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Messages - therahedwig

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631
DF General Discussion / Re: life without dfhack or therapist
« on: July 23, 2016, 05:37:54 am »
I have to admit I never really noticed a difference between 'with therapist' and 'without terapist' myself.

For the last mega-project I did (two-world-tile bridge goodness), mastering the minecarts and hauling routes was far more important than optimising the fort-labours. With the new manager system, I imagine the last micromanagement(keeping the production of stone blocks up) would be fixed as well.

dfhack I only use for stonesense. Because I wanna make stonesense pretty :3

Edit: thinking about it, right now the biggest challenge for me is the trade-off between layout and getting your dwarves inside quickly and starting up food production. Do I prioritize getting the efficient layout done first, minding the distances to stockpiles, or do I start by making big-ass stockpile rooms, and how do those fit into the efficient layout, and what about the cistern in difficult water regions, and exploritory mining, and... :p

632
DF General Discussion / Re: Future of the Fortress
« on: July 23, 2016, 04:53:13 am »
Right now the marriage mechanics in Fortress Mode are incredibly micromanagement-intensive, when they didn't use to be.

I hope Toady makes falling in love and having children a more organic process for your dwarves as part of this update.
I was under the impression this was because socialising doesn't work right...

633
Utilities and 3rd Party Applications / Re: Stonesense: Usage Poll!
« on: July 07, 2016, 11:29:44 am »
I realised I never submitted these: Dwarvest Moon wheat sprites

Stupidly enough, I also had some instruments and extra cactus sprites, but they're on my other computer. I couldn't get anywhere with the stonesense hd stuff myself because it was just too much, and I had an absolutely awful year with schoolwork.

(Also, RAMPS!!!)

634
DF Suggestions / Extended Aquifers
« on: July 06, 2016, 09:23:17 am »
Based on the future of the fortress thread talking about aquifers. The point came up that even thought aquifers are pierceble, they are a little obnoxious to deal with. Let's talk about what would need to be done to make them a little less fiddly and capable of murdering all your miners. As well as all other aquifer suggestions you may have.

I tried doing my research, and there's been very little mention on improving aquifers before:
The Underground Diversity Thread suggests aquifers that generate water slower, as well as a mini aquifer: a spring.
The cooking mega thread suggest we should use aquifers as a high-quality water source.
The watery diversity thread doesn't have much more than aquifers contributing to Soil Liquifaction and hot springs.

Research on aquifers themselves shows that generally aquifers are removed... by mining them. Obviously, because aquifer water is quite high quality drinking water, and real life aquifers are finite. Within Dwarf Fortress however, the main cause of aquifers being so tricky is that dwarves refuse to build on semi-wet tiles, something that is sensible on unsensible depending on how you think dwarves make their walls non-porous(sensible would be by using concrete and mortar, that would not be possible in semi-flooded tiles, but unsensible might be a dwarvish ability to cut stone that tightly.)

So my suggestion is that either dwarves need to be able to build on semi-flooded tiles, or aquifers need to be finite in size, and preferably a necessity for a lot of alchohol.

635
DF General Discussion / Re: Future of the Fortress
« on: July 06, 2016, 08:52:54 am »
I think there has been acknowledgement that current aquifers are awkward and that it is actually pretty impressive players can pierce them to begin with.

Here, I made an aquifer suggestion thread for your aquifer suggesting needs.

636
DF Suggestions / Re: Sex
« on: July 04, 2016, 06:42:43 am »
uhm...

Quote from: Toady One
Quote from: Whatsifsowhatsit

What would "bleak and horrifying" entail? Would this include some of the things that have traditionally been avoided in Dwarf Fortress for various reasons, such as sex and (lack of) consent and whatnot? (There were, I think, some other similar things that I don't remember off the top of my head.)

Oh, and at the other side of the spectrum, is "No death [...]" to be taken literally? Will there be no death at all in this setting (and what would that mean for the demographics and such of the worlds)? Or just no death due to fights and wars and the like?

Nah, we weren't thinking of going that way.

