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Messages - xadism

Pages: 1 [2]
16
DF Suggestions / Re: Increasing danger idea - tunneling monsters
« on: February 06, 2009, 04:37:27 pm »
invest in a spellchecker.  Firefox comes with one.

... which it only applies to <textarea> elements, not <input type="text">, like the title.

Anyway, give me a break, it was just a typo.  I fixed it.


17
DF Suggestions / Re: New tasks for crafts and nobles
« on: February 06, 2009, 04:33:15 pm »
Middle age nobles - particularly late middle age and renaissance nobles - often spent a lot of their time studying and performing dance and music.    Most wealthy families hired a dancemaster to teach them and their children to dance, and would occasionally travel to the king's court for dance events and performances.

The presence of nobles could open up the possibility of a dancemaster/musicmaster profession (and matching immigrant), after whose arrival the nobles would occasionally hold dance performances in the meeting hall.

Unless dancing is just too undwarvenly, but the idea cracks me up. 

18
DF Suggestions / Increasing danger idea - tunneling monsters
« on: February 06, 2009, 04:02:07 pm »
Forgive me if this has been suggested before; I didn't see it in a cursory search.

One idea I've had for making the game more dangerous to occasionally have beasts that can tunnel through solid rock - not just destroy constructions.  Suppose a mindless sandworm or rock mole occasionally dug slow, meandering tunnels through the mountain.   If you dug into their tunnel, you might suddenly have a fight with a group of sandworm spawn.   But even better, if they breached the surface occasionally, they could make back-doors into your fortress for megabeasts.

The idea came to me because the only fortress I've lost (aside from a flooding accident) was when one of my exploratory tunnels breached the surface in a remote corner without me realizing it.  (Sloppy mining).    A season later, a bronze colossus walked up.  I closed my drawbridges, and he calmly walked in the heretofore unknown back door and proceeded to slaughter my entire fortress from the inside.

19
DF Dwarf Mode Discussion / Can't build with alunite?
« on: January 30, 2009, 01:14:02 am »
So, I just started my second fortress, and my dorfs dig straight into an alunite cluster.   I've got my masonry workshop and my mechanics workshop set up so I can get rolling right away.

... and I discover that though there are a bunch of alunite stones sitting around, my dorfs won't build anything out of them.   I try to order a workshop and it refuses, saying "needs non-economic stone".

I got the workshops built with a little nearby basalt, and then go to order some rock mechanisms, but the order gets cancelled because there's no suitable material.

That's weird - doesn't alunite count as rock?  I have tons of it sitting around from digging my first tunnel.

Thanks!

20
DF Suggestions / DF Eternal Suggestion Voting Suggestion
« on: January 27, 2009, 02:38:32 am »
I have a suggestion for the voting system.

Let people spend money on voting!  Every user still gets 3 free votes.  But for each additional $5, you get another vote that counts as 5 votes for that feature.  So you can *really* influence something's priority if you care about it ... but only by supporting the company! 

I bet this would be a fantastic revenue model for Bay 12 games, much better than simply asking for donations from the generous-hearted.   Toady would have a great motivation to work on the most-voted items, because if people see the most-voted items getting developed quickly, they will be much more inclined to spend money on supporting their favorite feature. 

Everyone wins!

21
DF Suggestions / Re: Suggestion: Mine Vein
« on: January 27, 2009, 02:30:11 am »
Yeah, I don't care if I have to watch for collapses/entrance creation/water hazard/magma hazard, I want this. Even if it just works on a singular z level and doesn't do columnar formations it'd be a huge bonus.

Well, then by all means go vote for it.   It's in the DF eternal voting list as "auto-mining", though it doesn't have a link to this thread yet.

22
DF Suggestions / Re: Suggestion: Mine Vein
« on: January 27, 2009, 02:26:17 am »
That all sounds great except for the "two squares part" -- why not just adjacent squares?  Veins are always contiguous.

Suppose you've dug an exploratory tunnel straight through, bisecting a vein.   This lets you continue to follow the vein across the tunnel, even if you start at another end.

And I actually have seen a few locations where there were disconnects in veins, I think.

23
Can anyone think of why pregenerated worlds never have the same features for me that they do in the descriptions on the wiki?  I would think that maybe it's a difference with the Mac version, but it even happened on this one:

  http://www.dwarffortresswiki.net/index.php/Pregenerated_worlds#Resource_rich_starting_location

Which it claims was generated on the mac.  I found that location on the map, but for me the geological layers were different than were shown in the screenshot.  No sedimentary layers or flux at all.

24
DF Suggestions / Re: Suggestion: Mine Vein
« on: January 26, 2009, 09:55:26 pm »
Note that vein mining, while super-handy, would also create lovely possibilities for disaster!   If your vein intersects the surface, and you aren't paying attention, you will create an entrance into your fortress for that Bronze Colossus, and you'll never know it!


25
DF Suggestions / Implementation suggestion
« on: January 26, 2009, 09:53:14 pm »
I thought of a way to implement vein mining that should be really simple.

Add a new designation:  (d)esignate -> (v)ein or cluster.   You'd only need to designate a single square.  Behavior would be as follows:

1) A dwarf with mining enabled would get assigned to mine out the square designated as a vein. 
2) Upon completion of the mining of a vein square, all squares within a radius of two squares that are the same mineral type would get automatically designated as veins.

... and that's all!   I haven't seen Toady's code, but as a coder myself this sounds like about 10 lines of code.   It would certainly save a lot of hassle for designating diagonal veins to mine, especially since you can't designate more than 1 square into the mountain accurately in advance.

** Preferably this would happen just before the dwarf is released from the task, so that the designations are already in place before he/she begins to search for a new task.  Otherwise he'll alternate between a vein square and whatever tunnel is designated on the other side of the map.
 


26
DF Dwarf Mode Discussion / Frustration with finding a starting location
« on: January 26, 2009, 04:51:38 pm »
So, I played my first game until year 6, until I new the interface. 

Now I want to start a new one in a better starting location, so I can expore all the fun stuff the game has to offer.  Specifically, I want a magma pipe so I don't have to keep shutting down and rebooting my whole metal industry every time a coal seam taps out, and I want an underground river so I can grow tower-cap and play with water-driven machinery.  (all with some decent minerals as well).  Unfortunately, I've been totally unable to find  such a location, either with worldgen or with pregen worlds.  I'm wondering what the hell I'm doing wrong.

I've tried almost every single pregenerated world that has these features, and none of them actually have the features they claim to.  (Typical example: I finally find the location, it's definitely the same place on the world map, but the geological layers aren't the same as the entry on the wiki claims.)

I've tried worldgen and search, and usually i generate the world (5-10) minutes, then search it for both lava, underground river, and flux (another 5 minutes), and come up blank ... no hits.   So I've spent 15-20 minutes, find nothing, and start over ... this gets old really fast.

The weirdest thing, honestly, is how the pregen worlds claim to have features but then none of them actually match when I download them.   I'm on the mac version; is it somehow handling the world files differently?

Even the map I played my first game on ("Zaludoram, the future world") claims to have a magma pool on levels 147-150, which I was unable to find even when I completely riddled those levels with tunnels every 3 rows.

I tried tweaking the worldgen parameters to increase the amount of volcanism, hoping to find more sites, but if I changed the volcanism settings at all I couldn't get any worlds to develop successfully - all were rejected, and it would just run for hours trying to make a world.

Any ideas what I'm doing wrong here?

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