that out. Which is why it's beyond me why you suddenly stated things like "Units have a 50% of killing enemy units, where's the fun" or "Not everything should be random", in other words, suddenly YOU were actually stating what I thought he stated before, and now I did exactly as you said and explained the various reasons why Wesnoth is NOT "all about luck".

The word you should've used isn't "wrong", though. I misunderstood him, which doesn't make my statements "wrong", but "not applicable" or something like that. That's probably what rubbed me the wrong way in your post. I'm fine with being wrong and told so, but I'd prefer it if it happened when I, y'know, actually was wrong.

Silfir, you should try out civ4 bts [if its possible with the ffh2 mod], and compare it to wesnoth.
You will notice how random Wesnoth combat is compared to that.

Civilization IV? Last I checked, units had HP, and who hit whom during the combat rounds was dependant on the strength of both units, modified by terrain, unit types, and multiple factors - and a random number generator. The game gives you probabilities for winning, and often enough I've had units with 90% chance of winning get brutally slaughtered. There's not really much difference at all - only of course that CivIV only shows the results, not the process itself, and combat is followed through until there is a loser.

If you invade an enemy city, don't you bring twice the number of attackers as there are defenders in the city, precisely BECAUSE you need them in case things don't turn out your way?

(Not sure if the mod you named - I do have Beyond the Sword - changes things about this...)

20
DF Dwarf Mode Discussion / Re: cave adaptation
« on: August 30, 2008, 06:31:21 am »
"Bonus" is an o-declination (declension or whatever) adjective, and as such, the plural of "bonus" is "boni" (why the hell would an adjective not have a plural form?). Now, you could argue that "bonus" is the wrong gender, and it should be "bonum" or something, which would make the plural "bona". Nevertheless, "boni" is the plural form of "bonus", and thus perfectly fine to use. Instead of complaining that it doesn't adhere to common usage of English you could also say "Well, you learn something every day" and be done with it...

21
DF General Discussion / Re: So, about good games...
« on: August 29, 2008, 08:15:33 am »

As for Battle for Wesnoth... Are the Civilization games bad because there's luck involved? Is X-COM bad because there's luck involved? No. Risk management is a part of these games, as it is in Wesnoth.

I think it also fights the slippery slope effect prevalent in less luck-based strategy games, like Starcraft (Which also has a luck element in that there is a chance to miss units placed in certain locations, but it's a very minor one), where win or loss is often decided the moment one side makes a slight mistake, which creates a small advantage, leading to greater and greater advantages until the side loses. In Wesnoth, mistakes matter - there are ways to exploit them with minimum risk to create advantages that lead to an economy superiority, and sooner or later to victory. But if the disadvantage is small, some smartly thought out high-risk-high-gain bold moves and luck on your side later suddenly YOU'RE in front.

He wasn't saying luck is bad, he was saying too much is bad. If you read his post, he said that winning/losing was random, despite their stats. How can you make a strategy when everything is random? If all units have a 50% chance of killing the other, what is the purpose of having offensive/defensive units? Where's the fun in that. I love details - the kind that can kill you when you miss them. I think he must be wrong about his assessment, but you're also wrong.

How you can make a strategy when "everything is random"? Have you ever even played the game? If not, stating that I'm wrong is a pretty bold move.

The random elements are restricted to the distribution of traits (small boni, like extra HP or slightly faster movement) for certain units upon recruitment, part of the algorithm that determines if an attack hits (highly dependant on terrain type and how well the unit defends on the terrain type, it's rarely a 50% chance), and... um... well, if you choose a random faction or a random leader the result is random too, of course. That's all that's even remotely "random" about the main game.
Unit stats, like HP, XP needed for levelup, special abilities, resistances, defense on the terrain types, movement (how many, across what terrain), attacks (How many different kinds? Ranged or melee? Blade, pierce, impact, fire, cold, arcane? Is the attack poisonous or magical or has it any of the other special attack effects?), the units further up the upgrade tree, recruitment cost... Then of course the map layout doesn't suddenly change at random throughout a match, featuring the same terrain at all time... The result of the mixture of these predermined factors and the randomness - surprise surprise - is a game of strategy, with plenty room for skill, and mistakes or overlooked details.

