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Messages - Innominate

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241
DF Dwarf Mode Discussion / Re: Design for a Dwarven Computer Prototype
« on: February 17, 2010, 08:02:04 pm »
Well, this is truly awesome. Especially the memory stuff. Shit, if you can have proper memory addressing and stuff then you'll be able to construct proper programs. Do it for the awesome good sir!

242
DF Dwarf Mode Discussion / Re: Breeding Farm Ideas
« on: February 17, 2010, 07:46:17 pm »
Isn't the logical solution to embark on a forest retreat? There should be plenty of married couples already present. The problem is getting the subsequent generations to marry so the elven bone factory program will last indefinitely.
Elves have no max-age, so the factory will last indefinitely. It just won't be capable of increasing production.

For best results, somehow get a goblin breeding couple. They don't have a max-age either (or at least its thousands of years), and you might then be able to pit elves against goblins in interracial warfare for the amusement of your dwarves. I'm picturing a colliseum of some sort. If possible, have magma as well.

243
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 17, 2010, 03:26:27 am »
I've had several champions killed by a hail of arrows. I don't do full cross training or anything but they've got high enough endurance I thought they would survive with the way people say legendary endurance + legendary shield user works for them.
If I recall correctly, Morul was able to even dodge ballista shots. But, short of training wrestling to extreme levels, there is no way to avoid the deadly hail of bolts.

In the new version at least a master swordsman won't need to be a legendary wrestler to avoid having an arrow pierce his heart and both lungs at once.

244
DF Dwarf Mode Discussion / Re: Vaults
« on: February 17, 2010, 02:14:48 am »
I have an idea for a keycode system. It's not terribly complicated, and not as awesome as a fully 3D puzzle would be, but it's something.

Have five one-digit displays (base 10 probably), each able to be modified with a lever. Then have a final lever which "pipes" the input displayed into the "lock" logic gates, with 2 (or 3 for trickiness) results. Correct result unlocks the room, incorrect result puts a timelock on it (an in-game month, for example). If you have a third possibility, it can trigger a death option. As an example, you might make it so that if the number given is divisible by 3 (equivalent to SUM(digits) divisible by 3) then a second entrance is opened to the intruder. This second entrance* is identical to the first, except the lever you pull, thinking it will finally open the vault, actually drowns you in magma.

If you want to be really sadistic you can make time delays and everything, opening up a new escape route just before the magma would reach them.

*You can actually have just the one entrance and do the same thing if you link the lever to an AND gate with the lock output for opening the door (lever must be pulled and lock correctly solved) and the same inputs through an A NOT B gate to trigger the magma. Fun with logic gates!

245
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 17, 2010, 01:51:54 am »
Quote from: Toady One
People wrestling teeth
Wouldn't that more fall into the category of wrestling teeth people? (which, by the by, are possible next release.)
People-wrestling Teeth.

I'm gonna guess that means that Toady forgot to add a "too-small-to-wrestle" tag to teeth?

If so, said tag or consideration should be omitted for things like unicorn horns and boar tusks. Though I don't think the game acknowledges things like "the boar can't bite me if I am holding his tusks".
Nope, probably not, though at least it may not be able to gore you until it breaks your hold. For that sort of control you'd really need a full-on skeletal model.

I bet we'll see somebody holding a boar's tusks with his hand/arm (whichever one is used for wrestling in the next version) and then getting their toes bitten off. I fully intend to make a set of evil dentures for fun in the arena.

246
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 16, 2010, 09:10:58 pm »
Crossbow bolts unable to penetrate clothing? Did I die and go to Dwarf Heaven?

247
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: February 16, 2010, 03:43:43 am »
X FOR THE X GOD ∀ X:X IS A NOUN

Or, for cartesian outer product goodness:
X FOR THE X YX,Y:X,Y ARE NOUNS, XY
XY so we don't get "Blood for the blood blood!"

... I definitely need to mod this into my language files.

248
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 14, 2010, 09:22:02 pm »
Anyone have a general idea as to when the kingdom, army and monarchy related stuffs will come into play? I would really like to see the things discussed in Core 27, 30, 33, 35, 46, 60, and the other things like offering to your king.

This seems to me, as one of the most interesting future aspects.

Something I would like to add to it is what perspective the player is allowed to take during the game.  Becuase currently you play as some kind of unrecognized god controlling things from the shadows.  I would like to see that when you get a king you control the fortress through the king's perspective, instead of just gaining a expensive and bossy noble.

The problem here is that the king isn't you. He's a specific dwarf, with a specific history and personality, and this will only matter more in the future when these effects are more fleshed-out.
Eventually Toady is going to have to get more specific with what role the player plays in Dwarf Fortress mode. I recall that there are plans to allow multiple sites to be founded from your fortress, standing armies to be sent out, etc, once your fortress gets a certain status (e.g. count(ess) -> county or king -> mountainhome). At that point, when we have a high-ranking noble who should really be making these decisions for themselves, we will need to rethink how the player manages to make the decisions.