Yeah, no death at all.  Use of the attack button in adventure mode removed, etc.  We were thinking of intermediate setting(s) where wars and attacks against intelligent critters would be off, but e.g. hunting and butchery would be permitted, so you could still do the ranch-fort thing without worrying about wars or extortion or whatever.

Source


I think this should indicate neither will be in for a while. Not that it's gonna stop you discussing it, but.

637
DF Suggestions / Re: Sex
« on: June 30, 2016, 07:10:01 am »
Okay, so, after reading this thread, the I have come to the conclusion that the real reason sex won't get in beyond flavour text is because the majority of the player base isn't mature enough for it.

638
DF General Discussion / Re: Future of the Fortress
« on: June 30, 2016, 06:46:52 am »
I am staring at that devlog and at the mention of the alternate magical lands, aligned with sphere and stuff. And It just hit me, we've had threads about alternate landforms, buttes, hot springs, geysers, etc. But has anyone ever suggested floating lands? They seem a very common fantasy staple(with the more extreme examples having there only be floating lands and sea, or floating lands that move about the map... perhaps a bit too intense for df), and they'd probably need floatboats to be any fun, but I can't off the top of my head recall floating lands be suggested or talked about.

Anyone recall?

Edit: Since when are there so many sex and reproduction threads in the suggestion forum? Did everyone who suggests poop decide that if not the digestive system, the reproductive system needs to be the one that is simulated 100% correctly in df O_O

639
DF General Discussion / Re: Future of the Fortress
« on: June 19, 2016, 06:03:54 am »
Surely, that would make Adamantine more like Ultima's "Glass Sword": Super strong, but single use, effectively.

Hm... I wonder if the myth arc will mean some of the hardcoded myth stuff, like adamantine will dissapear...

Will it be possible for modders to introduce some 'hardcoded' elements into mythgen? Like, for example, a God of War named Mars, or a God of Music named Eru Iluvatar? How much do you think it'll be possible to shape mythgen over time?

640
DF General Discussion / Re: Myth Generator: I don't get it
« on: June 10, 2016, 05:55:02 am »
Yeah, the idea of the mythgen is that it generates pre-history for all races, and Toady has stated several times he'd really like to get some of the bigger events in the myths to have an effect on the world gen, so that, if there's a cosmic egg breaking, and the mythgen says they fell into the sea, the worldgen will make big cosmic egg-material landmasses in the sea. (And then, make the civ entities smart enough to use these locations if they're magically inclined)

641
DF Gameplay Questions / Re: Stress Levels out of control
« on: May 12, 2016, 05:02:39 pm »
Therapist should tell you about his personality... maybe he's stress prone?

642
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 11, 2016, 12:49:05 pm »
Yeah, noticed that as well. It's otherwise pretty fluid though.

And seeing as there's no need to give your manager a chair at the start, you could basically spent a whole hour setting up jobs, set up mining, make some provisionary workshops, and unpauze to check back in an hour.

643
DF General Discussion / Re: Future of the Fortress
« on: April 26, 2016, 11:10:34 am »
Quote
allowed work orders to be automatically restarted with different frequencies (always/monthly/seasonal/yearly), respecting any conditions.

Any conditions? What kind of range is that 'any'? What is the craziest condition you implemented, or will be possible with your implementation?

644
DF Suggestions / Re: Sauna anyone?
« on: April 23, 2016, 10:37:47 am »
Alternate methods for bathing would be nice, yes. Right now, we have cleaning at a well with soap. This doesn't always work succesfully, especially with containment duplication on, so many players also implement a 3/7 filled ditch where they force dwarves to walk through.

You could build a 'stove' which then can define a sauna/banya/hammam/thermea room of sorts, and your dwarves sit there and sweat it out for a bit. Use charcoal to run it for a month if you are insistent on making it consume resources.

645
DF General Discussion / Re: Future of the Fortress
« on: April 13, 2016, 03:03:49 pm »
Ok... different topic: What kind of conditional workorders are YOU gonna set up every time you start a new fortress once this function gets in?

My main one would be 'if plump helmet > 10, brew', because I always lose track of the still.

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