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Messages - Aachen

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76
DF Suggestions / Re: Sponsored... bug fix?
« on: March 01, 2012, 11:46:21 pm »
I give you some *candy*

You give me some money, since it's good *candy.*

We establish a mutual relationship.

You decide it's a bit *bitter* for my taste.
 No more money till you add some *sugar.*


....

OK, so "extortion" might be a strong word. "Counter-productive behavior" a better choice? I don't think it would somehow cow the man, if you could even build a significant presence within the community (this community, I presume) for such a movement. It doesn't strike me as honorable behavior, and I think Tarn Adams deserves better.

Sorry, though, I'm not saying that you're a bad person. I stand by my statement that it's a horrible idea.

edit: To clarify, the idea I refer to is not the OP, but a more bugfix now manifesto

77
DF Suggestions / Re: Sponsored... bug fix?
« on: March 01, 2012, 11:20:39 pm »
Wouldn't this encourage Toady to purposedly include minor but annoying bugs that are simple for him to fix? Also, purposedly ignore bugs until people are willing to pay to get them fixed.

Oh, shoot. Now he knows!

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I'm not saying he definately would, but we probably shouldn't incentivize moral quondaries.

I doubt it matters.

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Spoiler (click to show/hide)

"The community." A community willing to attempt such extortion is one I want no part of.

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Not that I'm seriously suggesting you do that, either. Just thinking out loud.

Good. It's a poor thought process.


edit: formatting

78
DF Suggestions / Re: WorldGen Seeds
« on: March 01, 2012, 05:20:37 pm »
I was thinking maybe instead of increasing the variables by including alphanumeric characters, instead of just numerics, that during WorldGen, they reroll themselves as needed, in accordance to the errors produced.  Anotherwords, the seed for say Civilian requirements(mountains for dwarfs) if it trips, then have just that seed, rerolled, and that portion of WorldGen, rebuilt.  Instead of going clear back to rerunning rivers and forming lakes, when there is nothing wrong with the rivers and lakes.  Its the mountains that need changed.  I guess, I'm asking or suggesting, more apartment rejects of specific seeds, instead of what we have, a blanket reject and reroll system of every seed.  Thanks, Knutor

It's not that seeds produce errors; rather, one's choice of parameters will cause some number of seeds to fail. Do you log map rejections? You can do so to find out what parameter is difficult to work with.

79
DF Suggestions / Re: Only one necromancer per tower please!
« on: March 01, 2012, 03:25:28 pm »
So, one necromancer per tower because other fantasy has one necromancer per tower? What is so nice about that?  That's akin to saying the elf in DF cease to be what it is to fall in line better with elves in other fictional works.

A caste-level tag like [ TERRITORIAL ] or [ ASOCIAL ] would have wider application, and is therefore a stronger suggestion. However, an appeal to "everyone else does it" or "I like it that way" isn't a very strong argument.

80
DF Suggestions / Re: Sponsored... bug fix?
« on: February 29, 2012, 11:35:18 pm »

Now that seems a bit more reasonable. However, in that case, can't anyone who really, really dislikes a bug just pony up w/o fanfare when it's  resolved?

81
DF Suggestions / Re: Sponsored... bug fix?
« on: February 29, 2012, 08:24:12 pm »
Not all bugs are equal. How much bang can one get for a buck? Some of the persistent ones could require many hours to tease out.

 At any rate, we've had three (well, two (well three)) fix-releases already! I'm feeling positively celebratory!  8)

edit: Woah. Just caught the necro

82

Incorrect... my direct quote shows:  "rare percent chance a child starts training a random skill."  Mooding is instant legendary, where training is a very slow process, no artifact and no reason for the player to wall them.  It's like building a castle and having one created from a spell... both very different.

Then, what is it adding, in terms of gameplay? A few ranks some skill at coming-of-age? Materials claimed that the player can't override? "Foo Child cancels Train: Went Insane?" Sheesh, skills aren't too hard to come by, and neither are kids, as vanilla stands.  I do like the idea of apprenticeships, but that sounds very underdeveloped.

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As mentioned before what's currently listed in the future plans does not match exactly what I've suggested and thus the reason to provide a deeper insight into the ideas.  Clearly missed by you since you view obtaining legendary status from an event which lasts less than one month is the same as training a skill over the course of many years where the experience would be probably half.  Not to mention the mood danger or the artifact difference as well.

