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Topics - Dvergar

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1
General Discussion / Southbound Pachyderm
« on: January 04, 2011, 09:16:16 pm »
I am so musically current that I just discovered this band called Primus (formed in the 80's) just a few weeks ago.  I bought the "Tales from the Punchbowl" album and while I was going through my first listen, I listened to this song called "Southbound Pachyderm".  I haven't played dwarf fortress in quite some time, but this song instantly made me think of Dwarf Fortress and the tale of Boatmurdered (sad, i know).  The funny thing is, it wasn't even the obvious lyrics or title, the music sounds strangely similar to the dwarf fortress "theme".  Needless to say I just played DF again a couple days ago and was attacked by elephants ;D

Here is a googled youtube link to the music video (which I haven't seen yet) http://www.youtube.com/watch?v=6xb898sQtu8 , now the band's music is strange enough and probably for very select audiences.  I would imagine the videos 10x moreso.

First post, I guarentee it
Spoiler (click to show/hide)

2
DF Suggestions / Mountain Home and Colonialism
« on: August 07, 2010, 06:36:26 pm »
Here is a related suggestion, though not the same, very detailed, albiet old (2008) 
Also:http://www.bay12forums.com/smf/index.php?topic=62971.msg1449188#msg1449188

It has always bothered me how little the Mountain Home has influenced your Fort.  The text on the embarkation screen makes it seem as if your dwarves are very similar to what we hummies might call Settlers going to found a Colony.  Maybe dwarves are very different from us, but normally the mountain home or Mother Country is looking to establish a profit from the colony.

Colonialism throughout the hummie times has had varying faces.  The colonialism we see in DF is like the colonialism in Antiquity.  The colonies were self-governing and soverign.  Later on, empires arose that taxed their colonies.  After a several hundred year hiatus involving almost no growth in globalization, greater global naval empires arose to make great profits off of previously isolated lands.  But even though Imperialistic theory hadn't been thought up by hummies until the early Modern era, why shouldn't greedy dwarves assume exploitative relationships with their colonies far eariler? 

Basically, in game terms, if enabeled outside "Powers that be" will request or demand that certain items be crafted or extracted, and will impose trading restictions with other races/ other dwarven caravans.  Unfortuantely these mandates may become non-aligned with your own goals and you may wish to win your independance.  Maybe you can do this through armed conflict, through economic warfare, or through bribery.  In return however, the Mountain Home will provide high quality manufactured items and more importantly highly skilled immigrants made to order.  This may even include a standing army, equiped and fed via supply lines running from the Mountain Home.  This is a stretch right here, but maybe dwarves can go to the mountainhome to attend "University" where they are trained by Legendary craftsmen.

Like I said though, much of this is a stretch and wouldn't really work.  Truly I would just like to see some kind of relationship between the colony and Mother Country.

3
DF Suggestions / Time-based Production
« on: June 04, 2010, 02:44:52 pm »
Some trades involve setting a product out for a long peice of time before work can commence.  Examples include:

-Drying/Baking lumber
-Drying/Baking bricks
-Drying/Baking wooden staves (for bows, spears)
-Smoking meat
-Brewing alcohol
-Tanning leather
-Dying cloth
-Growing food

These processes take extended periods of time in which the craftsdwarf wouldn't be present (like farmdwarves).  I suggest that certain tasks involve the passage of extreme ammounts of time before they can be completed.  On the negative side, the stress to micromanage would increase as the user would need the foresight to begin production of certain things before they are actually needed.  However on the positive side, different superqualities can then be implemented based on how long something "brews".  Most prominently alcohol and leather would increase in alcohol content and become stiffer respectively.

Also, bricks from materials not requiring picks should be implemented (though suggested before), and should require long-term baking

I find it hard to believe that I was the first one to have a problem with instabrewing alcohol, alas I am only a white-belt in search-fu and I couldn't find another thread.

4
DF Bug Reports / DEP Malfunction
« on: March 07, 2010, 06:13:20 pm »
Running an outdated version of DF v0.28.181.40d, and I am getting numerous crashes on my one Fortress.  My PC is telling my that DEP (Data Execution Prevention) is closing the program.  As a side note, the program is quitting after recieving "'Random dwarf' cancels 'random construction task'" messages.

