Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - zwei

Pages: 1 ... 100 101 [102] 103 104 ... 119
1516
DF Suggestions / Re: "Squeamish mode"?
« on: February 12, 2010, 08:56:31 am »
I don't see how it would benefit if Toady One worked on something which would remove the last years of his work.

Well, that is a bit dramatic, but kind of right.

... need to build straw men ...

(does this relate to "pansy elf mode"?) Anyway ...

There is not need to be so passive-aggresive. People take this kind of stuff personally.

Fact is that you need to address one thing:

 * Is violence problem at all?

Because I do not recall anyone being outraged by violence in this game. I do not recall any thread where someone claims he is disgusted by what happens in DF.

So of course, people will come to assumption that you personally have problems with violence and want to turn it down.

Or - and this is way worse, and i think it earned you Architects attention - will consider you Self Appointed Moral Guardian. People really, really hate people who take something that is not problem and turn it to problem just in case someone might find it offensive in future. Think of those strawmans as well eraned. Basically, you are acting on behalf of silent group that might not even exist. This reminds me of people who go ahead and, say, change all references of "christmass" to "winter holiday" even if they were not offended themselves, did not know anyone that cares about it and just thought they are helping ... someone.

Your edge seems to be to help DF market to "squeamish" people. I do have to ask: Do you know anyone who was turned off by that violence?

While we are talking about "squeamish" mode, i frankly find social aspects to be much more harsher and upseting. Dwarves getting to depresed that they stop doing everything, including eating and just starve to death. Suicides. Children loosing mothers and mothers loosing children. Making totems and crafts out of skulls/bones of sentient beings. Hamerer killing people for not making glass goblet on map which has no sand. Dwarves bedridden and in coma for rest of their life that live in pain. This is what makes game twisted. Graphic violence is easily ignorable.

Edit: ----

Yep, I find that uspetting and kind of put-off (in good way, it is motivation to keep dwarves happy and safe), still, yeah, it upsets me, anyone is free to call me personally out on being weeine who cant handle his dwarves suffering :)

Oh, one thing: You can easily turn down majority of gruesome gameplay by disabling invaders, this is not so straightforward for stuff like suicides.

1517
DF General Discussion / Re: Volcanic Lightning
« on: February 11, 2010, 03:31:56 pm »
...

In short, capitalism ascribes a monetary value to everything and thus makes the pursuit of money a primary goal for everyone at all times even if they want to claim altruistic motives for a time. This often means that in order to combat the fear of starvation, dispossession, etc. people do counterproductive, dishonest, BAD things in order to preserve their own necessity to society and continue making money. ... "Free market" my ass ... D:

With all seriousness, this is offbat-shit.

 * People with destructive potential are never in fear of starvation or anything similar. People who have reasons to be afraid of starving are hardly in position to threaten any upcomming idea. Read on "triange of needs". Most of people are at least two levels above "starvation". In fact, we are at edge of switching to 4-day work week.

 * Superior technology is not better product, it never was. Why? Because it tends to cost more and to provide marginally better performance. Noone is going to pay for it, hences all those cool toys fail. This is one of worst mistake any technically minded person can do: to start business based on having superior technology. It. Will. Not. Work. If you are making something people are not willing to pay for, chances are, it is worthless.

 * Actually superior product wins. Always has won. Already estabilished Businesses are happy to jump on bangwagon once someone proves it is viable. It can require substantial investment, but they can afford it. History is more filled with big bad businesses taking over rather than stomping over startups that come with new ideas.

 * And with stonefaced seriousness, if you want disaster, try centrally planned economy. You thought it is tough in free economy? You have seen nothing...

Sigh, so much for nice thread, sorry, OP!

1518
DF General Discussion / Re: What turns you off about DF?
« on: February 11, 2010, 02:57:40 pm »
The manager screen only has to sort and filter through a static list of a finite number of options which are impossible to change except during world gen: all the possible jobs that can be manager-queued. The build menus must scan out from the building point and locate all economically-allowed, accessible, unforbidden stone and this presumably involves a MASSIVE pathing check from the point of use. Once this list is enumerated it should work like the manager screen as far as distance\value\quality\string filtering but it's always going to need to be populated which will cause an FPS drag, that stuff changes in real time and must be thought of each time.

