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 - therahedwig

Pages: 1 ... 40 41 [42] 43 44 ... 94
616
DF Suggestions / Re: Tea
« on: October 28, 2018, 02:32:19 pm »
Beer is not rare. It simply isn’t. You can set up an entire fortress with permanent beer using only a small room with a muddy floor.

You can argue that this is unrealistic, but I don’t think that’s a very relevant complaint when there are dwarves and dragons and demons. The question is - does it improve the game? For detailed farm improvements, see NW_Kohaku’s masterpost I can’t currently find because I’m on mobile.

Personally, I think the plants eat magic. The magic varies by the season, which explains why crops can only be grown in certain seasons.
FWIW, I think the current underground farming system still makes most sense in old 2D DF where the underground river overflowed seasonally, meaning the ground got, er,  renutriented. Perhaps if DF is going with the nutrients style farming, we'll see more of this kind of simulation, but by then it'll be softened by the huge amounts of other food sources that dwarves now have :)

I was going to say something about the topic, but I got distracted by researching medieval coughsyrup when trying to look up what it was again that caused herbal tea to not be as popular as a drink as alcoholic drinks in medieval europe, but then realised it wasn't all that relevant.

617
Joining in on 'vanilla df isn't harder to play'.

I started doing it because I just wanted to play with a new version when it was out, and realised I had no issue just setting labours as I fancied. If you wanna use dfhack and the like, that's up to you, but try not to be scared of vanilla, there's nothing to be scared about.

Nowadays, I use the text rendering mode which on OSX and Linux allows DF to show up as actual text in the terminal, and being able to select text and copy it to a text editor or to a text-to-speech software is very convenient for me who has dylexia.

618
DF General Discussion / Re: Future of the Fortress
« on: October 24, 2018, 01:36:20 pm »
I am pretty sure the engine(is it anything but raw html+css?) allows screenshots, but I think he just can't be bothered most of the time :p He did show screenshots of stuff in previous devlogs, the towns come to mind.

As for the rest, my best guess is that he hasn't figured it out yet: The dev cycle is currently in the 'stick stuff into worldgen that the villain ai can gnaw on' so there hasn't been much gameplay stuff yet(beyond flavor text).

619
DF Suggestions / Re: Adventure Mode Inventory Consolidation
« on: October 15, 2018, 08:41:59 am »
I am necroing this because I too am desiring this everytime I play adventure mode, as I keep mixing up the difference between (r)emove and (p)ut, or worse, (i)nverntory and (I)nteract.

Dwarf mode at the very least has a hotkey legend, which is not there in adventure mode, so reducing the amount of hotkeys to learn by making the inventory just as useful as the quest log or the like would be really great.

(Personally, if I had to code something like it, I'd implement a 'switch inventory places' thingy for an item so you can just switch an item into your hands, or order the inventory to your liking and then get rid of the two seperate actions, but I am not programing df, so)

620
DF Suggestions / Re: Good Biomes should be "Owned" by gods
« on: January 06, 2018, 01:29:42 pm »
I think the OP was just not aware the myth rework is gonna rework good/bad into something a little more diverse.

Anyway, the dev page has the following:
Quote
  • Ongoing supernatural involvement with sites
    • Site afflicted with curse
      • Might be lifted through player action
      • Nested conspiracies and disasters might require an investigation or difficult decision
         
    • Seeking guidance from the wise
    • Artifact can cause or cure curses/effects by existence or position or ritual etc.
    • Site living in harmony with nature spirits, fairies, ancestral ghosts, angels, etc.
      • The player or others might disrupt this situation
So that means it might be gods, or fearies, or megabeasts, or nothing at all.[/list]

621
DF Suggestions / Re: Dye Industry Rework
« on: December 26, 2017, 02:47:22 pm »
I have to admit after making fort after fort past months to get dying to work, the prime thing I'd like is to have a detail job on "mill plants" and have boxes and bags separated in the manager. I've had an easier time making soap and glass than I have with dying cloth.

As a side note: Pigments in real life tend to be expensive because of the following factors: Durability, Light-Fastness, Chromacity(how colorful it is), and Rarity.
So, for example the preference for purple and red for nobles came from tyrian purple, which was a difficult to create pigment made by doing weird chemical stuff to murex snail shells, which had a really chromatic result. Similarly, bridal gowns in ancient Greece and Rome were painted yellow, specifically Saffron yellow, a pigment made from saffron(crocus stems), and was prized for its chromacity as well as seen as the primary fertility color due Crocuses being a spring flower.

You can calculate chromacity for RGB colors quite easily by taking the largest of the three values and subtracting the smallest of the three values from it, so theoretically DF itself can assign a color from its colorlist to a pigment, calculate the chromacity and generate the rest.

