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Messages - Sir Finkus

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871
DF General Discussion / Re: Hey
« on: September 13, 2009, 09:24:55 am »
Hi, im new to DF, yay me.

in my first year, one dwarf tragically dead, pulled into a river and eaten by some fish things.

i just wanted to say, first off, keep going. this game is epic. I always say, gameplay over graphics, and this really is the ultimate test of this, took me ages to get used to ascii in the slightest.

but 3-D would be epic though :D

hope i get some migrants soon. hasnt even been a year yet though, so no suprises none have shown up to my glorified hovel



It looks like the carp have already greeted you in their own manner.

872
DF General Discussion / Re: Twitter?
« on: September 12, 2009, 08:29:41 pm »
wave of hate

873
DF General Discussion / Re: The balance of "Can I?" and "Should I?" in DF
« on: September 12, 2009, 06:34:22 pm »
Tricky problem.  Each new challenge feature gives new "Can I" time and new insight.  Personally I'm looking forward to construction-destroying and/or digging enemies for higher-wealth sieges, and  internal factions and conflicts.  After many new-challenges-new-ways-to-drown-enemies-in-magma cycles we may come to something truly challenging and lastingly fun.

Well if there are diggers, then we'll have an excuse to surround out entire fort in magma.

Except that one square, which if dug, collapses the entire fort. ;P

You mean the one that comes up in the middle of my marksdwarves' archery range?

:edit: oh wait, if they dug through that my entire fort would fall down.  I suppose you could just use supports.

874
DF General Discussion / Re: The balance of "Can I?" and "Should I?" in DF
« on: September 12, 2009, 06:21:09 pm »
Tricky problem.  Each new challenge feature gives new "Can I" time and new insight.  Personally I'm looking forward to construction-destroying and/or digging enemies for higher-wealth sieges, and  internal factions and conflicts.  After many new-challenges-new-ways-to-drown-enemies-in-magma cycles we may come to something truly challenging and lastingly fun.

Well if there are diggers, then we'll have an excuse to surround out entire fort in magma.

875
DF Suggestions / Re: Statue-specific workshop
« on: September 12, 2009, 04:41:11 pm »
Toady is adding statue descriptions in the next update.  I think they'll work like engravings.

876
DF General Discussion / Re: The balance of "Can I?" and "Should I?" in DF
« on: September 12, 2009, 03:58:59 pm »
I think that part of it is also that Toady wants to maintain the cliff-face of new challenge as a cliff-face, not as a greased sheet of plate glass with sharpened obsidian fragments.

Imagine if a new player encountered a challenge that was engineered to challenge a veteran player. Something that would pose the same level of difficulty to an army of multi-legendary champions that the first goblin siege does to new players. Their fort would be wiped, they'd get frustrated, they'd leave. They would be struggling enough with keeping their dwarves non-tantruming, nevermind keeping a spare army of fully-equipped champions lying around.

Dwarf fortress doesn't have levels, or missions, or any of the usual ways around this problem. It doesn't have them because it's trying to be a world simulator, not an RTS. That's part of the reason that I like it.

Now, that means that to get the difficulty scaling, you need to scale the whole world up to be more difficult. That's where the modding, and the megaprojects, and the challenges come in, and I don't see the problem with getting difficulty that way. Goblins aren't tough enough? Use Orcs, or Doombringer goblins. Comfortable getting everyone fed? Double the growing duration of everything. It lets people (and through the community, everyone) fine-tune the difficulty to where they want it, and that's great.

Now, maybe some of the more common mods could be implemented as world-gen options (food durations, enemies available, and so on). But I think that the current balance is fine.

Correct me if I'm wrong, but I think it already does a bit of scaling.  I think that if your fort is more valuable, goblin seiges happen more often and/or are stronger.

877
DF Suggestions / Re: Regarding Digging enemies
« on: September 11, 2009, 06:31:27 pm »
No matter what happens, dev has said you'll be able to turn off digging enemies, because of the large number of people who like the 'The Sims' their fortresses.

If you complain more than that, you aren't saying you don't want something, you're saying you don't want others to have something.

I'm not complaining, I just thought it would be an interesting way to handle the problem.  It would also be useful in other situations.

Drilling holes could be significantly faster than digging tunnels, so you can quickly scout out new layers for minerals or other map features. 

878
DF Suggestions / Re: Regarding Digging enemies
« on: September 11, 2009, 09:06:59 am »
Quote
Some people just like their fortresses to look pretty.
But the fortresses already can't look pretty because of all those different-colored stones suddenly coming up when you dig your halls. And you can rewall damaged sections of your fort anyway. And siegers would only tunnel if your fort is completely walled in, so the player does have control over this.

