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Messages - Niyazov

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556
How about falls / throws? The object testing arena isn't ideal for this unfortunately :(

557
DF Adventure Mode Discussion / Re: Optimal Werecreature?
« on: April 03, 2012, 12:27:59 pm »
Weregiant tortoise would probably be effective since giant tortoises are 50% bigger than a grizzly bear and have RETRACT_INTO_BP. Note that "giant tortoise" is not a giant variant creature so it should be were-able (the giant version is called a "gigantic tortoise"). Speed might be a problem.

I believe that weretransformations are affected by body size of both the transformer and the creature to be transformed into but I haven't seen a good explanation yet. Nonetheless I believe werebeasts are usually larger than either form.

What will happen to subterranean animal men with SWIMS_INNATE who transform into a nonswimming form while submerged?

Incidentally if normal-type animal men can become werecreatures, a sperm werewhale sperm whale man would be an ungodly avatar of brute strength.

edit: actually arena tests suggest that all werecreatures have SWIMS_INNATE

558
DF Dwarf Mode Discussion / Re: stray gremlin baby has died of thirst
« on: April 02, 2012, 09:04:16 pm »
Forgive me if this is stupid, but will obligate carnivores drink animal extracts? Like blood, ichor or milk? Or animal-derived drinks like mead?

559
DF Suggestions / Re: Semi-Sapiants
« on: April 02, 2012, 08:57:26 pm »
Think about it: Would YOU want to live next door to a weird scaley person with a viper's head

Hell yeah that sounds awesome

560
DF Suggestions / Re: Regarding Hauling+Stockpiles
« on: April 02, 2012, 08:23:20 pm »
Quote from: Toady One
The hauling changes have begun. This afternoon there were dwarves running around with bins, bags and barrels, vacuuming up items. Seeing a single dwarf clean up a seed-ridden dining room as a single job is a beautiful thing.

  :D

561
DF Modding / Re: Trench warfare mod idea
« on: March 29, 2012, 05:51:49 pm »
Bent double, like old beggars under XXpig tail sacksXX,
Knock-kneed, coughing like night hags, we cursed through sludge,
Till on the haunting flares we turned our backs
And towards our distant rest began to trudge.
Dwarves marched asleep. Many had lost their +boots+
But limped on, blood-shod. All went lame; all blind;
Drunk with fatigue; deaf even to the hoots
Of tired, outstripped Five-Nines that dropped behind.
!!Ash!! !!Ash!! Quick, boys! – An ecstasy of fumbling,
Fitting the clumsy helmets just in time;
But someone still was yelling out and stumbling,
And flound'ring like a !!dwarf!! in fire or lime . . .
Dim, through the misty panes and thick green light,
As under a green sea, I saw him drowning.
In all my dreams, before my helpless sight,
He plunges at me, guttering, choking, drowning.
If in some smothering dreams you too could pace
Behind the wagon that we flung him in,
And watch the white eyes writhing in his face,
His hanging face, like a clown's sick of sin;
If you could hear, at every jolt, the blood
Come gargling from the froth-corrupted lungs
Obscene as cancer, bitter as the cud
Of vile, incurable sores on innocent tongues,
My friend, you would not tell with such high zest
To children ardent for some desperate glory,
The old Lie; Dulce et Decorum est
Pro Boatmurdered mori.

562
I rolled a quick "Start Playing" world to see if it was bugged. Its not. My migrants have been fine (level 12 hunter in the first wave).

First wave of migrants is not necessarily indicative of the general population; I believe that the first wave is always selected/generated using a different method than subsequent waves (correct me if I'm wrong here guys; I'm almost positive this was the case in DF2010 but things may have changed since then.)

That says, it really does sound like your civ may be dying/dead. A world that's high-good, high-savagery will not have a lot of good site spots for dwarves to establish sites in worldgen.

563
By and large, the Improved Farming thread was about how to best make the player capable of understanding and interacting with a complex system that at the same time was as minimally micromanagement-heavy, and as much automated as possible.

You've crystallized the heart and soul of DF to me. It's a kind of complexity that doesn't arise from expanding the raws or adding features, but that is also likewise not a product of procedural generation in the way that terrain or forgotten beast features are. It's the sort of complexity that is the result of careful and thoughtful systemic design that allows complexity to emerge on its own yet remain meaningful and manageable (albeit frequently teetering at the edge of cataclysmic collapse- this is Dwarf Fortress, after all).

564
Don't be an arse



We'll probably still have people bitching on the forums about bug x or why feature y hasn't been added yet, but that's about it.

AND we'll have people "complaining about the complainers" all the time, as well.

Nevermind that the people pressing for bugfixes are the reason those longer-term players are able to enjoy the game at all without facing those crippling bugs, all without thanks for the people who kept working on pressing for bugfixes until Toady did them.

But still, better to keep things on the plane of reality than some sort of memetic "more-awesome-than-awesome" contest. 



OK, then, I predict that after Toady spends the next 5-10 years on working out mostly Adventurer Mode advances with only a few wander-in creatures for Fortress Mode to work with, we will start getting more and more players primarily interested in Adventurer Mode, especially when more peaceful trade- and farm-based Adventurers become possible. 