How does the player manage to tell a dwarf on the outskirts of the fort that he has just been drafted into the army? How do they communicate to the manager that they want 30 beds crafted? How do they flag a lever to be pulled by a specific dwarf who has lived in isolation since becoming a child? All these things are possible currently and in the foreseeable future, but with no apparent mechanism and little consistency between different areas. Eventually we're going to need to know exactly how the player does all these things.

Of course, take it too far and it could ruin all the fun and Fun entirely. I doubt anybody wants to play a version of DF where they have to wait for the expedition leader to tell the miners where to dig, and communicate the layout properly. It would take a year to get the first dining room dug out. But some things are bizarre in the current situation. We can order a statue to be made from a specific metal, but we can't specify whether we want our dwarves to make a ring or a crown.

249
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: February 12, 2010, 05:46:06 pm »
You can throw a wood axe and slice through a spearmaster's spear hand and magically slice his head off and cut him in half all in the same turn.
Usually what happens is that you pierce all the organs in the chest cavity with an arrow. DF uses a model of the Copenhagen interpretation of quantum mechanics, where all possible injuries exist simultaneously. Then, when you observe the injuries list, all organs collapse.

250
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 12, 2010, 09:37:19 am »
I keep thinking that he must be so close, but, like Zeno's paradox, he never reaches the end of the dev.
P1: DF is an aeon away from completion.
P2: If we take one second from the remaining time, DF is still an aeon away from completion.
C: Therefore DF will always be an aeon away from completion.

I know, it's not a true syllogism, but it's a reformulation of Zeno's "paradox", so sue me.

(Please don't sue me :'()

251
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 12, 2010, 03:53:31 am »
Toady should release on April 25!
Indeed, that would be a great treat for both Anzac Day (Aus/NZ holiday) and my birthday...
Except for the fact that it would be released three months and two weeks from now.

252
DF Dwarf Mode Discussion / Re: After reading todays update....
« on: February 11, 2010, 08:38:49 pm »
Part of me is hoping the soap industry doesn't become a fundamental requirement of the late game, like food. 200 filthy dwarves sounds like a hell of a lot of soap, which is an chain of production that has been a non-issue for a while. The production chain for soap is kind of long too. (Animal --> Butcher --> Render Fat --> Burn wood --> Make Lye from Ash --> Make Tallow from Fat --> Combine Lye and Tallow to make soap.)
It seems like you'll be able to trade for soap and do without it entirely. Washing with soap brings filth level to 1 (lowest), without soap is 3 and the highest is 7 or something. Higher filth level pretty much just makes disease more likely, so you probably don't need to care if you have 200 dwarves and decent surgeons.

And I assume - hope - it isn't one bar of soap per use.

253
DF Dwarf Mode Discussion / Re: After reading todays update....
« on: February 11, 2010, 06:16:05 am »
My first fort in the new version might be a hospital: 2-3 specialised doctors and a support cast of the usual suspects. Of course, to counter the effects of skill decay it may be necessary to maintain a large standing military as well. Having them train with steel weapons will give them occasional minor injuries, and continuous invasion by underground civilisations will give genuine battle injuries. In slow times there will of course be... experimentation.

...I wonder how dwarven doctors treat magma burns?

*gets to work designing a partial incineration device*

254
DF Dwarf Mode Discussion / Re: How to stop my dwarves breeding?
« on: February 11, 2010, 06:07:18 am »
Simple answer:

http://mkv25.net/dfma/movie-1135-child-b-q

And make sure the parents watch as well. They need to know what happens if they breed too often.
Wait for serial breeders to have dozens of children. Lock parents in room A, children in room B. Flood room B with magma.

Optional: unlock door to room A for an instant tantrum spiral.

255
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 10, 2010, 11:32:29 pm »
Not going to green this because it's not really relevant to the release.

How will tissue tags interact with surgery? STRUCTURAL presumably implies a tissue needs splinting, VASCULAR might imply a need for wound dressing and suturing, and things lacking either tag could be skipped over entirely (so we don't have surgeons attempting to repair hair, teeth and nails, for example).

Secondly, will bad diagnosticians ever make really bad diagnoses? For example, might they determine that a limb should be amputated unnecessarily (over-diagnose), that a they had a lung injury when the dwarf was actually poisoned (mis-diagnose) or that a dwarf with a pierced lung is perfectly fine (under-diagnose)? Would better diagnosticians (experienced doctors supervising the 'interns' perhaps) re-evaluate a diagnosis if they perceived it was inaccurate, or would the first diagnosis be final, much like the first trade appraisal is?

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