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Messages - scribbler

Pages: 1 ... 13 14 [15]
211
DF Modding / Re: I'd like to make a graphical ascii set... please help.
« on: October 09, 2008, 11:51:02 am »
I know. It's not so much the 3D as the way the letters... seem alive, like D is the natural shape for a dragon and medieval heraldry was dreadfully wrong.

212
DF Modding / Re: I'd like to make a graphical ascii set... please help.
« on: October 08, 2008, 05:56:05 pm »
What I really want to see...

213
DF Dwarf Mode Discussion / Re: DF: I present to you, the "God Dam"!
« on: October 08, 2008, 05:47:42 pm »
It's always kind of bugged me that I can't embark in a canyon, build an enormous dam, and then have the upstream side of the canyon fill up - water entering a map isn't under pressure, the stream just sits there.
What if you used pumps to bring water to the top of the dam and dump it off? Would it treat the spout as the new water level?

214
DF Dwarf Mode Discussion / Re: Embark Preferences...
« on: October 08, 2008, 05:32:05 pm »
I'm finding that bringing 7 picks to start is a good use of time early on. Let everyone dig and take them off as their professions take over. My carpenter is still doing split duty as is my leader. I'm just trying this out and it's working great. I'll draft my next wave to dig their own rooms and clearing out their own workshops. It just takes some minor micromanaging to preserve ore/gems. I wait until I've taken all the lower level miners off duty to dig them.

I also leave out the axe as I can take 100 logs for that much and save myself the work and hauling.

Smoothing early on seems to be a good idea as well. A quick boost to net early immigrants. I may set my leader to do this next time since smoothing has no quality level.

Oh, and I'm working on a wiki-inspired "character list" of builds that I can mix and match from (baker/miner/etc.) Right now I'm finding a full time guard is a good choice. Use him to dig early on and then station him at the door with a war dog.

215
DF Dwarf Mode Discussion / Re: Location Finder: Multiple Matches?
« on: October 08, 2008, 05:13:48 pm »
Sometimes it's worth just searching by hand.
One time I found a flat, heavily wooded area with a brook and heavy vegetation. Plus two layers of obsidian. I'm surrounding my compound and keep with an obsidian wall thick enough for homes, shops and a wagon track. I may even turn the second level into a holding tank for a bazillion gallons of water so I can try to wash away the sieges.
Another time I found two linked mesas between a forest and the badlands. Four biomes, coal and gem/ore deposits all over the place.

216
DF Dwarf Mode Discussion / Re: Remove Abandoned Fortress
« on: October 08, 2008, 04:59:29 pm »
Now if there was a way to export coordinates so you could find the same embarkation point...

217
DF Dwarf Mode Discussion / Re: random productivity tip
« on: October 08, 2008, 04:54:18 pm »
I keep my meeting area on the roof of the outdoor fortress....Its also useful because my worthless soldiers are usually at the meeting area 90% of the time, so they are already kinda on patrol.
I like that, instant pool for the lynching instead of looking around for someone near enough to do it. (Then have the closest ignore the goblin to get gear while the farthest just run and no one was supposed to have any anyway... I just set an axe stockpile by a carpenter's workshop near the entrance.)

Has anybody else noticed that you make a smoothed out dining hall with seating for 80 dwarves and booze stockpiles but they all cram into the adjoining stockroom?

218
DF Dwarf Mode Discussion / Re: When to Abandon
« on: October 06, 2008, 08:20:20 am »
I just made a new world (several actually) and made other fortresses for a bit. Try some new ideas and places, then come back.
Tomesmiths, my tutorial fort, is still going after several years, no goblins but I come and go when I feel like it. It's home.

219
DF Suggestions / Re: Mechanics and levers are F*ed
« on: October 05, 2008, 09:05:31 am »

After all, I thought the key feature of DF was complexity.


Damn straight, lets make levers require axles and gears and chains and motive power. You're raising a drawbridge that spans a city block and is covered with giants and goblin-filled iron. That takes some muscle to move! Tie a waterwheel to the bridge and when the water pours out the bridge goes up.
I want to see twenty dwarves shoving against a gigantic door. Long complicated corridors filled with grates and channels and dwarves lubricating grinding machinery, now that's a fortress!

mmm coffee :D

220
DF Suggestions / Re: Immigration or "A Farewell to Refugees"
« on: October 05, 2008, 08:56:23 am »
Building elf-friendly rooms seems a bit like fishing. I'd rather see them arrive for their own reasons and leave if they're not happy. Kind of like a useful noble that you could chase away.

Lumberjack McElf shows up in a dress and high heels and in his best Monty Python routine works all night and sleeps all day. But Lumby is given a room below ground and a bunch of stonecraft and the only wood he has is clumsy dwarven craftsmanship. He could procure his own log in his off hours, it's not like he'll haul, but the mean old dwarves won't give him access to a carpentry show. Then there's the food. THE HAIRY BASTARDS COOKED ALL THE MEAT! Screw you guys I'm going home.

221
DF Dwarf Mode Discussion / Re: DF: I present to you, the "God Dam"!
« on: October 04, 2008, 09:40:02 am »
One person pumped out an ocean:
http://mkv25.net/dfma/movie-301-underwaterwalling

Still, I think this is way cooler. Post a map.