Well there will also be enemies in caves and such if I'm reading the dev updates correctly.

Spoiler (click to show/hide)

879
DF Suggestions / Regarding Digging enemies
« on: September 11, 2009, 01:47:05 am »
I've heard a lot of talk about enemies being able to dig into your fortress in the future.  A lot of people (me included) wouldn't like this because it could mess up our forts and we don't want tunnels everywhere.  I do think that there should be a danger in digging into the mountainside however.  My idea I think will let you have the best of both worlds.

Dwarves should be able to take a core sample using a drill, which will reveal the tiles that the drill passes through.

Here's where the digging enemies come in.  Should you accidentally drill into a cave with unknown horrors inside, they'll become aware of your presence and begin slowly digging back to your fort along the drill hole.  You'd have enough time to set up a hasty defense and get the civilians out of the way.  Word of the tunneling enemies should spread through the fort quickly, and civilians should be reluctant to approach the hole to prevent the player from just walling up the entrance.

Of course you can opt to not drill test bores.  The trade off will be that you'll be digging out new rooms faster, but instead of getting a warning and short time to prepare for the invasion, your miners will be in the front lines.

I think it would be an interesting gameplay mechanic.  Right now there really isn't a lot of tension regarding invasions.  While the whole "surprise ambush" thing is good, I also want the whole "calm before the storm thing" as the enemy slowly digs into your fort.


880
DF Gameplay Questions / Re: Elf Killing
« on: September 10, 2009, 02:55:36 am »
1) drown them
2) drop the bridge out from under them over a 10 z-level drop
3) auto-repeating spikes
4) Ballista
5) lock them in until they go crazy
6) drop them into the arena with a megabeast or some fully armed gobbos
7) drop the roof on them

etc. etc.

There isn't really a wrong way to kill elves.

882
DF Dwarf Mode Discussion / Re: Awesome embark site, need ideas
« on: September 09, 2009, 10:18:20 am »
Above ground "nonsense" can be incredibly impressive if on a large enough scale.  Due to the methods of construction it is actually more impressive.

I like looking at megaprojects though regardless of what they are.  Proceed.

I was just having a little fun.  I've got nothing against huge aboveground towers.

883
DF Dwarf Mode Discussion / Re: Awesome embark site, need ideas
« on: September 09, 2009, 03:12:07 am »
Dammit, after quite a while digging, I have determined that the magma pipe isn't where I thought it was.  I'll make up for it by making a massive obsidian tower.

Now this might not seem very impressive, as it seems like everyone and their dog has made one at least once.  The thing is, all the ones I've seen are outdoors, which I consider very undwarfy, and the creators should be ashamed.  Mine will be completely underground and surrounded by magma (underground).  It shall be my noble quarters.

This will be but a small part of my fortress however, I am intent on making this the most impressive dwarf fortress ever seen on the forums.  None of this "above ground" nonsense that you see in other forts.

884
DF General Discussion / Re: The balance of "Can I?" and "Should I?" in DF
« on: September 09, 2009, 02:18:47 am »
I really think the next update will fix a lot of this.  I think a lot of the predictability of dwarf fortress now is due to the fact that once you go down a few levels, there is really isn't much you need to worry about.  Expanding your fort isn't really all that dangerous at the moment.  Except in very limited instances, you don't really have to build around natural hazards, or worry about digging into something nasty all that much.

Spoiler (click to show/hide)

I really see the cave system toady is adding making things a LOT more interesting.  You might think a bit longer before mining out your next room if there is a risk of breaching a cave and releasing baddies into your fort, completely ignoring your magma moat and 5x25 hall of weapon traps.

When it comes down to it, I really think the underground should be unknown.  Right now, all you have to worry about is what you are going to do with all that damn rock.

tl;dr

The deeper you delve, the higher the risk (and reward) should be.  Maybe even have a layer of magma on the bottom level on all maps or something as incentive.

885
DF General Discussion / Re: Forum Moderation Fan Help
« on: September 07, 2009, 09:47:46 pm »
The thing is, if toady makes mods, then he'll have to waste even MORE time devising ways to kill them when they start demanding lay pewter mugs and grand dining rooms. 
Can be done with a script on the site.
<?
  foreach($mods as $number => $mod){
    if(isset($mod['demand]){
      unset($mods[$number]);
    }
  }
?>

And voila!
Demand = instakick'd!

This solution doesn't utilize nearly enough magma.

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