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Messages - Pie

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1
DF Suggestions / Re: A "mark all for trade" option within trade depots.
« on: August 16, 2013, 04:35:09 am »
http://www.bay12forums.com/smf/index.php?topic=20287.0
http://www.bay12forums.com/smf/index.php?topic=31346.0

Both of those, while having similar post titles, are not actually the same idea.

Their idea is to have an option much like "Dump" or "Melt", where you can designate items for trade.

My idea is to let you choose to select all of a trader's goods at once while trading (and possibly to be able to select by type).

Their idea is about how to get items to a trade depot. My idea is about how to take the items that are currently at a depot and trade them with little player effort (if the player doesn't want to put in the effort).

What do you think of the idea?

2
DF Suggestions / A "mark all for trade" option within trade depots.
« on: August 15, 2013, 09:00:07 am »
This seems like an idea that would substantially improve the gameplay experience of Vanilla Dwarf Fortress for relatively little coding difficulty.

I spend disproportionate amounts of time marking things to buy off traders. At a certain point, I'd just like to be able to press a button and everything that they have brought gets marked, and I'll just take the cost hit of the useless items (or I can manually deselect things I don't want).

Obviously you could later make this more sophisticated, so that you could "mark all of this type": buy all the food, or all the weapons, or all the cloth bins, or all the toys, but that might make this idea too difficult to implement, and too tied into the way trading currently works (which I understand is a temporary system, and so Toady might be unwilling to invest any time at all into improving it).

I'm sure there are mods for this kind of thing, but it should be in vanilla as a priority, given how straightforward it would be to implement, and how much more pleasant it would make the game.

It also enriches the simulation: I can imagine a broker who was really concerned about the specifics of what was being bought or sold, but I can also imagine a broker who just took a general look over the items, said "yeah that's about right" and just paid up.

Apologies if this has been suggested before; I searched for this idea and didn't see anything.

3
DF Suggestions / Re: Mostly interface work
« on: August 08, 2013, 06:39:21 am »
I think for your last point, the bit with the notifications there should be the following standard.

Whenever any notification pops up, the game pauses, zooms to location, and displays it in the middle of the screen. It then gives you several options:

Press Enter to just close the notification
Press p to toggle between this notification pausing/not pausing the game from now on
Press z to toggle between this notification zooming/not zooming to the location from now on (where applicable)
Press a to change where this notification from now on (middle of screen, bottom of screen, nowhere)

These options would also be available under announcements.

This would make default dwarf fortress so much nicer. I don't want it pausing for every last thing and spamming my bottom bar once I get to 200 dwarf population.

4
Well, I'm not sure this would work, but you might be able to have a sorta slotted arrowhead design like so:
Code: [Select]
. = floor
X = wall
d = Door

XXX.....XXX
X.XX...XX.X
X..XX.XX..X
X...XdX...X
X.........X
XX.......XX
XXX.....XXX
X.XX...XX.X
X..XX.XX..X
X...XdX...X
X.........X
XX.......XX
XXX.....XXX
X.XX...XX.X
X..XX.XX..X
X...XdX...X
X.........X
XX.......XX
XXX.....XXX
X.XX...XX.X
X..XX.XX..X
X...XdX...X
X.........X
XX.......XX

etc

5
DF General Discussion / Re: Balthazar's Arena
« on: April 11, 2010, 08:11:21 am »
If this is still on, I'd like to enter:

Presenting:
[TITLE:BRONZE CATS]
Spoiler (click to show/hide)
Basically, give all of the bronze swords and bronze armour to the two dwarves with proficient fighter and proficient swordsdwarf. Then add the cats. If possible, name the two dwarves "Hamlet" and "Macbeth".


I wasn't sure if dwarves needed 1 or 2 gauntlets or 1 or 2 boots. Basically, if they only need 1, use the rest of the points for more cats.


Also, if we are allowed/you need more entries, here are a few silly animal armies:
CRAZYCATZ: 115 cats. No dwarf skills/armour.
BALZYBULLZ: 8 Bulls. 1 bronze helm for one of the bulls. No dwarf skills.
DOPEYDOGZ: 41 War Dogs. No dwarf skills/armour.


6
DF Suggestions / Combat preferences
« on: April 09, 2010, 11:01:54 am »
Now I don't know if this has been suggested before, but I was thinking about ways to make combat more interesting overall, but especially for the adventurer/arena mode combat player. This is basically a way of showing the player a bit of personality, rather than the usual approach of telling the player that these creatures have personality. Essentially, in much the same way as we have normal distributions for heights etc, we would have weighted distributions for combat styles. Under the current system, I can think of a few:
Dirty Fighter - uses gouges, pinches, has a preference for knives, backstabs, poison use etc
Show off/efficiency fighter - tries to finish every fight quickly by going for lethal hits (towards head usually), prefers weapons like the spear or sword
Psycho - will attempt to break every bone in your body and tear off limbs etc
Boxer - will use punches more than normal
Thrower - usually large or flying creatures that use the environment to kill their enemies
Defensive - usually heavily armoured, waits for the right moment to strike
Offensive - takes massive risks, is less armoured etc.