Some people don't like having to dick around with five different resources, so they prefer Command and Conquer to Age of Empires. Similarly, if you don't like having to consider the possibility of failure for an attack, or the fact that sometimes you will just be too unlucky to win even if you do your best, you won't play Battle for Wesnoth. Claiming it is not a strategy game because it forces you to consider things in your strategy that you'd rather not want to consider, however, would be unfair.

22
DF General Discussion / Re: So, about good games...
« on: August 29, 2008, 05:04:03 am »
It's not only with the Small Cave in ADOM (a place where the first thing you find is a scroll of warning stating "Time is working against you" - that's pretty forgiving in my eyes!). Killing hundreds upon hundreds of some monster species can lead to an "Über"-version of said monster that does hundreds of damage per hit. It's often experienced with worms, jackals, and battle bunnies (gremlins after several thousand).

It's buggy - the effect, though intended is not supposed to be that brutal. As it is it discourages people from killing the same type of monster over and over and over again to get more stuff (the process called "grinding"). Whether this is a good thing or not... Your mileage may vary. I like that aspect. ADOM is a strategy game anyway, not a grinder.

As for Battle for Wesnoth... Are the Civilization games bad because there's luck involved? Is X-COM bad because there's luck involved? No. Risk management is a part of these games, as it is in Wesnoth.

I think it also fights the slippery slope effect prevalent in less luck-based strategy games, like Starcraft (Which also has a luck element in that there is a chance to miss units placed in certain locations, but it's a very minor one), where win or loss is often decided the moment one side makes a slight mistake, which creates a small advantage, leading to greater and greater advantages until the side loses. In Wesnoth, mistakes matter - there are ways to exploit them with minimum risk to create advantages that lead to an economy superiority, and sooner or later to victory. But if the disadvantage is small, some smartly thought out high-risk-high-gain bold moves and luck on your side later suddenly YOU'RE in front.

23
Smooth your rough stone walls. Then they will look the same as constructed walls.

24
DF Gameplay Questions / Re: noob questions - please help
« on: August 24, 2008, 07:52:12 am »
Processing usually gives seeds if I'm not mistaken, the same should be true for quarry bushes.

25
Water leaking in because I designated the moat channels over my far too long Archery range and forgot to check the damn moat is safe before I happily let water in.

Goblin ambush attacking me before my first immigrant wave and killing both miners while also destroying their picks somehow, suddenly leaving me without anyone to mine until the next pick comes with the next caravan (or I start a smelting operation, aboveground, with only charcoal) or the immigrant wave brings a miner. Sure enough, no miner came. Abandon fortress.

(Spent ages to find my favorite starting location again)

26
DF Dwarf Mode Discussion / Re: Artifacts Sketched
« on: August 22, 2008, 07:25:26 pm »
Nicatbem Ustosân, "Chainflute the Angry Clods", an iron crossbow

This is an iron crossbow. All craftsdwarfship is of the highest quality. It is studded with iron.

On the item is an image of Chainflute the Angry Clods the iron crossbow in iron.



This artifact SOUNDS boring... Until you realize that the image of itself on it bears another image of itself, which bears another image of itself, and so on and so forth, making this artifact both hella confusing and artistically stunning. I would like to see someone with drawing skills tackle this, and how many images of the crossbow he or she'll be able to squeeze in :)

27
DF General Discussion / Re: So, about good games...
« on: August 21, 2008, 03:19:10 am »
ADOM is much more forgiving than Nethack. You still die often, but at least you know how you could have prevented it afterwards. Also it has a much better interface and looks nicer.

28
DF Dwarf Mode Discussion / Goblin civilization
« on: August 14, 2008, 09:45:10 am »
...proudly calling themselves "The Immorality of Crotches".

I'm trying, but there is no humourous remark that could do that name justice.

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