556
DF Dwarf Mode Discussion / Re: Guys...... I have done something impossible.
« on: April 03, 2012, 07:02:17 pm »
How about falls / throws? The object testing arena isn't ideal for this unfortunately
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
Think about it: Would YOU want to live next door to a weird scaley person with a viper's head
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.
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).
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.
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.
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.
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
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!