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Messages - praguepride

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181
DF Suggestions / Re: PowerGoal49 & 50 - Sadistic Tag
« on: March 12, 2010, 02:24:40 pm »
And when are tags being brought out into personality traits? I don't think we're doing away with all personality traits in this upcoming release. So what, something like this should wait 5 years until personality traits actually do something?

It would not be a difficult process to convert this over to personality traits anyway, and it has to be done with other tags as well so it's hardly a huge step backward. It's like 1/2 step back and 3 steps forward :D

182
DF Suggestions / Re: PowerGoal49 & 50 - Sadistic Tag
« on: March 12, 2010, 07:41:32 am »
Yes. The creatures this is intended for do not have intelligence, personalities, or morale, so things like "good thoughts/bad thoughts" or "interests" or "personality" doesn't really apply to them in the current build.

The creatures that you mentioned as examples, trolls and ogres, both have CAN_LEARN, so they are at least semi-intelligent.

But they don't have personalities. Nor do personalities do anything.

183
Curses / Re: Things to fix or do in the next release
« on: March 12, 2010, 12:28:09 am »
But shouldn't chainmail be better at stopping melee combat attacks?

I'm betting chainmail could stop a knife better then a shirt, or even body armor (ones without plates at least)

184
Mafia / Re: Beginner's Mafia 10: WE MADE IT! (signups)
« on: March 12, 2010, 12:25:19 am »
/in

185
DF Suggestions / Re: Smithing skill division by metal types
« on: March 12, 2010, 12:14:13 am »
Coins are generally made with cold metal 'blanks' being stamped with a die.

And how do you get these cold metal blanks? I'm betting they don't just pop out of the ore like that ;)


To my knowledge you melt down the ore and fill sheets to create the blanks. Let them cool and then press into them with a stamp.

Now granted, we have awesome machines that do that now, it was probably harder to mint coins cold back in the day...

Edit: From wiki

Quote
The preparation of the flan or planchet has varied over the years. In ancient times, the flan was heated before striking because the metal that the coin dies were made out of was not as hard as dies today, and the dies would have worn faster and broken sooner had the flan not been heated to a high temperature to soften it.

186
DF Suggestions / Re: List of expanded skills?
« on: March 12, 2010, 12:12:07 am »
You're talking of the UI clean up, right?

187
DF Suggestions / Re: Coopers
« on: March 12, 2010, 12:07:19 am »
You know what would make the game MORE deep? More z-levels :D


Pointless redundancy != depth

Needless complexity != depth

Complexity that actually adds to and improves gameplay = deep

188
DF Suggestions / Re: Numeric display of quality modifiers
« on: March 12, 2010, 12:04:11 am »
I think the counting works well, the colors not so much.

189
DF Suggestions / Re: PowerGoal49 & 50 - Sadistic Tag
« on: March 12, 2010, 12:02:30 am »
So to clarify, you are suggesting that while personality traits lead to generic torture and satisfaction, [SADISTIC] leads to specific behaviors, that may even be independent of satisfaction?

Yes. The creatures this is intended for do not have intelligence, personalities, or morale, so things like "good thoughts/bad thoughts" or "interests" or "personality" doesn't really apply to them in the current build.

190
Mafia / Re: Near-Mountainous Mafia 2 (Signups - 3 slots remaining)
« on: March 11, 2010, 08:31:40 pm »
So..what's the status on this game?

191
DF Suggestions / Re: Smithing skill division by metal types
« on: March 11, 2010, 08:25:16 pm »
Well, if gold & silver crafting is absorbed into jewlery, then you wouldn't need heat for it.

Obviously silver weapons and coins would still need to be forged, but gold/silver crafting would take place at the jewelery so there already is a "no heat" option.

192
DF Suggestions / Re: Improved Farming
« on: March 11, 2010, 08:23:45 pm »
I think the very basic of survival aspects of being a dwarf (food, drink, shelter) should be as simple as possible, at least initially.

You plant a seed, it grows, you harvest it and turn it into food & drink.

Now, some things need to be addressed:

Seed roasts made of seeds, seeds, and more seeds. Prepared meals need to have something of substance in them. A plant or meat or bread? needs to be the core component. No more seed/wine/seed/syrup dishes.

Perhaps breakdown food into these parts:
Core: Meat, fish, or plants.
Sauce: alcohol & other drinks
Season: extracts (syrup, sugar, etc.)
Garnish: seeds

So a simple meal is just a core + sauce, a medium meal is core + sauce + season, and a lavish meal is all 4 components.

Anyway...way off topic there.

The basics and what supports those basics needs to be as simple as possible. It's one thing to have Fun because you accidentally tapped a aquifer and the pressure shot your dwarves off a cliff. It's another thing to have Fun because your marksmen weren't nearly as effective against that giant skeletal whale as you thought they would.

It's another thing to have Fun because you can't figure out how the hell you're supposed to get food & drink to your dwarves. That isn't fun, Fun, or even FUN!!!!. It just sucks.

The key for making dwarf fort accessible is to make the very basics as simple as possible. Most of us who've been palying for awhile can make a functional fort in our sleep. It's the advanced stuff that is far challenging and fun (Fun). Magma work, water work, mega-projects, challenges, seige warfare etc. That stuff should be as complicated and challenging as possible. It will always be Fun as long as the basics are straightforward and simple before going convaluted & complicated.

As for irrigation: It rains (if you have weather turned on. If off, it's assumed it rains anyway :D). In caves, moisture drips from the ceiling. Realism concerns done.

Now, I do agree that it should be harder to feed larger forts then it is. Perhaps reducing the number of outputs from a field by a fair amount. As is, it's very easy to break even...perhaps it shouldn't. You can (somehwat) always gather palnts/f for drink and fish/hunt for food. Perhaps farms should be easy to set up but hard to manage.

