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Messages - Todestool

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1
Other Games / Dwarfs!? - New casual indie game on Steam
« on: May 05, 2011, 05:56:00 pm »
While I normally ignore any game on Steam that promotes itself as casual, the fact that this one has the audacity to compare itself to both Lemmings and Dwarf Fortress drew my attention.  I downloaded the demo, but I only had enough time this evening to play through the tutorials and one unimpressive effort at the tower defense game mode.
First impressions: It isn't really a puzzle game, so the comparison to Lemmings falls short.  It seems like you could get a level of anarchy almost meriting Dwarf Fortress levels, but this is mostly because your ability to direct your dwarves is minimal, and the Dwarves themselves are considerably stupider than DF's own.  It felt like watching an ant farm where the ants don't care if they find food, enemies, or deadly magma.  Still, I haven't tried all the game modes yet.

2
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: December 05, 2010, 02:08:55 pm »
I've very excited about all this trade, but I'm wondering, are raw material quantities going to be altered?  Specifically, wood and stone.  The fact that a wood earring takes as much wood as a wood bed or door seems like it would have a huge influence on item values.  I'd like to see wood and stone have sub-units like cloth does now.  While I think this is in the plan, I wondered if now is when we might see it.

Related to this, but getting more into suggestions territory, if wood and stone get subunits, then mining/wood-cutting skill could determine yields from a given tree/square of rock.

3
DF Suggestions / Improvements for slabs/memorials
« on: November 24, 2010, 01:21:32 pm »
First of all, I'm very pleased with having memorials available.  I found them quite useful at the end of my first winter when seven ice-skating dwarves suddenly plunged to their cold, watery deaths.  However, there are a few areas that could use some polish:

1. In the build menu, I'd like to be able to distinguish between carved memorials (which I want to place) and uncarved slabs (which should remain in storage).  Even better if I can select which memorial by name, so the soldier memorials go in the barracks, the mason memorials go in the work room, the hammerer memorials go in the dungeon, etc.

2. On the carve memorial screen, I'd like some way to know which dwarves already have at least 1 memorial already carved for them.  I carved memorials for Urist McIceskater 1 through 6, got distracted, then had to look at all the finished slabs to figure out the name of Urist McIceskater 7, which I had missed.  Maybe some sort of color-change system like with the room assignment lists would work.

*. For all I know this is already implemented, and my dwarves are too boring/engravers too green to show it - Memorials can include engravings of the memorialized dwarf doing something:
"There is an engraving of Urist McAxedwarf and a goblin.  The goblin is headless.  This refers to Urist's slaying of Snotbox Grumpypants the goblin pikeman in 354."
"There is an engraving of Urist McFarmer and a field.  Urist is laboring.  This refers to Urist becoming a planter in 356."
"There is an engraving of Urist McGemdwarf and Shinyrock the perfect large peridot.  Urist is holding Shinyrock.  This refers to the crafting of Shinyrock by Urist in 372."

4
DF Announcements / Re: Dwarf Fortress 0.31.18 Released
« on: November 17, 2010, 01:03:31 pm »
I'm very excited about this caravan arc.  I have a couple questions about what's likely to be included:

Will we see a redesign of quantities soon, i.e. a single log no longer makes one bed or one earring?

Once our fortress gets large enough will we start getting local market days from our own site's surrounding population, between the major caravans?


5
If we can set kill orders on anything/one, I see two immediate uses: executing cats (unlike nobles, they refuse to pull drowning chamber levers) and dwarf vs. dwarf arena combat!  Once guilds are in, the head of the miner's guild is definitely going to call out the head of the woodcutter's guild.

6
DF Dwarf Mode Discussion / Re: Throne room
« on: April 28, 2010, 05:31:15 pm »
Pretty nifty.  If you have the space, you should carve out a dome in the layers above it.  Bonus points if the top center breaks through the surface and you cap it with crystal glass.  More bonus points if you carve out the layers beneath to form a huge hollow sphere with the red/green/gold sections suspended.

Of course, if you plan on giving this to the king eventually, you'll have to fill the carved and smoothed bowl with magma.  After all, kings have standards.  :D

7
DF Gameplay Questions / Re: warm stone no lava
« on: April 20, 2010, 06:08:53 pm »
There's at least one HFS spot in every 3x3 area or something. 

So if you embark on a 6x6 area, there might be four HFS's?

