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Messages - AngleWyrm

Pages: 1 ... 36 37 [38] 39 40 ... 52
556
DF Suggestions / Re: Kill the polls when they're done?
« on: September 07, 2010, 03:01:38 pm »
You don't want to see the results of a poll? Then why look at a poll thread?

557
DF Suggestions / Re: Improved Farming
« on: September 07, 2010, 02:59:26 pm »
Yeah, I guess it would take some extra overhead time for them to eat more/drink more. Maybe the amount of time it takes a dwarf to actually consume food could be shortened quite a bit, to compensate a little.

558
Here's an idea with regards to pets and children... Set up a one way door to keep them out. Make a pressure plate followed by a channeled tile with a floor hatch on it. Set the pressure plate to 1,000 minimum weight and ~40,000 maximum weight and make sure to enable "citizens trigger". According to the wiki, dwarven children weight roughly 15,000, cats weigh 2,000, dogs weigh 30,000 and adult dwarves weigh roughly 60,000. Therefore, adult dwarves will pass over just fine, but dogs, cats and children will trigger the hatch to raise, preventing them from entering the room.

In game, humans show as 7000, dwarves and elves 6000, so the wiki is wrong/out of date. It can't be the article is out of date, because it says right at the top of the article that it is current. So it must be current. I wonder if the website maintainer feels a pang of guilt every time he updates that box, or if he just laughs at all those fools who read his wiki, or if he curses under his breath at all those rotten wiki article authors who don't obey the rules.

The maximum weight setting on pressure plates won't go below 10000 (v.31.12), so it isn't possible to make a pressure plate that adult dwarves can walk across, with citizens on.

Making the maximum go all the way down to 1000 would make a good suggestion. So: Suggestion added.

559
DF Suggestions / Re: Improved Farming
« on: September 07, 2010, 12:29:55 am »
The only problem with that is, it takes a week for a dwarf to walk from one side of the map to the middle.  They'd never get any work done (and they'd have to take a food/drink break three times in that period!).

And like most folks, I'm in favor of a substantial increase in the amount of farm plot necessary to support a dwarf. It seems likely that it will require an increase in dwarven food consumption in order to really do it right. Like maybe instead of eating one meal every six weeks, they eat six meals once every six weeks.

They would take the same number of meal breaks per year, they'd just eat more per sitting.

560
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 06, 2010, 09:48:31 pm »
The tragic mini-tale of Asom the Leatherworker:

Asom was arrested for failure to produce requested goods by the mayor, and sentenced to 100 days in jail. On the same day he was arrested, he entered a fey mood. "No wait," he pleaded, "I will make something fantastic for the mayor!" But his pleas fell on deaf ears; it was already too late, he had failed the mayor. He was chained in the dungeon, where he died a slow and miserable death from melancholy.

561
DF Suggestions / Re: Improved Farming
« on: September 06, 2010, 07:25:40 am »
Unfortunately the wiki does not go into any detail on stack sizes or modifiers for farming skill, in either the Grower page or the Farming page.

If dwarven consumption is increased to a meal/week + 2 drinks/week, a dwarf would consume 156 crops/year. If a typical stack size is guestimated at five, and harvesting is reduced to only four harvests/year, then each tile produces 20 crops/year. That gives 7.8 tiles of crop per dwarf. A maximum sized 10x10 plot would then feed/booze about 13 dwarves, a 5x5 plot would nourish 2 dwarves, and a 3x3 plot would take care of one dwarf.

Assuming the stack size is near five.

562
DF Suggestions / Re: Improved Farming
« on: September 06, 2010, 05:39:37 am »
My favorite part of this suggestion is increasing growing time to be seasonal instead of the current 2~3 harvests per season. It would cut down productivity by a factor of approximately 2~3.

The furrowing and watering could easily be abstracted away by simply increasing the amount of time it takes a grower to plant a seed. Then it still makes sense to have several growers work on getting the seeds down in time -- before the crop growing cycle exceeds the time remaining in the season.

