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Messages - NW_Kohaku

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8221
Actually, it would be nice for clothing to be repairable, as well...  Especially if there were some kind of fractional accounting of thread, so that it doesn't take up an entire thread/cloth to put a patch on a slightly tattered cloak.

8222
DF Dwarf Mode Discussion / Re: Whats your favourite tame fighting creature?
« on: February 20, 2010, 11:53:51 pm »
I think wolves are a bit of a letdown... they're just untrainable dogs, when you get right down to it.

8223
DF Dwarf Mode Discussion / Re: John Galt Challenge
« on: February 20, 2010, 11:52:50 pm »
Build a huge above-ground storage for the ocean. Rig up massive pump stacks and windmill farms and pump the ocean up into that storage bin.

Once the ocean has been bumped dry, build your fortress. Then release the water to refill the ocean.

Ahhh, Dwarf Fortress.  Where else is the answer to all your problems either A) flood it with magma, B) collapse half a mountain on top of it, or C) PUMP THE ENTIRE OCEAN DRY, then flood the world!

8224
DF Dwarf Mode Discussion / Re: Can someone explain the noble hate to me?
« on: February 20, 2010, 11:43:06 pm »
Also in one of my forts a skeletal giant eagle made its way through the window and killed my duchess while in bed. The duke went mad with grief shortly afterwards.

Even without hating nobles, that's actually pretty awesome.  (Note to self, scrap those plans on making a glass tower for my queen...  Marble is cooler, anyway.)

The best thing I can say about tantrums with nobles is... be really lavish.  The easiest way to please a noble is to give them a really, really nice set of rooms... just remember that you have to make sure that each one is nicer than the last.  It's not hard when you have a legendary engraver, since just plain doubling the size of the room will easily double the value of the room - those masterwork engravings are worth 120 times the value of the stone they're engraved upon (and 50 for the rest, with 27% chance for masterwork, so 69 on average).  That's pretty much just a 4x4 room, plus the walls.

I tend to like making the nobles rooms fill up the extra space between my stairwells for the rest of my housing, and the cliff face around them when I build vertically in the mountains.  That extra space would have gone to waste if I hadn't put it in the noble's room, anyway.

Other good ways to keep nobles happy include setting up those legendary statue gardens they can waste all their time socializing around, and put in cages with at least one of every animal you can get your grubby mitts on, except for hateable vermin.  If you can get them pets, even better, they don't have to go to the cages to get the happy thoughts.

When you add in masterwork cooking, that should keep them almost permanently ecstatic.

8225
DF Dwarf Mode Discussion / Re: Can someone explain the noble hate to me?
« on: February 20, 2010, 01:53:36 pm »
You can kill the consort with complete impunity, so long as you butter up the baron(ess) first, so that she doesn't tantrum afterwards.

I gave mine a palatial residence, let her eat in my legendary dining hall, which was a masterpiece meal, and she was so happy that when I put her husband in my execution chamber, and let her watch me spike him repeatedly through the window, she still stayed ecstatic. (BWAHAHAHA!)

He actually wasn't that bad... I think he liked tin (which I had plenty of), granite, doors, and cows, or something (although I think he liked some minor gem which would have been a problem).  But there is no reason not to kill your consort (unless you're just desperate for more noble spawn)...

It's those gems that can be the worst problems.  If they demand crap you've never heard of, and you can't import any of it, it's time to have them inspect the execution chamber.

8226
DF Dwarf Mode Discussion / Re: Help me construct my perfect world!
« on: February 20, 2010, 01:17:51 am »
When you have a "volcano" magma vents will shoot up through sedimentary layers, or really, anywhere.  The map I'm playing right now has a volcanic mountainrange and ignius rock mountains, but the actual magma vent is in the sand/chalk/marble/gabbro shrubland biome. 

It's a mirthful shrubland, though, so I doubt it's what you want.

As for rejects... well, honestly, I tend to just play my gameboy or read a book while doing worldgens.  That, or go make a sandwich.

8227
DF Dwarf Mode Discussion / Re: how to complete his Elfin Doom.
« on: February 20, 2010, 01:03:03 am »
I thought elves wouldn't buy skull totems (much less even if elf skull totems)?

8228
DF Suggestions / Re: Friendship Wheel
« on: February 20, 2010, 12:53:12 am »
Giving you lots of information without having to go through several menus to look for the specific thing you want isn't exactly a strong point in Dwarf Fortress.  There's a reason things like Dwarf Therapist exist.  You'd probably be better off trying to mention it to the guys making that utility...

