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Messages - Solara

Pages: [1] 2 3 ... 46
1
DF Modding / Re: Multi-race forts?
« on: August 18, 2014, 10:06:54 pm »
Okay thanks for the replies guys but you're just confusing me now. :P

2
DF Modding / Multi-race forts?
« on: August 17, 2014, 07:19:16 pm »
I literally haven't touched DF since sometime in 2010 and the sheer number of mods available was overwhelming even back then, so forgive me for the noobish question, but are there any mods (or changes to the init files simple enough that I can do it myself) that make it possible to get human or elvish workers joining your fort, or even integrate captive goblins into the fort somehow? The latter would especially be appreciated, even if all they can do is haul....I guess goblin slave labor is still more humane than tossing them in the lava or leaving them locked in cages forever. :P

I kind of have a feeling the answer to all of the above is no, but then again it looks like people have managed to pull off some insanely complex stuff, and I assume the latest major update might allow even more, so who knows....

 

3
DF Dwarf Mode Discussion / Re: Where do you bury your dead?
« on: February 11, 2010, 02:21:49 pm »
I should probably leave the dining room standing for extra creepy factor.

Funny, I've actually put the coffins of important dwarves in the dining room. Or in little alcoves on either side, anyway. I do the same thing with the entrance hall, so everyone passing by can pay their respect to the great ones. Tucking the dead away out of sight like you're ashamed of them is a human idea. 

4
DF Suggestions / Re: "Squeamish mode"?
« on: February 11, 2010, 02:12:33 pm »
^^^ Calm down.  Obviously it's unwise to throw around undirected accusations, but I think s/he was referring to the first reply, not you.  Like you've told people in the past, don't be so quick to take things personally.

The first reply made no sense anyway, those 'pansy elves' are merciless cannibals. And as for people telling the OP to go play Doom or whatever, considering the fact that you're already playing what basically amounts to a text game, I'm really surprised you don't understand how that can trigger the imagination in much more intense ways than simply watching cartoonishly over the top gore flying everywhere.   

But anyway, the only way I can imagine a non-violent version is through extensive modding, and even then, everything is so interconnected I imagine it's harder than you think. I'm not even sure what would happen if you tried removing blood, but it might be even unhealthier for your dwarves than what a dabbling surgeon might do to them.


5
Come to think of it I'm honestly surprised we don't occasionally have horses giving birth to mules when donkey's are around - it seems exactly like one of those random details Toady would include.

This thread's kind of given me an idea though. I've been messing around with ideas to cram as many dwarves as possible into a fort before it becomes unplayable, and was seriously considering modding out all cats, cows, and dogs. I was going to leave pack animals alone because I wasn't sure how it would effect caravans, but now I realize I can just keep the mules and maintain perfect control over the population.

6
DF Suggestions / Re: Improved Farming
« on: February 09, 2010, 09:20:39 pm »
Too Detailed for Dwarf Fortress?  :D

Just because Toady One has the desire to simulate every. single. thing. doesn't necessarily mean we should encourage him. :P

That's why I pretty much never post anything here in Suggestions, the last thing I would want to do is give him an idea that might turn into a fifty page bloat and delay something else.

7
DF Suggestions / Re: Improved Farming
« on: February 09, 2010, 07:52:08 pm »
If the game requires you to have more fertilizer, then it should require you to have more than potash. There's a lot more to soil than just nitrogen; saying that you can grow mushrooms in potash is like saying that a person can live off of Vitamin C tablets. It just doesn't make any sense.


Allowing dwarves to fertilize fields by composting arbitrary organic matter is great, but the purpose of doing this is very, very distinct from the purpose of potash. They're not remotely the same thing. The only reason it seems that way right now is because potash is the only way to improve your farming output.

I get all that, but like I said in my original post, I was just listing a few simple balance ideas, not necessarily what I think of as ideal ones. Potash is already in the game, and if default crop yields can be scaled back enough to make it useful, why not use it? Forget the cloth and leather entirely, if that's the problem - it was just a random idea that I thought went along with being able to recycle other useless crap like old furniture.

Under the changes I proposed I imagine I would rarely use fertilizer anyway, I'd rather just plant bigger fields and recruit more farmers. With potash that doesn't necessarily waste trees and the extra seed output though, it'd be easily possible for people who don't care for more difficulty in farming to still have the same amount of food as before, with trivial extra effort. (burning stuff and cooking seeds)       

8
DF Suggestions / Re: Improved Farming
« on: February 09, 2010, 12:49:48 pm »
Wait. Why should leather produce potash? I don't really understand that, and potash isn't the most important thing in the world anyway.

If farming is harder, fertilizer might actually be useful. There was discussion about turning organic materials into fertilizer - leather and cloth are organic. Not really the kind of organic thing that's useful for fertilizer, but let's not be too picky here. :)

I know it's not realistic that it would become actual potash, but I'd love to be able to burn all that goblin crap, and since anything you burn would become ash, until the game actually tracks what it came from (which it probably will one day along with everything else at a molecular level) you could use that ash to make potash and improve your farms, if you wanted to go through the trouble.

9
DF Suggestions / Re: Improved Farming
« on: February 09, 2010, 12:24:37 pm »
For the record, a few suggestions I like, or at least think are the most reasonable/simple to implement:

1.) Improved stacking - maybe the hardest to actually program, but would make for less headaches in lots of areas, not just farming - ginormous bone and shell pile, I'm looking at you.

2.) Dirt should have to be hauled to farm on stone. (Optional with an IRRIGATION tag: even dirt should be damp before you can build a plot on it, or maybe you can just haul mud where you want it.

