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Messages - Loyal

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271
A brook really doesn't have a very high flow rate. It won't work well for any kind of open-circuit system where you let water in from the brook and then drain it somewhere. Just built the pump stack.
On the other hand, an underground river has plentiful water flow, enough, apparantly, to back itself up if the river terminates at the end of the map instead of at a chasm.

Of course, you do have to watch out for the snakemen, et al.

272
DF Gameplay Questions / Re: Fire Imps passing through Fortifications
« on: March 09, 2010, 04:44:53 pm »
I believe you're supposed to build grates behind the fortifications, yes. The Fortifications stop the Fire/Magma men, and the grates stop the Imps.

I'm not sure why, but Imps don't seem to have any problem strolling through Fortifications. Maybe their size has something to do with it.

273
DF Gameplay Questions / Re: sources of bauxite?
« on: March 09, 2010, 03:04:53 pm »
I have no problem using this mod, as it only makes sense that there is more than one magma safe rock out there.
Doubly so considering Bauxite is impossible to find in regions with Magma unless the vent is right on the border of a biome with Sedimentary layers.

274
DF Gameplay Questions / Re: Red items in the trading screen?
« on: March 09, 2010, 03:02:24 pm »
What's inside the bin? One of your nobles may be prohibiting the export of an item inside it.

275
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 09, 2010, 02:50:55 pm »
After five in-game years of the aboveground fortress...

  • I finally got a siege with numbers high enough to kill a few dwarves. This is important because, due to the lack of unnecessary rock being dug up and needing to be dumped, there have been long periods of time with 15+ dwarves doing nothing, and therefore a lot of friends have been made.

    Let's see what happens, shall we?

  • Also, I had to build and throw my mayor under a bridge in a hurry when she mandated no Clear Glass items be exported, just after I'd finished trading my bins of Clear Glass goblets to the dwarf caravan (this also after she had mandated three jaguar leather items be made). Thankfully it was built before the caravan left. Maybe I'll get my old mayor reelected, which would be cool. He was the one who made most of the goblets in the first place, so I'm sure he understands my urgency in getting rid of the previous mayor.

    • I think I'm going to make my noble rooms out of green glass from now on when possible, even underground. My Count has been very easy to please with all his rooms and furniture built entirely out of the stuff.

276
DF Suggestions / Re: Smithing skill division by metal types
« on: March 09, 2010, 11:37:28 am »
Oh jesus this is the Coopers thread all over again.

Quote
If would appreciate people at the very least debating what I actually proposed rather then immediately going into either a tantrum or rapture over something far far larger in scope then what I'm proposing.  I personally don't like skill synergy concepts and think a modest division/reorganization of certain skills will produce a desirable system without the need for synergy (which would be an interface and game play nightmare).
And the idea of splitting primary skills into more primary skills (hellooooo~, slippery slope!) doesn't strike you as an "interface and gameplay nightmare"?

277
DF Gameplay Questions / Re: The +Functional Little Questions Thread+
« on: March 09, 2010, 01:21:34 am »
Is there anyway to stop my friggen military dwarves from running away from battles... my champions will walk up to an enemy siege.. knock a few gobos into the river then run away... and don't come back.. then the goblins kill half my fort D: i thought military dwarves were supposed to be fearless berserkers rather than cowards... but mine seem to prefer the later.
Check to make sure they don't have anything else that might 'confuse' them. Delete patrol routes, ensure that the dwarf squads are set to "chase opponents" instead of staying close to their station, and so on.

There's not really enough data to make a conclusive answer, so I suggest experimentation... lock the dwarves out once they've left for battle and see what they do.

For me, I'd like to know just how to calculate the value of a multiple-item building, like a bridge or a well. At first I thought it was something like (value of all items combined) * (number of items), but judging by the lackluster effect of the weapon traps I load with (large copper dagger)s on noble rooms that doesn't seem to be the case.

278
DF Suggestions / Re: Simple genetics and a Sentient tag
« on: March 09, 2010, 12:55:07 am »
Change "sentience" to "intelligence" (to match with and/or possibly replace the already-existing "intelligent" tag) and set a hard cap on certain creatures depending on what their bodies are like (i.e. no developing beyond "simple tools" for creatures with no opposable thumbs, no inter-racial trade for creatures who lack a way to communicate in a common tongue, etc), and assuming the algorithm for 'increasing' intelligence is changed around, it could work.

Just to spitball, instead of setting Intelligence in a way similar to experience points for skills, have it set as simple levels. Creatures with naturally low Intelligence would likely stay that way unless they successfully rolled a check on birth, say, with a 1/25000 success rate (I imagine body type and size may factor into this as well, but hey), depending on birth rates. A creature that passes this check will be tagged with "primitive cognition" and automatically pass this tag on to any offspring. Assuming a large enough percentage of a race's population had "primitive cognition", the entire species would automatically get it and be able to advance to the next level of intelligence.

279
I just leave a bunch of notes where I want stuff (red note = wall, blue note = ramp/stair, etc) and revise as I go.

Circles I just do by hand. It's not too hard to do if you've worked with computer circle tools before in any capacity. I start with a four-point star and just fill it in a bit at a time.