Or perhaps they should require more work to be successful. As is, you plant the seeds and leave for a season, coming back to harvest. Perhaps there should be irrigation tasks (just once per farm plot or maybe per 3x3 square), or 1-2 per season the farmer has to weed. The longer the weeds are in the farm plot, the lower the crop quantity will be.

The dwarves can take care of it themsevles, but a bit more managing might be required to make sure your dwarf isn't busy doing something else when he should be tending the fields...

193
DF Suggestions / Re: Wheelbarrow
« on: March 11, 2010, 08:10:19 pm »
And I think before this could be addressed, how jobs are selected would need to be fixed.

As I type this, I watch a dwarf go clear across the map to bring back a stone for a masonry job. It's comical because I've got a 1-square stone stockpile right in front of him. So he's sitting in the craft shop and decides "I need a stone."

He has to somehow step past the 100+ stones right in front of him to go on a month long journey across the map to pick up a random stone on the ground.

/sigh.

Sometimes I wonder if dwarves just shouldn't be allowed to pick their own material, period. It might make things a hassle, but it also might make things FAR easier. Using the standard material selection screen would mean that every job you queue up could use either the exact material you want or the closest material (if you just enter - enter). Then perhaps a toggle to indicate whehter you want to use a "wheelbarrow" (or as I call it, a mobile bin) to speed things up...

but I digress...

194
DF Suggestions / Re: PowerGoal49 & 50 - Sadistic Tag
« on: March 11, 2010, 08:04:42 pm »
Are you saying that BONECARN should be a personality trait? That INTELLIGENT or CAN_CIV should be personality traits?

No, because those tags define BEHAVIORS. Personality traits do next to nothing at the moment. They trigger an occasional good/bad thought or allow a a dwarf to train "persuader" or other social skills and that is the extent of that.

The [SADISTIC] tag would define actual, programmed behaviors. Building skull thrones, tossing enemy corpses around, using body parts as impromptu weapons.

Those are behaviors, not personality traits. Again, in an "ideal" game yeah all those things could be controlled by personality traits. You can have an "inteligence" level that determines the civilization capability of a species, so higher intelligent critters build more cities. You could have a Immunity: FIRE scale that determines how protected they are from fire (completely, a lot, a little, none). You could have  "Lock picking" attribute or a "Trap avoidance' attribute that determines the quality level of doors/traps that a creature could pick.

But a system like that is what, 5 years away? 10 years? WHo knows?

Right now, we have tags that define behaviors:
BONECARN
LOCKPICKER
MISCHEVIOUS
TRANCE
TRAPAVOID
VERMINHUNTER

etc. etc.

These tags define behaviors. The game is currently set up to read tags, not behaviors. Plus, what would happen if you wanted to put the sadistic tag on a creature without a personality? Say a demon spawn that is a fairly mindless killing machine. And last time I checked, only civs have personalities.

Trolls, which this tag is specificaly designed for because of the PowerGoal mention, do not have personalities. So until personalities are useful enough that creatures like Trolls, Ogres, and other non-civving baddies have them, this tag should not be a personality trait.

NOW, you could have a seperate sadism personality trait that would generate good/bad thoughts from inflicting violence, but that would be a HUGE difference from a creature that prefers to make a bed out of the crushed bodies of it's victims.

195
DF Suggestions / Re: List of expanded skills?
« on: March 11, 2010, 07:52:36 pm »
As a whole, I think skill specialization is the wrong way to address skills at this moment in time. With everything around skills being broken (resource gathering, XP gains, quality having little in-game impact outside of combat etc.) that skills at the moment aren't broken, in fact except for some highly redundant skills (lye making...) skills are one of the more solid systems...

but IF people really are clamoring, what about a Generalized/Specialized system.

I.e. you can generalize to a point (I picked Professional Level, makes sense as a good breaking point) and then after that dwarves will automatically specialize themselves (based on items made and possibly own personality/interests?) to go beyond professional into legendary.

So skills from dabbling -> professional would remain unchanged. Once a dwarf gets enough XP to go up to the next rank though, the game would quick calc out what specialization they should go into and bam. Your Professional Carpenter just became an Adept Barrelmaker (to avoid people having to study up on terms, we'll just call them X-maker (bed-maker, cabinet maker).

You can always customize the name to be Cooper or Joiner or Framer as you wish, but for those of us who didn't go to woodworking school, just calling it X-maker makes it far more user friendly).

So, for most of us it won't make much of a difference. If you need a bed made and don't really care about quality, your Legendary Barrelmaker will do a decent job. Just don't expect any masterwork pieces out of him.

However, for items that quality IS important to you (statues, thrones, armor & weapons) you'll want to get your specialist out.

This way it has a noticeable impact on the game (i.e. legendary smiths are specialized) but the penalty isn't too steep. It ups the difficulty slightly (i.e. you'll need multiple armorsmiths to make a complete set of masterwork armor, and gives you that nice dose of realism that you crave.

To balance the difficulty a bit though, specialists would receive slightly higher chances of getting exceptional/masterwork items in their chosen craft.

I'm not saying this is the best system ever, but I think this system has a bit more merit because there are actual pros & cons to it.

One thing that it doesn't cover is cross-materials. For those people arguing that a gold ring is different from an iron ring which is different from a pewter ring...this doesn't cover that, but for those of you saying that a guy who becomes a legendary carpenter from making barrels shouldn't turn around and suddenly make a masterwork bed, this will have it covered.

Finally, this won't add any jobs to the queue, and the simple naming convention would make it easy. Colors wouldn't need to be recoded, and all that would need to change is that next to Legendary Carpenter you'd add a (Barrels) for example.

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