8229
DF Dwarf Mode Discussion / Re: You Know What I am sick of,...
« on: February 20, 2010, 12:51:11 am »
the best way to get new engravings is to do something new and cause havok (on yourself or others).
for example:
 stuff to do to goblins/elfes/humans(if you feel like it): drown in chamber; drop 20z levels to go splat; drop into pit with: bears, wolves, fire imps, alligators, gorillas, giant cave spiders, fire/magma men, megabeasts, etc;  release a giant eagle to drop them 20z levels; incase them in ice; encase them in obsidian, drop into magma pit, drop into bottomless pit/chasm; etc..... 
 material wise: farm new food goods and make stuff out of them if you havent, make artifacts, make various random crafts that you dont normally make.

needless to say, there are a lot of ways to get new engravings......

Hmm... but I really wish there was more control over this whole process.  My history is FILLED TO THE BRIM with elves dying...  almost all of them are random elves from the year 76 or something, who got slain in some unimportant assault having to do with the nearby goblin fortress.  It takes an awful lot of events in my fort to start displacing the "weight" of thousands of dead elves.  It seems like those events have equal probability of appearing as the things I do myself.  (Not that I particularly want to have my entire fortress plastered with images of the dogs I'm butchering...)

8230
DF Dwarf Mode Discussion / Re: Help me construct my perfect world!
« on: February 20, 2010, 12:13:28 am »
Well, the odds of getting something like that naturally are essentially nil, you need to start really meddling with the world gen parameters.

Upping the variability of various features per difference of tile will help make biomes smaller, hopefully letting you have access to more biomes in any given embark.  You should also try upping vulcanism, and the minimum number of volcanos.  If you want an underground river plus flux, you pretty much have to have a volcanic mountain coming out near a flatland with a magma vent, so that you get a nice ignious extrusive/intrusive mountain next to a nice sedimentary flatland (preferably a forest).  I don't think you can mess with good/evil, however...

As long as you have access to plenty of sedimentary flux, like chalk, you shouldn't have any trouble finding iron - stone like chalk practically swims in magnetite.  (Hopefully, you can get one with sand on it, as well.) (Plus, you don't need to go looking for iron, iron comes to you, wrapped around little trap-testers we like to call goblins.)  Likewise, if you have running water and a magma vent, you don't need to go looking for obsidian.

If you want serious seiges, however, you might want to look into Orc mods, Dig Deeper, or maybe the Relentless Assault mod.

8231
DF Suggestions / Re: Friendship Wheel
« on: February 20, 2010, 12:00:21 am »
Umm... No, I don't know that app, nor use facebook, however...

If you go into the (u)nit view, (v)iew a specific dwarf, then look at (r)elationships, you'll notice that you can still (v)iew dwarves on that relationship menu, letting you then go on to view their (r)elationships, and (v)iew their friends through a theoretically infinite chain already.

8232
DF Modding / Re: Custom playable race
« on: February 19, 2010, 11:57:00 pm »
I thought it was impossible to use those special attacks with playable races, however...

8233
DF Suggestions / Re: Adding and removing areas of the map.
« on: February 19, 2010, 10:57:53 pm »
Adding, if you don't mind the oddities of random ore veins, wouldn't be too much of a problem.  Removing, however is a potential problem.

First, what if you remove land, then add it back in...  You would expect that the land you removed would still be essentially the way you left it, right?  Well, that means you need to save the state of that land. 

Now, what happens if you had, say, a lava waterfall that was being fed by a tube, but since then, you closed that tube off, and killed the feed of lava to that area.  When you add that area back into play, is there still lava there, frozen mid-plummet?  Would you be able to preserve food or ice indefinitely by simply "quantum locking" it?  If not, then you need to somehow simulate changes over time... and if you're still running that land "off-board", it's probably not saving you any framerate.

Now, let's get really tricky, because we all know that players live and die by their exploits of the system.

Let's say you really wanted to set up an elaborate defense for your fortress, all along the edges of the map, but there's a problem - you can't mess around with certain constructions on the outermost 1 or 5 tiles of your map, depending on the item... no problem! Just expand your map, work the now-not-edges, then retract your map right back! 

8234
I'm not so much suggesting a wear and repair mod, just that tools that are expected to take a serious beating, like picks, should be made of metals with the sort of tensile strength to withstand that beating.  That is, instead of making a silver pick possible, but simply slower, you should simply not be able to use a pick made of silver.  Of the iron and steel picks that are allowable, I'm all for the quality of the tool making a difference in digging speed, although not a truly dramatic one.  Maybe giving them a bonus of half of what the weapons get as a bonus, a maximum of 1.5 times faster/better work than with normal equipment. 