First, do the new versions fix this while retaining backwards save compatability?  I could turn off the DEP feature, but if something is triggering the kill-switch do I have anything to fear?  I guess my question is, can non-malicious but buggy/sloppy/whatever coding screw up my computer?

5
DF General Discussion / Political Spectrum
« on: December 30, 2009, 03:12:24 pm »
In the DF Talk #5 the fleshing out of culture and cultural identity was discussed.  The prospect of having culturally confused individuals came up, I believe it was elven-raised goblins.  To break somebody's cultural identity into numerical terms, one or more than one meters are needed to classify individual figures.

In a liberal/conservative real life spectrum, where would each intellegent race go?  Kobolds, Elves, Dwarves, Goblins, Humans?

6
General Discussion / Dedication
« on: December 12, 2009, 01:21:24 pm »
Holy crap!  I just read that Tarn Adams has a pHD in some math major, and that Zach Adams has a degree in Ancient History.  For anybody with as much talent as these guys seem to have to work individually is huge enough.  But if these guys have got that much education they could be making like *pause* a kazillion dollars a year.  Their dedication to this game is mindnumbing.....

I appologize for being late to the party/ reading BS

7
DF Suggestions / Negative Quality and the Botch
« on: December 10, 2009, 09:29:22 pm »
In Feburary this was posted Dwarves can Fail

I am creating a new thread because I have gotten mixed answers on what to do when suggestions are 6+ months old.

This suggestion has two parts:
-The "normal quality" tag now is the midpoint between two different types of quality, positive and negative.  Although it has no true effect on gameplay other than nearly doubling the number of quality levels, it simply makes sense to me.  The negative qualities only come into effect during a "botch"
-Unexperienced dwarves now have a chance of failing at their craft, resulting in one or more of many senarios:
   -If the raw material has a quality modifier
      -No reaction takes place and the raw material's quality decreases
      -Low value materials may be destroyed
      -An item is made of negative quality
      -The dwarf recieves a bad thought and may give up/take a break
      -(?)The dwarf may recieve a minor injury and cancel the task
   -If the raw material has no quality
      -Low value materials may be destroyed
      -An item is made of negative quality
      -The dwarf recieves a bad thought and may give up/take a break
      -(?)The dwarf may recieve a minor injury and cancel the task

Take note that these may be only applicable to actual "workshop" tasks, such as a manson's workshop, but not a lever or bridge.

8
DF Suggestions / The Wild Enviroment
« on: November 16, 2009, 07:49:35 pm »
Currently, the main predators to the Alcoholus dwarfus are of the animal variety, mainly goblins and enviroment-specific spawns.  The enviroment is quite easily tameable, only the occasional drowning or freezing will claim dwarven life.  The thickest of forrests are quite thin, the most powerful of rivers are dammed using single-dwarf pumps, rot is non-existant, disease is non-existant, vermin are damn near irrelevant, farming is constant, most all rock-faces are less steep than a flight of stairs or a ramp, ect.

As fun as losing dwarves to that !@%^@ cougar or to magma is, having the dangerousness of the non-animal enviroment kicked up a notch would be pretty cool.  Not only that, but the most daring of engineering projects are acomplishable by a single dwarf, the enviroment is too easily manipulated.

I don't have many specific suggestions, but only a concept.

9
DF Suggestions / Route Caching
« on: October 21, 2009, 02:40:32 pm »
I came up with an original idea for solving DF pathing problems....found out it isn't even close to original....and now I am asking if it will be implemented by Toady.

Route Caching:  Saving pre-calculated routes in the memory so that the dwarves do not have to make up their own route, tile by tile, every single time.  In order to keep the dwarves semi-intellegent, they will use the cached routes only for popular destinations (bed<->workshop; bed<->food; workshop<->food ect.) and will delete the old route when it becomes outdated due to DF's dynamic enviroment and create new ones.