280
DF Dwarf Mode Discussion / Re: I just don't get coins.
« on: March 08, 2010, 08:04:10 pm »
Shops require an active economy and an active accounting system, so no.

281
DF Suggestions / Re: Coopers
« on: March 06, 2010, 11:17:43 pm »
but why is making a chest really that different from making a cabinet?
It... isn't? "Drawers" in this case is referring to both chests and cabinets. "Containers" refers to barrels and bins, if that's what you were referring to.

Quote
What's more, the interface is, as I have already said, horribly opaque as it stands, requiring either manually going through multiple pages of multiple windows to specifically look for information (such as, say, happiness levels), and this is just adding new layers to the menus to the interface that most people probably aren't even going to bother looking at.
The interface I mentioned (or were you thinking that I was suggesting adding the subskill bit without an interface makeover?) gives a summary of skills with a bar indicating skill level next to it (combining the Labors and General tab), and the 'subskills' are collapsible menu extensions. How you could possibly see this as more opaque than what we have now is beyond me.

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I mean, I have to ask, do you REALLY see yourself differentiating your carpenters between being "bed" carpenters and being "cabinet" carpenters, and "coopers", and "bin makers" and "decorators" and a dozen other things?  Or are you just going to assing them to a job once, set your workshops to produce, and only occasionally check back to make sure that none of the jobs got cancelled, or mess with which products get made more than others?
I have absolutely no intent to encourage that kind of behavior. Carpentry remains the carpet-skill for all wooden furniture -- an Adept-level carpenter is going to make Adept-level wooden furniture -- but the subskill bit would allow minor bonuses to those dwarves building to their 'specialty'. Indeed, the most likely scenario of this subskill suggestion is that the use of carpenter dwarves remain the same as ever, with one or two Legendary carpenters who just happen to be good at whatever your fort builds the most of. Or in short, nothing would change unless the player goes out of his way to make it so.

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If you aren't going to train seperate dwarves specifically for making beds, completely seperate from being cabinet makers, then this isn't adding anything to your game, and we might as well keep blanket skills.
It's just an idea to add an option for those seeking a more in-depth experience.

282
DF Suggestions / Re: Coopers
« on: March 06, 2010, 01:19:16 am »
Quote
I don't want to come off like a broken record, but realism is nice, it helps make a game more intuitive if a game behaves the way real life would, but it should never be a GOAL simply for its own sake.  What matters is whether it makes the game more entertaining for the player.
This, this, this, this, and THIS.

Realism is overrated. It adds something resembling familiarity and works from time to time, but the second realism starts to interfere with gameplay, or worse, fun (usually in the form of making the realism an active part of gameplay or the interface, such as MGS3's CURE system), any game designer worth his salt will put it down and find another way to solve whatever problem he's working with.

Coopering as an individual skill makes no sense in Dwarf Fortress context. Too much time and labor training up multiple different skills to achieve what could (and currently is) conceivably work(ing) with just one blanket skill, especially considering how expendable and/or easily killed your dwarves are.

----

Going on the Subskills line of thought, I could see, in the future, a new way of handling skills where you'd see a list of primary skills...


- Mining        [||||||||]
- Masonry       [||||||||]
- Carpentry     [||||||||]
- Metalsmithing [||||||||]
- Metalcasting  [||||||||]
(etc)


...where each primary skill could expand to a dropdown menu...



- Mining        [||||||||]
- Masonry       [||||||||]
+ Carpentry     [||||||||]

  • Containers  [||||||||]
    Sleeping    [||||||||]
    Drawers     [||||||||]
    Decorative  [||||||||]

- Metalsmithing [||||||||]
- Metalcasting  [||||||||]
(etc)


...showing some amount of specialization in particular kinds of Carpentry. But it'd be a passive sort of thing. A skilled carpenter who got that way only making beds and barrels could still make a good cabinet, but the same skilled carpenter who instead focused on making drawers would, for instance, make a better cabinet but not-quite-as-good beds and barrels. Perhaps instead the specialized skills would reduce build times or offer a % chance to come with a free decoration. Perhaps created items have a limited number of possible decorations depending on the skill of the maker. The idea is to offer benefits to the specialized dwarf without punishing the player for failing to micromanage to this effect.

283
DF Gameplay Questions / Re: Now, About those wooden pumps...
« on: March 06, 2010, 12:04:50 am »
I have four wooden pumps underground, channeling magma from a volcano to my magmaworks. In four in-game years there have been no difficulties.

I'm not sure who would build or why they would be built above-ground for magma-channeling purposes, unless you're trying to get magma up a tower or something... in which case your fortress is likely developed enough that you can just make the pumps out of iron.

284
DF Dwarf Mode Discussion / Re: Baron....
« on: March 05, 2010, 11:35:22 am »
Quote
Have you been giving gifts to the caravans?  You might need to give up about 10k in gifts.
Offerings are only considered for The Incoming King, and even he only needs 5k.

285
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 05, 2010, 11:28:49 am »
Undergrotto's 89z goblin drop sadly didn't bloody the 3x3 pool the bugger landed in. Maybe next time when I drop a lot more at once it'll work out better.

Took a video, too.
Doesn't there need to be some flow in the water for the blood to visibly spread? I'm sure it's bloody enough that nobody would drink from it.

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