And like most folks, I'm in favor of a substantial increase in the amount of farm plot necessary to support a dwarf. It seems likely that it will require an increase in dwarven food consumption in order to really do it right. Like maybe instead of eating one meal every six weeks, they eat six meals once every six weeks.

563
DF Dwarf Mode Discussion / Re: Starting out?
« on: September 06, 2010, 01:58:26 am »
Aha. Well correction corrected.

564
DF Dwarf Mode Discussion / Re: Starting out?
« on: September 06, 2010, 01:36:14 am »
It was a mistake on the wiki -- I've edited out the armor point so that the dwarf has ten skills.

Also, I've been having a good time with a farmer-miner build:
Grower-5, Brewer-5
Grower-5, Cook-5
Miner-5, Stonecrafter-5
Miner-5, Negotiator-3, Appraiser-1, Bookkeeper-1
Miner-5, Diagnostician-5
Carpenter-5, Woodcutter-5
Leader-5, Organizer-5

565
DF Suggestions / Re: Improved Farming
« on: September 05, 2010, 07:05:28 pm »
The mechanic of just add more [resource] until an ideal condition is achieved applies to every kind of resource, whether it is dwarves, or some pH adjusting soil additive, or anything else. It's the nature of a resource. A precious resource with several possible uses is a different story, because then there's a choice. For instance I had to choose what to forge next with my slowly arriving steel bars.

If you don't like the game mechanic of matching plants to environments, then I suggest you come up with a mechanic that involves some genuine play. Instead of just saying 'something to think about,' be specific about what the player will decide.

As far as dull button-pushing is concerned: adding a soil additive, then waiting for some timer to expire, then adding more additive, then waiting for a timer to expire -- micromanagement. Left the world of game and entered the world of marginally interactive simulation.

Also, do you want all plants on an embark to be from the same ecosystem? Rock is the most obvious and visible part of the ecosystem, and comes in a variety of types.

566
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 05, 2010, 02:00:02 am »
Just started pitting a squad of goblin archers that sieged me a minute ago, and here comes an Ettin. The ettin gets cage-trapped, and I'm going 'Cool, I'll throw him in the pit with the goblins and see what happens!'

Then I go back to pitting the rest of the caged goblins, and accidentally select the ettin for pitting while he's still being brought to the store room. The dwarf obediently lets him out of the cage, and he goes on a rampage, busting up a bunch of cage traps, and killing three dwarves before I figure out what's going on and call the military to dispatch him.

567
DF Suggestions / Re: Improved Farming
« on: September 05, 2010, 12:44:00 am »
So tell me what that micromanagement is, specifically, in this system. 

Micromanagement, as opposed to planning, is actions that only maintain a person's strategic position, instead of advancing it. Busy work tends to feel like imposing on someone else's time. Just to help define useless button-pushing.

The resources a player can allocate are the dwarves. Currently they are not precious enough, being overabundant to the point where people become annoyed at the volume and start killing them off.

I'de like to see some plant variety, and I think that the key to decision making is going to be matching plants with environments. So some work has to go into making rocks somehow contribute to crop yield. Maybe a particular plant gets a plus to stack size when it grows on it's favorite rock types, gets a minus to stack size on it's hated rocks, and yields normal stacks everywhere else. This process could become even more detailed by having minor/major bonuses so that there's five levels of stack size bonus, defining the relationship between each plant and every rock type. It's going to add to the raws though.

It also opens the door to a new process: Moving earth. It might be desirable to transport boulders of a given soil type to a designated farming region, and then crush them into mud.

568
And here's a vote for it this month.

569
E for Excellent game to play while drunk

570
DF Dwarf Mode Discussion / Re: Two dwarf challenge
« on: September 04, 2010, 02:28:30 am »
What should I name my two dorfs?

Adam and Eve

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