I think...  as few as 4 and as many as 17?
I'm counting 8 max, assuming the guaranteed-HFS-containing 3x3 areas don't overlap.

Nah, there wasn't enough detail available to do the calculations yourself:  They occur in every 2x2 section of the map, but a 2x2 placed in the dual of that grid has a (3/4)^4 chance of missing all of them.  A 3x3 on the other hand is guaranteed to have at least one of the 2x2s inside of it, so guaranteed HFS, but likely more.  A 6x6 that has 4 2x2s in the center has 4 guaranteed HFS, but 12 other possible HFS, so it ranges from 4 to 16.  There's also another HFS that is placed somewhere in the world map tile, and you might get that too for 17.  A 6x6 that is aligned with the 2x2 grid has 9 guaranteed HFS and the 1 possible extra (9/64 of the time).

^^From Toady himself. Anything over 2x2 is guaranteed HFS, so keep looking.  If you still can't find it, it may be a worldgen bug, so you should upload your save to DFFD and report it. 

8
DF Dwarf Mode Discussion / Re: Weapon research
« on: April 15, 2010, 10:22:21 am »
I've determined that if you want blunt weapons to make more sense than they currently do, replace the placeholder raw values (in inorganic_metal file) of impact_yield and impact_fracture (all metals use extremely high values from stainless steel) with the values in shear_yield and shear_fracture.

Theoretically, the former should be compressive strength values and the latter tensile strength, but I read that for metals they are essentially the same (ref: here, here, scroll down to compression, and referring specifically to steel).

Of course real life is secondary to gameplay, but my testing found that these alterations make lead, gold, and silver less than ideal weaponry and armor, with steel-wielders consistently dominating.

9
DF Dwarf Mode Discussion / Re: what do I do now?! !
« on: April 15, 2010, 10:03:41 am »
The big thing with practice weapons is that the edged attacks are switched to blunt, so I suppose Toady's thought was that you can't make a hammer any blunter than it is.  Still, it would be nice just to have wooden hammers to train with.  The only hammer in my current fort is an artifact aluminum one.  I wonder how that will go with the wood training axes and total lack of armor ;D

10
DF Dwarf Mode Discussion / Re: what do I do now?! !
« on: April 14, 2010, 09:20:13 pm »
If you don't have an ax, build a carpenters shop, then a wooden training axe. The woodcutter can then use the training ax to cut down trees.

I immediately got the image of a dwarf gnawing a hunk of wood until it's a vague ax-shape, beating it against a tree until tree and ax both splinter to pieces, and then dragging the largest chunk back to the carpenter's shop to gnaw into a new ax.  It's the dwarven Sisyphus!

11
DF Dwarf Mode Discussion / Re: Dwarf won't work after a mood.
« on: April 12, 2010, 07:42:35 pm »
There are a lot of problems with dwarves not doing civilian work after being in the military.  My guess is that that is the case here.  The fact that moods are exempt from that bug is surprising, but I don't think the problem is the mood itself.

12
DF Dwarf Mode Discussion / Re: Weapon research
« on: April 12, 2010, 10:41:33 am »
How does Bismuth Bronze figure into everything? Categorically worse than regular bronze?
They are identical, stat-wise.

13
DF Suggestions / Re: Graphics for every object.
« on: April 12, 2010, 09:06:36 am »
#5 on the Eternal Suggestions Voting.  If you haven't voted there yet, you should!  It also links to the main suggestion thread for that item, so you can see what all is being asked for.

14
DF Suggestions / Re: Merge old and new military system
« on: April 12, 2010, 08:11:03 am »
There's no doubt that the new military screen has a steep learning curve. I found the military wiki page very helpful.  As far as grabbing new immigrants for an army, I use Dwarf Therapist (v5.0 is DF2010 compatible) and give them all the custom profession "Conscript."  That makes them much easier to sort out.

However, I would love to see some sort of "Minuteman" button that would immediately draft a dwarf, who would then attack whatever threatened him/her.  That would definitely make fisherdwarves and woodcutters easier to handle.

15
DF Suggestions / Re: Surgeon Practice
« on: April 12, 2010, 07:55:55 am »
Considering that most mammals are fundamentally similar, there's no reason to limit training to dwarf corpses.  Dissecting cats and pigs is still a standard part of biology training, so I'd say any humanoid composed of traditional tissues (NO magma man autopsies!) would work just fine.

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