Should the developer be trolling endless threads reading all the various discussions to glean the differences between what he has planned and what you want? Why do you need busy kids?! :D


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My idea is just an idea for consideration... it's mainly a concern because I've read lots of players who have walked away from the game say they're bored and found their last games involved them looking for something fun.  I think there's enough building destroyers, but we need something which destroys walls and tunnels thru the earth barriers.  Perhaps the tunnelers which destroy walls and earth barriers I mention could be introduced for different game difficulty levels.

Do you think a placeholder should be thrown in now, rather than be built in farther down the line in the Army Arc? You think Toady has indicated he cares that some people might get bored for a while? Personally, it's happened to me a few times. Doesn't mean I won't be coming back. And coming back. And coming back.

And seriously, you realize this has been done to death, yes?

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As a side comment I think vampires are way too common in the world.

Let me introduce you to Advanced Worldgen Parameters, http://dwarffortresswiki.org/index.php/v0.31:Advanced_world_generation (alas the old namespace)


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The trap_avoid doesn't work if the trap has the giant spider silk as described within the wiki.  The wiki makes several comments of how powerful cage traps are in the game. Once my game skills improve I will probably not even use cage traps because they feel too powerful.

That is part of the fun! You don't have to do anything, but why worry so much. "Space" is so relative in this game, anyway .... I don't know. It feels silly to quibble.

   
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Naturally 10 dual wielders vs 10 sword/shield wielders of equal skill would have the sword/shield wielders win however.  I view dual wielding more as the players rogue who comes from behind to strike for more damage while two player tank units are blocking the enemy attacks from a large minotaur.

"For more damage." So, like, magically?  Or what? I mean, this sounds like a needlessly gamey tack-on to an incredible model for combat. And, AFAICT, dual-wielding totally works for adventuring.


83
... In fact, see this thread: http://forums.taleworlds.com/index.php/topic,1223.0.html from Mount and Blade on the subject of dual-wielding, since Mount and Blade tends to attract more historical enthusiasts than this site does ....

Thanks! Quite the engaging topic.


edit:  I suppose wielding really should be nerfed. Quantumhands are a bit out there, as far as fantasy goes.

84
DF General Discussion / Re: Twelve million in the world
« on: February 29, 2012, 06:08:48 am »
Well, my update is sadly brief and (as mostly expected) disappointing.

The game crashes. Attempting to approach the tower either directly or through fast travel sends the game into a non-responsive state. Within fifteen seconds the game window closes. I suppose it's not terribly shocking, either.

Necromancers must have used all those bodies to create a black hole or somesuch.

The atmosphere of the surrounding countryside, though .... every settlement I could reach within two or so days seems to be ruined and desolate. Deserted markets are definitely a little creepy. No teeming undead hordes to be found, though.

85
DF General Discussion / Re: Twelve million in the world
« on: February 29, 2012, 12:54:19 am »
^nearly HALF A BILLION HUMANS???

I know.  I feel like I should try again. Three hundred more years and the population might exceed Earth's.

86
DF General Discussion / Re: Pains of World Generation
« on: February 29, 2012, 12:44:34 am »
Have you tried the mesh sizes? Use a small brush size and weigh the high-and-low fifth more heavily than the middle range. Disable required counts. You'll probably see more variability and juxtaposed high-low contrasts.

87
DF General Discussion / Re: Twelve million in the world
« on: February 29, 2012, 12:40:00 am »
Well, I generated the world again, from the same seeds/parameters/raws. Since I couldn't remember exactly what year I actually let the history go to, I ran it about another century and a half.

It gets so much better.

Spoiler (click to show/hide)

O, this is going to be quite the adventure!

88
DF General Discussion / Twelve million in the world
« on: February 28, 2012, 09:12:34 pm »
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299: Kixilucog, "Luredbulbous", tower
   Owner: The Berries of Hoisting, humans
   11915622 humans
   7 dwerrows
   2 halflings
   1 dwarf
   9 animated high elves
   6 animated dwerrows
   21 animated halflings
   8 animated humans
   7 animated goblins
   9 animated elves

As can be seen, I have a few mods active. Still, though .... eleven million humans?! Alas, program crashed offloading units. Second generation crash so far. I may have to follow Toady's lead and take out the site toleration from entities for now.

89
DF Gameplay Questions / Re: DF Dimensions?
« on: February 23, 2012, 09:57:15 pm »


No, that misses the point I was making entirely.

Besides, everyone knows that crouching collapses you down into a two-dimensional picture.

Equally everyone knows that dragons don't march in formation.

edit: Sorry, what was your point?

90
Tried macros (not sure if they're even set up for Legends)?

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