3a.) Once improved stacking is implemented, significantly lower yields on crops, especially underground ones. One or two plants per seed should be the norm, even for skilled farmers, unless fertilizer is employed.

3b.) We should be able to turn narrow loincloths and subpar wooden furniture into potash - though this will probably be doable anyway with the moddable workshops in the next release.   
 
3c.) Plants should produce more seeds. This is realistic, let's you enlarge your fields even with the one plant per seed return, and provides an easy source of extra food for people who don't want to mess around with too much.
   
I was going to say take away winter farming for most plants too, but for people who want that it's so easy to do in the raws there's no point in making it official.

10
DF Suggestions / Re: Making the game playable.
« on: February 09, 2010, 11:51:56 am »
As to why they would do that, well the same reason anyone would does anything. They get rewarded by the community for features, and many users in the community probably like that the game is so arcane.
All the users that would thank them for a better UI have long ago abandoned the game.

Wrong on both counts. I think Toady said he has plans to sort of go by that Eternal Voting suggestion thingy in the future, at least in regards to what things he was already going to add that he's now going to add first, but he does not currently, nor has he ever added features based on what the players want or what they're willing to donate. Which IMO is a good thing, because not to be mean or anything but a lot of the suggestions here are pretty retarded, and nobody should have more say than somebody else just because they have deeper pockets.

Secondly, I have never heard anyone defend the UI, on this forum or any other. We all know it sucks, it just doesn't get brought up anymore except by new people because, well, nobody constantly brings up the fact that rain is wet either. Being willing to put up with it because the alternative is to just not play at all is not the same as 'liking' it.

Personally I would love to see the UI improved immediately, but I do understand Toady's reasons for waiting. A lot of DF's current features are basically placeholders, it's still getting overhauled and added to in such huge ways that it would only mean doing the work over and over again - a better UI for the game as we know it now won't make sense or even apply in a lot of areas for the next release, and would need to be ripped out and drastically changed again for the next, etc.

11
DF Dwarf Mode Discussion / Re: Megaproject: Chinese Motel
« on: February 09, 2010, 09:24:41 am »
Give them a bedroom with a cabinet and a chest, they'll pick up all the socks.

I've never had much luck with that, though supposedly they'll be a little more aggressive about storing things in the new version.

12
DF Gameplay Questions / Re: Farms are'nt being farmed...
« on: February 09, 2010, 09:22:51 am »
It usually does say something like 'Urist cancels Plant Seed: no seeds', but it's easy to miss if there's a lot of other stuff going on.

Farm for a couple of seasons and you'll have so many seeds the game doesn't bother keeping track of them anymore, but just the same, to be safe be sure you're not cooking the plump helmets - brewing will salvage seeds but cooking destorys them. And of course make sure you don't set the spawn itself to be cooked on repeat and then forget about it.

13
DF Suggestions / Re: Improved Farming
« on: February 09, 2010, 09:16:38 am »
Remember that you're getting problems when you have Legendary Growers.

The term 'Legendary' is kind of misleading when every dwarf gets to be that way just by doing their job for a few seasons. Maybe if skill gain was nerfed in a big way it would help solve a lot of imbalances, but that should probably go in another thread.

Quote
At risk of buzzwording, I want to play Dwarf Fortress, not Dwarf Farmtress. (It was recently 'alled something like, thanks to Stonesense only having farmdwarves at the time)

But feeding your soldiers is a big part of running a fortress? And again, talk about misleading terms - most dwarf 'fortresses' are more like dwarf villages, with the civilian population far outnumbering the military.   

Maybe you enjoy the combat more than anything, but some people like messing around with survival challenges, some like architecture and megaprojects, etc.   Boiling everything down to just fighting would get old just as fast as boiling it all down to farming would - but just like the combat is getting a huge overhaul with the new version that will make things much more interesting and yes, difficult, especially for those of us who aren't really interested in that aspect of the game, players that would enjoy a little more strategy in other areas (such as farming) ought to eventually get something they can play around with too.

And really, most of the people that are against any difficulty increase in farming seem to be ignoring the fact that every fortress possessed a trade depot, and you pretty much always wind up giving thousands of dorfbucks worth of excess crap to the caravans every year just to get rid of it all. Maybe buy food instead? Not to mention hunting, fishing, and the infinite source of meat that can be crammed in a single cage and forgotten about.   

14
DF General Discussion / Re: What turns you off about DF?
« on: February 09, 2010, 02:42:31 am »
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've never run out of stone entirely (aquifer maps don't count) but there are times when a certain type of stone is rare. On my current map I'm trying to build a castle out of alunite and even after compromising with wooden floors there's a chance I may run out.

Which reminds me, the main thing turning me off of DF right now is the fact that you can't build walls on top of floors. I'm having to set up tons of little rooms and it is absolutely maddening.

15
DF Dwarf Mode Discussion / Re: Megaproject: Chinese Motel
« on: February 09, 2010, 02:31:54 am »
Perhaps this is a negative, or perhaps it is just that those dwarves are free-thinkers.

Naked dwarves isn't a negative things at all, provided you can get past the mental image. (the beard covers everything, just keep telling yourself that...especially when the dungeon master's around)

I hate clothes and never make any - I've modded out everything but loincloths for the goblins already and am getting really close to doing the same thing for dwarves (robes instead of loincloths, not that it matters because the beard covers everything lalala no permanent mental scarrage here).

If we could just dump owned items, or if an item would become un-owned or rot after being left on the ground a certain amount of time, or if Urist McLazyslob could ever be bothered to pick his damn sock off of the dining room floor I wouldn't mind so much, but right now as far as I'm concerned clothier shops are for bags and quivers and rope only.

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