Otherwise, the result would be either painfully slow work early on, or blindingly fast work later on.

(If, however, we ARE talking about wear on tools... Even as it stands, keeping track of picks is fairly difficult, and basically requires the stocks screen and checking what dwarves have mining labor turned on.  That same amount of effort, plus hitting tab, would tell you what the repair levels of those tools are.  Considering as dwarves put on mining duty grab their picks completely on their own (Can you tell me right now where all your spare picks are?  Or do you not care, because they handle it all on their own?), if they simply chucked worn picks back in the pile and grabbed fresh picks, and you had a "repair tool" function at the metalsmith's, which you could simply put on repeat, it wouldn't mean that much more, besides needing a few extra picks handy as secondaries.)

8235
DF Suggestions / Re: Improved Farming
« on: February 19, 2010, 10:38:31 pm »
Complicated? A single full 1*10 ditch with a 7 square moisture spread would moisten 350 squares on its own. Double the moisturizing range, and it would be 1092 squares... for just one unremarkable channelette that even an untrained miner can dig out faster than cats breed. A channel replaces a lot of manual labour by the dwarves with a bit of planning by the player, which is just the effect we need. If you consider the bucket brigade a more economical use of dwarfpower, that'll still be available as well.

Considering their depth, most irrigation (or drainage) ditches afk are just the height a dwarf would drown in. A dwarf that can't swim nor pull himself up on the edge, that is. While the dwarves wouldn't get much bang for their buck by learning to swim (short legs, ya know), grabbing the edge is a trick they will master soon enough. And that's assuming a full ditch: a climate that needs irrigation ditches will usually see them no more than at height 3-4.

Finally, why shouldn't plants be able to use the moisture from non-irrigation ditches?

The problem comes when this essentially just turns into, from a gameplay standpoint, simply one more spike on the learning curve.  Yes, the more experienced players can easily handle automated pressure-plate-based water channels fed by water reserves, but quite a few new players find nothing but Fun when they start messing with water. 

As it stands, the people who have plenty of experience with water already will spend about 3 more minutes designing a resevoir, and then the entire mechanic of needing to water crops will be completely meaningless - they have jumped that hurdle once, and never will have to do it again.

The new players, however, now have to learn how not to kill themselves making an irrigation "ditch" deep enough to drown their dwarves within. 

It doesn't wind up adding anything to the play experience (basically being just building the exact same farm you've always built, but with a trench down the middle this time, and one more trick with water resevoirs), while punishing those not yet familiar with the system.  While there's plenty of ways that new players can kill themselves, not being able to do something as basic as FEEDING themselves without tunneling a resevoir and building a floodgate-and-pressure-plate system to provide precisely 4/7 water is a little extreme.  At the very least, a bucket brigade would wind up actually causing more labor to be consumed, which addresses the complaint of allowing a single legendary farmer to feed a full fortress, without requiring any more work than what the fort's well already takes.

This is where I have to go back to saying that "realism" should not be the (sole) objective - that it should be what the player is expected to do with the system that should be the goal. 

Getting players to have a chance to set up crop rotation schedules to maximize gain, but still be able to work on the fly, so long as they have extra farmland that they can leave fallow lets more experienced players have a little something to focus in on, while letting less experienced players slide by with somewhat sloppy work.  Players can go on and modify and extend such a farm to suit their needs. 

Filling a trench with water once, then never touching it again, however, is just a way to punish a lack of forethought, which isn't the same thing as rewarding further planning.  It loses all meaning once built, except as a roadblock to further farm expansion (you'll have to dig that trench further to make your farms larger, and that will mess up your precise trench-flooding mechanism).  It hinders instead of enables.

I'm all for adding complexity to a system that is too simple... but keep in mind that even for all the complexity of modelling the exact melting points of various materials in this game, the only thing that it really comes out meaning to players is "Build anything that touches magma with bauxite mechanisms instead of other stones", and you're through.

This, then, comes back to what it should mean to the player to have water required to run a farm.  I'm a little conflicted on the subject of a special irrigation ditch and a matching pump or sluice gate, but it would afford the player a menu where they could set it for the farmers to fill or empty irrigation ditches, depending upon the requirements of the crops in question.  Even better would be if you could simply shovel over irrigation ditches the way you can remove ramps, without having to build walls on the floor below to "undig" a trench.  That would allow for more easily extensible farmlands.

Still, even that, I have to wonder if simply letting it go by bucket brigade wouldn't be better, as it would at least be giving out a little more labor for the whole thing (better if watering gave experience, instead of just being another hauling task), making feeding a fortress take at least a half dozen dwarves.

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