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 - Reese

Pages: 1 ... 36 37 [38] 39 40 ... 50
556
Just pointing out that human tribes were not isolated from each other, and there was interbreeding between groups by... various means

557
I could be wrong, but the migrants you get might be more related to how quickly your wealth is increasing than how much wealth you have. So make some more quickly.

This.

In one of my forts, I set the pop cap at 20, dug out and smoothed/engraved everything, then once I had everything prepared and awesome I turned up the population cap... and just one migrant eventually arrived.

558
It's important to look at what makes civilization occur(and how you define civilization); we have plenty of examples of human cultured in various forms of civilization.  granted civilization should mean the building of cities or villages, the primary factors would be a race's willingness to live together in large groups and close quarters, and the race's capability with invention or adoption of technology.  Considering how world gen goes, a desire to expand and settle into a large kingdom or empire should also be a factor.

The question is, what races exhibit these three characteristics? Dwarfs for certain, humans historically, elfs barely meet the last requirement, and seem to get a pass on the second.
From the Biology perspective civilization like comes from a certain type of food scarcity (meaning you have to leave the social group in order to stay reasonably well fed,) with display-fights between neighboring groups. In this case raiding groups to pick off members of the other group are an effective tactic to guarantee dominance. Then the whole smarts thing can take off because instead of other things in your environment being the limiting factor on how smart you need to be it switches to members of your own species being the most important threat to your well being and a lot of the base group mechanics are already in place so soon you can't afford to forgo society, particularly based on the level of society of your neighbors.

I'm not really sure if that's simple enough for other people to follow along with or not anymore. I can barely tell that cell-type vocabulary isn't common knowledge after having been in it so long :/

Are there any fantasy creatures/races that form 30ish member groups but never societies? I picture satyrs possibly running around in small packs for more elaborate pranks and things but they're the closest I can think of and they're already half-human.

yeah, that's true, but in the context of DF a civilization is an entity that builds towns and cities and claims territory (never mind that the territory claims mean nothing when it comes to a player building a fortress... you could build your fort on top of the human or elf capital with no repercussions if you're not at war with them...)

The smaller groups work would work as nomadic civilizations (thinking animal people) but I understand there isn't really anything like that yet.

Like I said, it depends on how you're defining civilization for the purpose of the conversation.

Speaking of my little side note above, and granted it's a bit further into the fortress future than the next release,  will other civilizations ever eventually react to you building a fort within their geopolitical boundaries?  I'd like to think there will eventually be repercussions if a group of dwarfs just started digging in in the middle of human territories, especially if they are digging up all sorts of valuable minerals and gems that technically belong to the humans... I'd like to see something like the humans annexing your fortress by defeating your military, allowing you to continue running it, but swapping your parent civ to human and stationing NPC human guards.  maybe you could even rebel against the humans and kill their guards by training and arming new troops in secret...  That'll need some pretty sophisticated AI on the human guards, though, and some way you keep you from dealing with the human guards like caravans and nobles currently can be dealt with... Or maybe not ::)

559
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 16, 2010, 02:31:21 pm »
Kidiri: your blue dragon seriously needs to be renamed to Katara... too bad I'm, not sure if that's even possible.

In the new fort I'm working in, I just finished the first stage of my residential area.  I started my fort on a single biome with a layer of lime stone since I keep reading people talking about how awesome the ore is that can be mined in limestone(as opposed to marble), and that happens to have five layers of soil before the limestone.  My residential wing is in the first z-level of limestone, and I just struck out to the east of my main stair well for a random number of [shift]+[→] presses.  In an odd coincidence, the northeastern most room's northeast corner wall is magnetite...  I call it a coincidence since someone on the last page also just happened to hit magnetite while digging out living quarters.

560
Spoiler: F stuff (click to show/hide)

the explicit CAN_CIV doesn't make much sense to me presently. If a creature is able to do the thinking, and the speaking, why couldn't one civ?
Social structures. If you've got a species that has no qualms with murder over trivial disputes civilization might very wel be impossible for it.
I imagine even goblins kind of put that out of their minds for awhile as they focus on preparing to throw themselves at a row of marksdwarves.

Others just don't for no particular reason. In the settings where you've got all those talking creatures in a good forest the spirits never really have some centralized home location bigger than a grotto.

It's important to look at what makes civilization occur(and how you define civilization); we have plenty of examples of human cultured in various forms of civilization.  granted civilization should mean the building of cities or villages, the primary factors would be a race's willingness to live together in large groups and close quarters, and the race's capability with invention or adoption of technology.  Considering how world gen goes, a desire to expand and settle into a large kingdom or empire should also be a factor.

The question is, what races exhibit these three characteristics? Dwarfs for certain, humans historically, elfs barely meet the last requirement, and seem to get a pass on the second.

561
Actually, chains break when an attached creature falls, from what I hear.

I am pretty sure chain only 'breaks' if the tethered creature is moved outside of the 3x3x3 cube of movement allowed by the chain.

also, alternate design: put a retracting bridge over the hole; if you keep toggling it eventually you'll manage to drop the bait down the hole...  And this way there's no chance you accidentally wash your bait out of the 3x3x3 cube allowed by the chain.

also alternately, just set a door that's unlocked and not pet passable to keep the bait on the pressure plate, it should lure most hostiles

562
Yeah, FATAL's system might be detailed, but it's also horribly wrong.

So?

I'll admit I have no knowledge of FATAL outside what's been mentioned in the last few posts, but it seems to me any system that gets things 'horribly wrong' still has merit as a base on which a not 'horribly wrong' derivative system could be built...

