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DF Suggestions / Re: Improved Farming
« on: August 30, 2010, 03:17:27 pm »Exactly. Its why we don't use 8 bit sound or color anymore.
Yet we still use 8-bit characters to represent everything in the game....
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Exactly. Its why we don't use 8 bit sound or color anymore.
Generally speaking, the Farming Overseer telling the player such-and-such a crop is a light, medium, or heavy feeder. (Along with reccomendations of what fertilizers are appropriate.)
It might be best to do something similar with fertilizer... I was thinking of having some sort of bounded range. Something like 1-3 bags might be a little too anal, so I think that just a "light fertilizer" "medium fertilizer" or "heavy fertilizer" scheduling, along with enabling the specific types of fertilizer to use would be most sensical.
Well time to disregard the current conversion and blurt out a random question.
Will there be any interactions between wanderers and your fort? The ability to set up an inn for them to stay in would be cool. Maybe expand thieves to pretend to be travelers at first?
That sounds slightly amusing... but what will wanderers do at your inns? Do they purchase food and drink? If they "purchase" it, how do they pay, because players may not want coins...
You might be able to start with the breadth-first search and give up if you don't find anything within 5 or 10 steps, reverting to the old method. That actually sort of makes sense in that a creature should be able to figure out the truly closest item within a short distance of themselves, but will maybe make the wrong decision for stuff further away.
I said at worst you'd be required to know what pH any given crop needs. Ideally the dwarves would take care of it, but you'd still be required to produce lime or the job will cancel ("cannot fertilize field: no lime bags").
And this is why I say you don't really understand what it is you want, Hammurabi: You want your planning and ability to design systems and everything that I'm proposing, but you claim you want it for free, that you don't want to work for something, that you just want it handed to you. You reject it simply because it's *sigh* FARMING, and therefore, it's beneath your notice. It's only noteworthy if it's a tech upgrade you spend 3 turns worth of your Civ's research points on gaining a +50% population growth rate.
Oh my god, no.
At worst I see a control doodad that allows you to set the desired pH level and that dwarves will add lime (or whatever else) to the farm in order to raise/lower the pH level.
Sure it is, it has everything you've ever argued for in terms of "Interesting Choices", (provided you aren't arbitrarily moving your goalposts at the moment just to keep arguing), it's just that you don't realize it yet. You'll love it as soon as you have it.
Realistic until it imposes on fun.
Having to dedicate two or more entire z-levels of a 4x4 embark is too much. It imposes on the player's ability to have fun, as the entire surface of their fort will be farms with no room for anything else.
So what if it's hard to learn at first? So is everything else in DF, but we wouldn't say that we should strip out the military system to be a simple matter of attrition just so that people don't have to learn how to mine and make metal weapons and armor... We should strive to make the game as deep as possible for those who understand the game first, and then simply work out the best way to explain it to those who don't understand later.
Right, but they aren't "inert"; they have material properties that cause them to respond to changes in the world.Exactly, the temperature model is effecting each of these items every frame which means at very least an N crawl of the item list every frame.
No, what Jiri Petru posted was bad design. Actually it wasn't design at all.