The Fortress Mode old-guard will hate them, and there will be slurs against the "Farmville" players, while complaints will pile up for Toady to cave in and work on Fortress Mode more.

I don't think you should underestimate the interplay between Adventurer and Fortress mode; what's sauce for the goose, etc.  Improvements to Adventurer mode affect Fortress mode and vice versa (albeit to a somewhat lesser extent). E.g., would you consider vampires and necromancers to be "fortress mode" or "adventurer mode" features? They are relevant to gameplay in both modes even though the player's interaction with them is very different in both modes. I wouldn't describe them as simply being "wander-in creatures". The same applies to how migrants are now real worldgen figures.

That said, I agree that there are still serious issues with gameplay in fortress mode that really do not touch on adventurer mode, and many of them have to do with how difficult it is to learn to use the interface and understand the interactions of different systems in-game. Fortress mode has a 5 year headstart on Adventurer mode; if Dwarf Fortress starts attracting people primarily on the strength of Adventurer mode, it will in part be because of the largely unnecessary accessibility problems that beset Fortress Mode.

565
Well, if it's going to be this optimistic in here, someone has to rain on the parade...

It'll be pretty much the same thing, with a few more feature updates that people lose interest in quickly after getting them (especially since most of them will be for Adventurer Mode, or will be creatures whose weaknesses are thoroughly exploited and weaponized until boredom sets in), and people will still be looking at the devpages drooling over the possible glory if everything could ever be fully implemented.

The people that have been around the longest will complain more about how much better the game was with their favorite bugs and exploits still around, and how there is "too much magic" and "too much realism" at the same time.

haha yup

also
  • 25 more kinds of gibbons, giant gibbons, and gibbon men
  • the much-requested ability to finally embark with both prepared giant pangolin pancreatic membrane and barrels of giant pangolin pancreatic fluid
  • bigger migrant waves
  • more description of individual dwarves' appearance and personality traits in a way that makes it seem like every dwarf is both cripplingly deformed and dangerously obsessive/unhinged, yet that somehow fails to differentiate them in a meaningful way
  • more bad thoughts
  • more specific mood requirements that they won't tell you about
  • even more granularization of farming tasks- who's ready for a migrant wave of legendary irrigators, salt-dryers, composters and haybalers?
we also can look forward to "Urist McDwarf bashes the goblin on the upper surface of the metacarpal of the 3rd finger, left hand, chafing the outer epidermis, fracturing the sesamoid boine and tearing the hypothenar muscle, separating it from the deep flexor muscle!"

oh and of course a user interface that doesn't immediately frighten off 90% of new or prospective players and pose serious usability problems even for people who have been playing for years

ok that last one might be a little farfetched

566
DF Dwarf Mode Discussion / Re: Dog breeding.
« on: March 26, 2012, 08:00:11 am »
The native Hawaiians had a breed of dogs that were raised specifically for food. European explorers remarked how fat, stupid and lethargic these dogs were. So there's definitely historic precedent for breeding fat dogs. For war purposes, huge, lean, muscular dogs of the Molosser type have been historically preferred around the world. In real life it's significantly easier and cheaper to raise a small fat dog than a huge fat one.

The Swiss are fairly dwarfy; both dogs and cats are eaten in rural Switzerland and there is a sporadic trade in cat fur. Switzerland has some pretty severe animal cruelty laws, but it's open season on cats all year round and it's legal to kill any cat that's more than 200 yards away from its home. Then you're free to do whatever you want with it! Yum yum yum.

567
Hi!

Since the cat bug has been fixed, there is no modding need for me. However, I dislike the square look of things, so I have a stretched version of the standard 800x600 tileset, which I use to have a game that looks right to me.

As for init options, just the standards of INVADERS and ARENA turned off, nicknames centralized, boxes for citizen and pet messages (it is a pity there is no option for marriage announcements) and pop cap 7 (not that it really works that way :) :) )

Yours,
Deathworks

===> HOLY SHIT GUYS, DEATHWORKS IS BACK <===

568
So I think that I found one more test that might guarantee vampireness in some cases- if a migrant arrives on your map and immediately generates a "Recover Wounded" task for one of your dwarves, and it has no obvious wounds, then it's a vampire.

I'm not sure if this is because of wounds sustained during worldgen that heal as soon as the vampire enters the map (similar to how megabeasts would show up with all sorts of severe injuries in 40d) but I have definitely had this happen with at least two vampires. The "recover wounded" task seemed to have been generated the instant they entered the map and they were not injured by wandering wildlife as far as I can tell. At least one of the vampires was carried into the fort by a dwarf despite being uninjured after being picked up (I really should have gotten a screenshot).

569
Incidentally, I love the tooth explosions in the new version. It's like your enemy is a slot machine and hitting them in the mouth is like getting 3 sevens in a row.

570
DF General Discussion / Re: DF reference in REAMDE by Neal Stephensson
« on: March 17, 2012, 01:18:52 am »
I asked a friend who knows Neal about the book and he said it is highly unlikely that Neal is aware of DF. He is a pretty casual gamer, other than bouts of Halo and some time playing WOW and other bits and pieces :)


So there you go!

Well there was that NYT article that came out a few months before the book was published. Not sure if that's enough leadtime for that to have been an influence; who knows how long it took to write/revise the book.

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