This list would only need to be enumerated/accessed while selecting materials (paused mode, no fps drag), which it does anyway whenever you get to material selection screen.

Simply put, game already pulls item list, filters it and paths every time are ording something to be built. Making that list sortable/filterable is not any more difficult (both code wise and performace wise) than filtering manager screen.

1519
DF Modding / Re: Giant creature raw creation utility
« on: February 11, 2010, 10:14:26 am »
Anychance it will generate MSLEB?

1520
DF General Discussion / Re: What turns you off about DF?
« on: February 11, 2010, 02:42:22 am »
And I am going to get really tired of going through 4 pages of stone just to find Microcline because I want the statue to have blue shoes.

Wait. Let me get this strait: You don't want complicated, but you want to specify not only a statue of a dwarf, but a multi-coloured statue, and the ability to specify which colour goes where?

Ya, why not? I mean, there is not reason why such selection has to be complicated.

'u'-'m' menu allows 'find as you type' interface. It holds thousands of orders, but I can always find the one i want in few seconds, just start typing part of order name ...

Majority of interface calls for such simple filter option.

And once you filter on string, little effort can be expended to make filter more awesome.

Code: [Select]
select stone from stockpile where material=microlite
Code: [Select]
forbid wood from ground where material!=oak and distance> 200
Code: [Select]
melt armor where size=narrow

1521
DF Dwarf Mode Discussion / Re: After reading todays update....
« on: February 10, 2010, 03:24:00 pm »
Urist McHouse cancels Treat Patient, interrupted by leg pain.
Urist McHouse cancels Take Pills, interrupted by boss.

nah...

Zoidberg McDwarf is Extatic. He ate mouldy leftovers lately.

1522
DF General Discussion / Re: Question regarding time consumption
« on: February 10, 2010, 03:11:18 pm »
Ok then, thanks everyone, I was overthinking as usual, still, it's a fine game.

And they were overstating it too :).

I just had quite nice tantrum spiral happen and it seems that my fotress is doomed: Lots of kids pushed my population up "dutchry" level and sieges started comming regulary. Eventually first two military dwarves died. Since everyone is friends/family with everyone else, couple of unhappy thoughts happened, tantrum from spouse which got beaten as result, cue in more sieges/deaths/tantrums. My fort is at edge of doom as each siege removes one or two soldiers which impacts population back home and losses me another two dwarves.

Drafting from population is not possible: enough dwarves went insane/melancholic that food production is endangered (not that easy to feed 100 dwarves when your cook, miller, farmer and brewer decide to commind synchronized moat-jump suicide.). Besides, they would not be trained fast enough to be able to face sieges (champions that oh so regularly die are ledendary armor/shield/hammer/crossbow/wrestler trained. Still does not save them from well aimed arrows it seems.). And I still have 100+ population which consists mostly of children now so i get apropriatelly sized sieges and multi-group ambushes.

Doom is guarantted: eventually, i will run out of soldiers and goblins will butcher all children once quickly drafted milita is dead.

If only migrants stopped calling my fort "cursed deathtrap" and stopped avoiding it.

1523
DF General Discussion / Re: What turns you off about DF?
« on: February 10, 2010, 03:06:13 am »
And worst thing? If you designate it different spot, list is in different order. It is guarantted to change order randomly. You have to find whatever you want to use every single time.

It is not random; the list is made in order of increasing distance to the location of the task you are assigning. So if you don't care what material it is, you can just pick from the top of the list.

Unfortunately most players do care...
I knw it's a workaround, but if you know what resource you want to work with, place a stockpile nearby and limit the contents to only that type.  Forbid it from the "main" stockpiles and let the extra dwarfs ferry the goods to where they are needed.  I tend to do the same thing for workshops.  I make two rooms.  One for the workshop and another for the resources for that shop.  Sometimes I get creative and make the storage room surround the workshop which can also help with the noise factor.

Yes, it means having people that can shuffle resources around, but your builders don't have far to go and can keep busy.