622
DF Suggestions / Re: Workshops as zones (and tool use/durability)
« on: December 08, 2017, 09:54:23 am »
Well, also don't forget that certain tools are not really that hard to come by. Wine is made by squeezing fruit juice and sticking it into a barrel for a long enough time. DF already requires the barrel, df already throws way too much fruit at you. Beer making will require water and fire, and distilling and long term wine storage will make the difference between an old fort and a new one. (And you can actually prepare all sorts of food with a campfire, or even just making a pit oven in the ground).

The biggest issue I have heard people point out to this topic is the one of tracking the tools. Because while the manager now makes it relatively easy to keep your fortress stocked on all sorts of stuff, there's still problems where Urist McCarpenter was busy sawing planks for a bed, but then the season changes, McCarpenter is drafted into the military, but forgets to leave behind the saw, leading to Urist McCapentersApprentice to cancel the job because the saw got misplaced.

So it would presuposse the AI being a bit more diligent about storing things.

623
DF General Discussion / Re: Future of the Fortress
« on: December 08, 2017, 08:50:19 am »

A real bugfix cycle. There's still many bugs left on the Mantis tracker. Stuff like IMPAIRFUNCTION syndromes don't update except when the limb gets damaged.
What is a "real" bugfix cycle? Because many of the bugs on mantis are a problem with temporary systems that will go away later, so completely emptying mantis is not possible at this point.

624
DF General Discussion / Re: Future of the Fortress
« on: December 08, 2017, 08:24:31 am »
It'd be nice to have more template stuff to work with, especially with what materials cities can be built out of / layouts.

In fact...

Toady, would you consider spending a release cycle adding more modding functionality (like the template stuff mentioned in this thread) and maybe fixing bugs / improving pathfinding?

I have no doubt people would complain because of a lack of features, but a code rewrite might be a good idea even if it took a year.

He uh... He does a bugfix cycle every time after a big release, and that include occasional code rewrites(like the way how zombies were made a bit easier to handle). You proly didn't know that given how new your forum account is, so here you go. :)

625
Check if items have been set to forbidden by the game when you returned?

626
DF General Discussion / CP437 (ascii) fonts.
« on: July 23, 2017, 09:33:59 am »
I don't know if anyone ever posted this, but I thought it was nice:

http://int10h.org/oldschool-pc-fonts/fontlist/

Basically, it is a TTF collection of fonts that are designed to look like the old school bitmap fonts as used by various computers. I figured that might be useful for people who'd want to make df style annotations in the right font type :)

If I am not mistaken Dwarf Fortress uses IBM VGA8.

627
DF General Discussion / Re: Future of the Fortress
« on: July 11, 2017, 02:25:08 pm »
the problem is to represent a sphere the squares on the grid aren't squares, they are polygons. 3d convex polygons with four nodes.

It is also, if we unfold the cubesphere to make a 2d map for your dwarves and adventurers to walk about, we get the following issue:


If your adventurer is at B2, going UP ends him in C2, and going right ends him in B3. So far, so good. However, if your adventurer is at B3, going up should lead him to C2 as well. See how awkward that'd be visually?

Edit: What could be possible is that maybe a generated world just has 6 different regions and switching between them is a slow operation ect. Then we'd have a cube world at the least. Or just 6 different regions whose initial generation comes from a sphere, but they don't necessarily have attached borders. So maybe you need cross an ocean or special mountain range or whatever by boat to get in the next region. /random thoughts

628
The problem with literature is that the resources of sites are not affected yet by trade. So if you trade away 15 -figurines-, they will never show up anywhere. Books, artifacts and masterworks are tracked by the game, so if you trade away those they'll show up somewhere at some point, but you might need to make a couple of forts to get there.

Poetry and and dance are in a similar position, so maybe it might be an idea to retire, and then start a dwarf in your own fort and compose poetry like there's no tomorrow? (and annoy all the tavern people with said poetry) :D

629
DF General Discussion / Re: Civ Symbols
« on: April 29, 2017, 06:31:47 pm »
You can also see a ascii symbol representation of it in the list entities in legends mode. That's the little symbol to the right next to the name. Mind you, this isn't more descriptive than 'silver fish on blue background' but it's a start. These also show up on the historical maps.

Supossedly hearthsmen have entity symbols sewn onto their clothes, but I think that is the government symbol, not the civ symbol...

630
All major webbrowsers have a 'change code of webpage directly' functionality these days, it's just not hotkeyed the same way everywhere. Even internet explorer and edge. Unless your company is still running IE 6 or 7, in which case I would start making friends with the sysadmin.

Pages: 1 ... 40 41 [42] 43 44 ... 94