10
DF Suggestions / Seige in a box/ Play by email makes a comeback
« on: October 04, 2009, 09:59:25 pm »
Admittedly this is rather similar to this thread: Dwarf Fortress MMO

I was playing dwarf fortress while listening to the seige section of the Dwarf Fortress Talk 2 (jeez that thing is long), and I got an idea.  As great as fighting against increasingly intellegent AI civilizations is, what if somehow a multi-player aspect got worked in?

Surely it would not be anything real-time, and hopefully not need to be officially sanctioned/provided for by Bay 12 Games, but what about sending dwarf invasions in a bit of code that would fit in an email?  The implications for interacting with each other through email could be pretty great.... several fortresses can trade with each other, creating a simulated (but not scripted) economy, fortresses can capture other forts, (civilized dwarves do not kill civilians likes elves, humans, and goblins, but rather set up Roman-fashion protectorate states that pay taxes.

Heck, with a little work we could possibly stich several fortress from the same world, where they are free to interact with each other.

There are two problems that I can see with this:  First I have no clue of the technical possiblity or Toadies willingness to create a system to code information such as dwarves or caravans (beam me up Scotty!)
Second, this is very potentially dangerous security wise

11
DF Dwarf Mode Discussion / Projectiles and Spears
« on: September 26, 2009, 10:17:25 am »
I have got three questions

Projectiles are imo broken, maybe restrain the Projectiles into just 11 directions (N, NE, E, SE, S, SW, W, NW, Up, Down) in Nethack-esque style?  I suppose more directions would be needed, but like I said I think that Projectiles are currently broken and far overpowered.  Are they going to be in the update?

Spears, As of yet spears are the worst weapons (all fall short of sword and axe anyways), would it be possible that spears could get some kind of bonus when there are multiple attackers, esp. megabeasts.  Is some kind of spear buff in the update?

12
DF Suggestions / Tools
« on: September 21, 2009, 05:56:19 pm »
EDIT:  Sorry, this was mentioned before and multiple topics can be found with a search for "tools"  :-\

So with the exception of pick and battle axe do Dwarves completely disregard tools as girly and for humans only?   ;D

Serriously though....how do the dwarves do the work that they do without multitudes of sophisticated and complex tools?  The requirement for tools would make metallurgy all the more important (bone/wood paleolithic tools?) and would diversify the various jobs in each workshop.

Tools could be a very important factor to quality....Legendary craftsdwarves using crappy tools would be stuck making -Stone Mug-, and dabbling dwarves using masterpeice tools will break them often.

As an added F*** you, the tools would randomly break and need to be repaired/replaced at the original workshop.

Discuss!

P.S.  Why isn't there negative quality levels?  Makes sense to me

13
Life Advice / Learning C
« on: September 17, 2009, 06:06:24 pm »
I have been interested in learning a programming language for a very long time, I have studied Python (script-based language), but I am more interested in the more usefull/powerfull/universal C and C++ languages.  I know many DF gamers and Bay 12 Forum-goers are professional programmers/software engineers, so how would I go about learning C++?  Individual study is pretty hard and the resources I can find on the internet and in the library are pretty scare and many are incredibly technical.  Should I just wise up and take a course? 

14
DF Gameplay Questions / Why is it free?
« on: September 16, 2009, 05:51:27 pm »
I (a non-donor, sorry) was wondering why this whole project piggie-backs on the paying donors, yet is played by mostly non-donors, that doesn't seem right, why is DF free?  Or at the very-least, why is it free of advertisement, both the forum and the game-client.  It is my understanding that the game pulls in $1000-$3000 a month (maybe?) but considering the fact that this is Tarn Adam's full time job (maybe?) but-(as little as I know about donation-income)-but isn't that both insecure and pretty darned near close to minimum wage? 

I know nothing of Tarn Adams's background, but couldn't he be making a lot more with a
Quote
normal[unquote] job?

In short, afaik Tarn Adams is shorting himself to do something he likes (perfectly fine, even advised) but why doesn't he make use of advertisement, or even a retail version in order to make up the difference?

15
DF Suggestions / Dwarf Vision
« on: September 11, 2009, 04:46:34 pm »
Inaccesible=Invisable, Aesthetics vs. possible safety issues what do you think?

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