222
DF Gameplay Questions / Re: Containing my herd
« on: October 03, 2008, 10:30:01 am »
I've been doing the rope thing too. I even leave them some space to wander in their tethers. Pretend they're the visual representation of a milling herd and the ropes are anchor points for the field. I feel worse when I see a wardog being trailed by her pups and tie them up at the gates. It's still less distasteful than butchering kittens.

Ideally I'm hoping for a trough that can designate a pen. Animals assigned to the trough would meander about the room but not leave. The room would need to be enclosed and have doors. Eventually Toady could start implementing pastures and require a grass floor or use the trough as a means of keeping livestock fed and watered, etc.

More fun, more realism and another place to balance/exploit the system. Also, better FPS.

223
DF Suggestions / Immigration or "A Farewell to Refugees"
« on: October 03, 2008, 10:16:22 am »
In the dev pages Toady said:
Bloat309, SENSIBLE MIGRANT PROVISIONS, (Future): Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.

I'd like to up the ante and have sensible immigration.

First, seven dwarves in a hole should not attract twice their number after 3 months.

Second, unequipped people wandering into an area that can't possibly support their profession are refugees, not immigrants. Why is a glassblower coming to a map with no sand? Obviously his homeland was overrun by cannibalistic elves!

Third, they come in a long drawn out line that always reminds me of the Trail of Tears, hence the refugee comparison. Let them come in a group. Maybe have a guard or two, a wagon with basic provisions.

Fourth, no more vacuums. After being on the road for 3 months our refugees have yet to speak to or look at each other! (Guessing, I don't have a recent refugee wave to check.) I suggest that they have friends and such. Perhaps some married couples could come or widowers. On that note, stop making nice with the burgers, I have hungry dwarves.

Fifth, integration with the world. Other towns have multi-racial populations. It would be nice if others showed up for whatever reason. Maybe individuals could offer specific services or just like living in holes.
For example the elves, while not upset at the number of cut trees are upset at the clear cutting. They offer to replace your cutting staff for certain concessions. You get free, elf friendly cutting, but they do it all over the map to preserve the forest, and demand elf friendly meals. And a tribute/fee. Dwarves could show up at a human settlement where riches were found to offer their services as miners in exchange for a part of the metals and gems. Fast, 100% retrieval but you have to give them chambers and send a regular tribute. Human missionaries, etc. Of course they'd spend their down time largely with each other and instead of doing hauling that isn't a part of their work they go back to their quarters and smooth and engrave it or whatever. Maybe they make friends and improve relations eventually? Lots of room for balance, trade off and play. What if that dirty old man turns out to be a shellshocked veteran of the goblin wars, carrying a legendary warhammer, who, after the first raid or loss in a raid, throws off his tattered garments to train your forces?
For that matter, having an immigrant occasionally be a trouble maker might be interesting, well it will be when the starter seven stop being such magnificent pains in the ass.

That's the crux of it. I think it makes sense and, at least in part reflects the wishes of most people for scaling immigration and fewer complains when the dwarf who dedicated his life to fish cleaning shows up empty handed demanding a legendary dining room and a beer biscuit is sent to the mines.
Raise the cap based on renown but reflect it in the population. A golden hall with 7 dwarves is the equivalent of I once killed a goblin this {.......O_O.......} big. A sandstone mountain with 200 draws populace. At first, a refugee or two, maybe a family with a cow and an anvil wander in after a bit. That extra set of hands or two I find myself wanting as I start getting everything set up. Then as you get larger, and able to build rooms and feed the masses, the groups start coming larger and with wagons and guards and tools and goods, etc. Maybe a professional merchant coming to ask to start a shop. If you don't provide one he may leave with the next caravan or if he gets it he may start getting extra or unusual goods you or your dwarves can buy.

I'm going to stop now. :)

224
DF Suggestions / Re: If you could have one SMALL thing in DF...
« on: October 01, 2008, 06:31:00 pm »
(Lurker having his say)

I'd like to either use the manager priority system on the job screen or combine the two (Move stone to stockpile 45 87x). That way I wouldn't have to draft my leader to make her trade. I could also move neglected jobs higher than, say, moving the spare beds around.

I'd also like to second the pause options if we can expand it to allowing pause on/off for each category of notice, that way I could set it up and go make a sandwich, assured that everyone won't ignore something important or stop for something stupid. For gods' sakes I don't need to know you've found yet more alunite! Half the damn level is alunite! Oh good, you've found loam, thank goodness my guards are kept awake by a cook two floors up but can't hear the F#$+!&@ kobald fighting the war dogs in the hallway!
Oh...Sorry, I'm back.
I am, however willing to change my vote to an arc-skipping small touches release with things like this and having miners check around them before leaving, etc. i.e, anything where he can duplicate code or call subroutines, maybe a good chance to clean up some code?

As for the metal loss, I could see goblin iron being inferior, and smelting it reducing it's mass by removing impurities. It would also make the armor weaker, or it could have worse covering from scavenging or bad design. I think Toady said he was going to make a shoddy quality system for dabblers and such.
Also, I can see items made from native gold or whatever as having value, a nice stone chair with veins of gold running through it...

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