Those aren't concrete or anything, but that is the sort of thing you would have. Then somewhere in the raws, it would look like this:
[Offensive][Thrower][Psycho]
5:15:0.5

Indicating that about 5% of the pop will have offensive characteristics, 15% thrower characteristics and 0.5% psycho characteristics. Some could potentially have a mix of these, and some contradictory mixes would just cancel out, but overall I think this would add quite a bit of character to the game. I see the main problem being the combination of two things.

What do you guys think? Any ideas?

7
Has anyone suggested putting a fortification directly in front of the goblin? Will that prevent the marksdwarves from shooting? Because if not, that should increase the longevity of your goblin stack.

8
DF General Discussion / Re: Anouncing The PathFinder Project
« on: March 05, 2010, 07:58:48 pm »
I realise that this is not within the scope of this project (as it involves feature implementation by Toady), but in terms of Dwarf Fortress Pathfinding in general, if there was some option for the user to paint a rough route from point A to point B, would this make Pathfinding faster? The "brush" would be several tiles large, to give the system some flexibility. The basic idea would be that there would be far fewer tiles to search through, and even some of the most sub-optimal routes would be acceptable for most players (since they painted them). If the route was sliced in half (say by some deadly magma), it would simply revert to the standard Pathfinding method. Another advantage of this method is that you don't have to calculate total distances with objects many z-levels above. The main disadvantage is of course the lack of automation to this and the fact that you'd still need a much better Pathfinder for situations not involving stockpiles and workshops (or other specific start/end points).

Now I'm sure I'm missing something obvious due to my total lack of competence in this area, but I just thought that it might be worth thinking about (if it hasn't already been thought of).

9
DF General Discussion / Re: The most Dwarvenly number
« on: February 20, 2010, 06:06:16 pm »
You heretics. It's gotta be 6. 6 is the number of sides of the shape that composes the dwarf fortress universe, and everything within it. The cube and the cuboid are the indivisible atoms that were there at the dawn of creation. You talk of "7 depths of magma", but what you don't appreciate is that you are referring to 7 cuboid, stacked upon each other, to form a cube of magma.

As you add more magma to a tile, it tends towards a cube. Cubes have 6 sides. Magma is the most awesome thing ever. Hence, cubes are the most awesome number.

10
DF Dwarf Mode Discussion / Re: No embark items challenge?
« on: January 28, 2010, 05:38:42 am »
I suppose the difficulty lies in how hostile your area is, because you can't really build defences. So if you have to carefully maneuver your workshops and dwarves around the scary zombie lions or whatever, it would be an even more fun challenge.

11
DF General Discussion / Re: Contest: Big red lever of doom
« on: January 25, 2010, 11:03:01 am »
Hey would it be possible for me to join this?

12
Thinking about it, now kinda like my idea of a screw that goes down to form a stair. In fact, a screw that goes up is also pretty cool and dwarvenly to boot. I'm just going to imagine that that is how dwarves build stairs from now on.

13
I dunno about being able to build stairs going down into open space - I'd have preferred a new building called "rope" that functions identically to up/down stairs and you can build downward. I have a feeling that the name with break the illusion somewhat for me (i just can't imagine how it could possibly be done... except for maybe a kinda screw shape, that comes down from the ceiling to form a spiral staircase...

14
DF General Discussion / Re: Graphics : The duel.
« on: January 18, 2010, 11:35:40 am »
I use ascii because it is both readable, clear and involves the imagination, but I can see that it is not the best solution. The types of tilesets we have at the moment are also not the best solution. I believe there is a third way: symbols. Essentially, each type of object has a clear symbol (these would be very simple, easy to read at current zoom-level and probably single colour representations). The tiles could be coloured depending on the material/individual object, much in the same way as they are now. In order to do this you really do need to separate interface text from graphics. The possibility to overlay one thing on top of another would also help significantly. I think symbols are the best compromise between ease of production, readability, cleanness, aesthetic quality and modability.

15
DF General Discussion / Re: Contest: Big red lever of doom
« on: January 17, 2010, 12:21:13 pm »
Fairly simple, and avoids situations where a guy who just attracts fucktonnes of immigrants and then locks them in a drowning chamber gets a significant advantage. The fort should be good enough that its destruction is epic.

That is worth almost no points.

Wealth: 5
Functionality: ?
Subtlety: 0
Complexity: 0
Thoroughness: 5?
Speed: 5
Originality: 0
Style: 0

15+ (30 max) out of a possible 70.
I'm really just talking about work arounds in general, a more detailed example, that's just designed to hack the system:
Have cooks working around the clock producing syrup roasts = 5 points for wealth
Seal off fort from outside world completely, engrave every inch of the (fairly small/one room) fort = at least 3/4 points for fortress functionality (this one is difficult to hack)
Have an easy to make cave-in = Maybe 0-1 points subtlety and maybe 1-2 points complexity (again difficult to hack)
Lock everything in the cave-in room = 10 points thoroughness
Cave in = 5 points speed
Originality = 0 points (difficult to hack)
Style = 0 points (difficult to hack)

So I'd say that'd get a minimum of 24-27/70 under the judging system that was suggested by the OP and maybe a maximum of 20/100 under my proposed judging system. I'm just saying that it is a good idea to set up the criteria so that the most awesome, original, aesthetically pleasing fort of death wins. I personally wouldn't want participants churning out engravings and food products just so they could compete on the wealth criteria, or use instantaneous cave-ins to just fulfill the speed criteria, or have a dull, enclosed fort just so they could get some extra kills.

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