...
Honestly, that's barely even a "workaround". Keeping materials where they're likely to be used often is pretty much a standard thing you should do whenever possible. In real life, it's kind of silly if the pantry is on the other end of the house from the kitchen, or if you keep your clothes in an armoire in the basement instead of your room.

It is different from worshops: Workshop product/raw material stockpiles are going to be static and are worth it to set up: tinker with it once, it is go for rest of fortress lifespan.

If you set up nearby stockpile for each construction you have to select item type (sometimes stockpiles like bar/block one do not have enough controll to set up specific material), possibly set up 'take' from other stockpile. Then wait for hauling job, then you just designate your construction and destroy stockpiles And if you want to build somewhere else, repeat. That is hardly convenient.

I used to make it that way, but waiting for stockpile to fill is not really that good. You could use 1x1 stockpile to just get your chosen material to top (again, not always possible), but then overhead of setting it up is ... awfull.

1524
DF General Discussion / Re: Yellowstone Supervolcano
« on: February 10, 2010, 02:43:53 am »
End 80% of life on earth? Pishaw. If anything it will end maybe 20% of life, the stuff that is very precariously balanced. I should also point out that if we're talking about volume of life as opposed to diversity, one quart of sea water has 10 billion things living in it. I doubt some ash and cloud cover will kill them all.

Balance, schmalance. It goes like this:

 Ash -> "Nuclear" winter -> No energy for photosysthesis -> Food chain gets broken from botton to top -> Pretty much everything dies of hunger.

Only things that survive are the ones that can live on little or scavenge effectivelly. Anything over ~10kg just can't survive it.

1525
DF Dwarf Mode Discussion / Re: Arming a workforce
« on: February 10, 2010, 02:35:07 am »
Couldn't you use (S)oldiering and hunting to give dwarves weapons?

Then you have everybody in the workforce wandering the wilderness fighting grizzly bears, as opposed to woodcutting, where they only venture forth when you designate trees for chopping, and the trees get cut faster.

Which is not issue. You eventually run out of animals to kill, and then it is just pointless labor that has benefit or arming dwarves and downside of sleeping on ground/drinking only water.

1526
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 09, 2010, 04:00:39 pm »
One paradox of dwarven construction is that there is no way to make a 1x1x1 pit AND remove the stone from it without connecting it to the outside of the pit. This is a very simple case description for a problem relating to rope ladders; you can't go down a hole, get something, and get out of the hole.

This is faintly connected to moat issue: Your moat eventually fills with all kinds of stuff (bolts, suidical dwarven babies, etc). There are very little options to retrieve items from bottom. No ledendary swimmer will just dive for that masterwork bolt, no fisherdwarf will try to fish for shoes.

You have to pump water out, carve ramps and let dwarves clean it up. Not really good option. And while 'H'ide option is always there, i know it is still there, my dwarves still know it is there. My cat stares at me judgementally.

1527
DF General Discussion / Re: What turns you off about DF?
« on: February 09, 2010, 01:08:23 pm »
every story I'd dig through a list of 500 stone types that meant nothing other than a name. NOTHING. If I wanted to use wood I'd dig through 20 wood types that meant nothing other than a name.

Why? Why not just have "Disguishious tree" "Tropical tree" or "iginoius stone" or what ever.

In theory it seems awesome, in pratice it seems silly.

If it seems silly, that's only because a lot of its function just isn't there yet, or you aren't noticing it.

Might be, but your material list gets insanely cluttered eventually.

26 layer stone types
40 cluster stone types
17 ores
24 tree types.

107 items.

each can be also made to bars

214 items. Add soaps, metal bars and alloy bars and blocks... 250 building materials?

Depending on maturity of fortress, you can end up with huge percentage of those laying around.

Ever tried to hunt for bauxite in list of hundrerds of items? Or specific block type from which you are building your construction? You are pretty much guarantted to go insane or at least give in to melancholy.

Those lists do not even grow vertically if you resize window, you have no type as you find feature.

And worst thing? If you designate it different spot, list is in different order. It is guarantted to change order randomly. You have to find whatever you want to use every single time.

You end up making and following one rule religiously: Never, Ever, buy bars/blocks from caravan. Ever. Do Not Make Soap. Never Ever Let Human or Dwarf Caravan Be Attacked.