Speaking of derivative systems, Toady probably shouldn't even bother looking at FATAL because derivative works fall under copyright infringement, and I think we can all agree that Copyright issues are the last thing Toady needs to deal with, and plausible deniability is the best kind.

563
It looks like your problem has already been fixed, but here's what I would ahve suggested:

build a pressure plate that reacts to friendly creatures of the smallest size in a little alcove in your arena like so:

######
##^###
#    #
#    #
#    #
#    D
######


one Z-level above that, build a chain and assign a cat or other tamed animal to it, like so:

## ###
##c###
##§###
##.###
######


So that the empty space is directly over the pressure plate.

Use water or a cave in to push the cat into the hole.

The cat will now be confined to the square with the pressure plate because it is still 'attached' to the chain and trigger it and keep it triggered.

When the orcs come and kill it, the pressure plate will un-trigger; link the plate to something that will seal the room when that happens.

564
I guess the root question is: Does alcohol grant dwarves a performance boost, or does lack of alcohol inflict a performance decrease?
Those mean the EXACT same thing. Does sending my laptop to the shop decrease my performance or does getting it back increase my performance?
You've got to say compared to what.


aye, there's the rub... I believe he means compared to a normal dwarf, which is to say: which state is a normal dwarf?
It's more a matter of programming; does toady have it coded to penalize non drinkers or to reward drinkers?  And, when more systems related to drinking go in, will he keep it that way?

I'm sure someone who is familiar with dwarf companion could tell us for certain, but does it really matter?

565
DF Gameplay Questions / Re: Broker replacement
« on: January 12, 2010, 05:32:33 am »
either pick a new dwarf to designate as your broker when the next caravan comes, or set the depot to 'anyone can trade' and make the first dwarf that responds (and, therefore, gains trading skill) into your broker  trading is pretty much the only way... and trading will gain skill very very fast.

566
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 11, 2010, 06:28:24 pm »
Spears don't have a higher critical chance. They have a different kind of critical. Swords actually have a higher chance, and their critical is severing. Dealing with the mess is part of it; if you don't want to then you should use an impact weapon. Hammers are inferior to maces due to weight. Spears will stick, rendering your spearmasters into wrestlers (which is why I said it is necessary to train your spearmasters in wrestling, though of course you ideally train all military dwarves in wrestling). All of this will change, but at the moment swords are by far the most effective weapons there are. Nothing else even comes close. A sword will stick, but only *extremely* rarely, to the point that I've run a fort for 10 years now with champion swordmasters and orc/goblin sieges, with only two swords dropped.

Speaking normatively, swords shouldn't be as effective against tentacle demons as other weapons. But speaking factually, they are much MORE effective, against tentacle demons and everything else in the game. It's just what we have to work with right now. The system will change.

I would like to back up your statement, but when my hammer dwarfs are regularly punting gobbos in to walls hard enough for them to explode in a shower of gore and body parts, they just don't seem to be that clean of weapons...

Given the new combat in the next version Toady is working on, the hammer should become more powerful than the mace as the weight begins to be calculated in to the damage, though.

Man, I haven't cracked open a fortress in a while, the last thing I did was start a fort in a chalk wall on one side of a valley cut by a stream... it's got chalk walls to form a courtyard, but the only thing I've had to harass me so far were some macaques that were quite tasty.

567
DF Gameplay Questions / Re: Dwarven physics - flooding room
« on: January 07, 2010, 10:10:29 pm »
My original plan was to have the centre tile of each 3x3 square of grates a wall from the level below, with a grate placed over the floor tile to preserve the look.

Thanks for the help everyone, some good ideas here =D


Sadly, DF will not let you place a grate on top of a wall top like that, it will tell you it can't be placed with open space around it.  You can build two walls in the room (for instance, if the room was 3x4) and place a grate on each of those wall tops, but not on a single wall top.  In fact, if you think you're such a smart guy and try to trick the game into letting you build it like you want by putting in a second wall and then removing it, the game will deconstruct the grate on the central wall when you deconstruct the temporary wall.

568
DF Gameplay Questions / Re: Dwarven physics - flooding room
« on: January 07, 2010, 12:31:19 am »
Just set a second pump to pull from the level below the drowning chamber back into the reservoir, the water will drop back through the grates as it's pumped out...

569
Spoiler (click to show/hide)

I think that any water movement improvements that don't kill FPS are going to be reliant on a pathing rewrite.  I imagine that what is needed is a system that dynamically defines contiguous spaces as rooms or bodies of water that are used as nodes, then a large body of water would not need to check each square, just if there are any water pathable links from the one node to another node with a lower level of water, and then flow would only need to be calculated along the path between bodies of water and you can avoid silly situations like all the water in a cistern draining out the bottom in a short period of time and instantly flooding the area below without actually causing any flow thanks to the water teleportation behavior.

570
after wracking by brain for the length of time it took me to read the thread, I think you could make a moat around your fort without a single dwarf having to set foot on the ground outside by digging a tunnel under the surface where you want your moat to be, then build floors one z level above the surface above where you want your moat to be, and collapse that floor.  the collapsing floor will cave in the ground above the tunnel you dug, creating a moat

you can dig out tunnels on as many Z-levels as you want your moat to be deep, and the collapse will take out all the floors... it may also collapse any tunnels you have that extend out under the moat, though, so be careful!

Pages: 1 ... 36 37 [38] 39 40 ... 50