You have to resort to making stockpiles and locking rooms to filter out specific material types. And that does not help much since some stockpiles do not have fine controll to permit/forbid some materials.

1528
DF General Discussion / Re: What turns you off about DF?
« on: February 09, 2010, 02:29:17 am »
Mining works like this too: It is even harsher since most maps have very limited soil z-layers to train miners without destroying stone, when you are done with them, every lost miner means that you are going to loose ~100 stones as he trains.
This makes me wonder. Did anyone EVER run out of free stone?
Most players bother with how to get rid of it, not to 'save' it, utilizing atom-smashers, catapults, magma, etc.
I imagine that a long-running fort on a small embark would run out, especially if the area was relatively flat and lacked underground features. In such a situation (particularly if you have half a dozen soil layers/aquifers like my current fort), you never make stone crafts. Even wood crafts are more useful, as I can at least grow trees.

Indeed, you can easily run out of stones on 2x2 map or on 1x1 mano fortress embark. Flat, no-magma map. Quite constrained resource-wise.

1529
DF General Discussion / Re: What turns you off about DF?
« on: February 08, 2010, 03:08:34 pm »
The fact that resources are so limited - and acquisition of resources through trade is extremely difficult.  I don't mind a huge chunk of stone being required to make a wall, or even a stone chair.  But when a giant heap of marble produces only one stone earring, then the game's simplification has been taken too far.

It's too expensive, resource-wise, to train certain skills, but skills increase so rapidly that people can be come masters of their craft after less than a year.

I dislike losing access to resources because of lack of skill (example:  mining), and I dislike that certain tasks are completed so quickly (most especially:  mining).

Yes, there are basically two types of resources:

Infinite
Finite

Infinite resources are just going to accumulate over time. You always have ready source of raw materials. This means several things:

1) You can overproduce on grand scale You have infinite raw material at your disposal, and you can buy out whole caravans with them over and over again.

2) Since you have free material, you can train every single peasant to be legendary on them. This means that your skilled workers are quite easily replaceable.

You can have as many legendary weavers/dyers/threshers/clothiers as you want. Theese industrues work as perpetum mobile engine basically: no input, huge output.

This is especially pronounced when you can train your dwarf on items that are essentially having no quality but are quite usefull: Bonecarvers for example can obtain legendary by creating bone bolts (bone bolts being always usefull regardless of quality).

This of course contrasts with:

Finite resources. They will eventually run out and/or have rate of acquisition capped harshly. They, of course have some implications too:

1) You will run out of them eventually. There is little you can do to get more raw materials.

2) Training is expensive. Skilled laborer is irreplaceable.

For example: Smoothing. You will eventually run out of stone to smooth, and to engrave. If you loose engraver, you will have to smooth certain amount of tiles too get new one to state where you can give him skill-requiring job (engraving) - roughly two fully dug 2x2 zlevels.

This, as you can imagine, leads to problems if loose several engravers in succession. Eventually you run out of room to train in and it is game over - no more materpiece engravings for you, ever.

Mining works like this too: It is even harsher since most maps have very limited soil z-layers to train miners without destroying stone, when you are done with them, every lost miner means that you are going to loose ~100 stones as he trains.

Even if you can import, you are going to obtain materials much slower than your dwarves die of old age.

---

If you would try clothesmaking industry you will see the other coin: You simply stop caring about resources and you are going to be annoyed by masterpiece spam from weaver/dyer/tailor.

Eventually, moment will come when you will simply stop caring and just stuff everything you can onto caravans to get rid of that damn stuff, having caravans leave with profits measured in hunderds of thousands.

Ballance is simply off.

1530
DF Modding / DFHack on java
« on: February 05, 2010, 08:18:06 am »
Hello,

I would like to write my own utility for DF using DFhack library ... in java.

I wonder, did anyone implement JNI bridge for it? Or even try? C++ support in automated tools is abyssmal and I have "absolutelly detests c" trait so decrypting interface and writing mapping manually is, while certainly possible, giving me bad thoughts that cannot be offset by legendary dining rooms...

Pages: 1 ... 100 101 [102] 103 104 ... 119