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Topics - CppThis

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DF Dwarf Mode Discussion / forcing rain
« on: May 29, 2010, 06:54:34 am »
For some reason its stopped raining in my current fort, and the ground has become covered with an absolutely ludicrous amount of blood from a single dead berserk dorf.  I really, really want to get rid of it with some rain and am fine with raw edits and/or hax to do it.

So, any ideas?  Just eliminating the blood would work too, though bear in mind we're dealing with probably over a thousand affected tiles so some sort of manual edit is out of the question...

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DF Modding / Modding mayor stats in raw
« on: May 07, 2010, 01:49:19 am »
I want to make the mayor a player appointed position to deal with the .31 multi-mayors issue.  It appears that all of the other appointable slots have a dependency on the mayor, and that's what is causing the problems with slots disappearing if
a mayor dies so depending it on another appointed noble seems like a really horrible idea.    Does anyone know of a good way of going about this?

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DF Suggestions / grab-bag suggestions from a new player
« on: May 05, 2010, 03:52:58 am »
Overall I'm liking what I'm seeing, a few random points to do with both features and devcycle.  Maybe some of this is in the works, or isn't part of DF's design philosophy but the occasional newbie perspective is still useful to ensure the end product isn't impenetrable to non-veterans.

1. Bugfixes, bugfixes, bugfixes.  I understand that .31 is very new and Toady's just one guy who I assume has a day job, but some of the bugs are extremely frustrating and as a new player I don't really have any interest in 40d.  I guess what I'm saying is I hope Toady keeps his eye on the ball and doesn't get distracted by side projects--owing to the nature of DF I'd rather have fewer features that all work as intended than a lot of hacked-in stuff that looks cool but doesn't work right.

2. The ability to only have one extant fortress at a time is very annoying, as is the inability to quit without saving.  Owing to how easy it is to save off files and how the current system is implemented, I can only conclude that this is a design decision and it isn't a good one.  Aside from playability the trouble of having to copy over one save at a time makes it difficult to isolate bugs and quirks.  As for what I'm assuming is the long-term desire to let players build many forts on the map I would say go with Simcity 4's non-temporal system.  Making sure neighboring forts A and B are the same age looks good on paper, but the ways of enforcing this tend to utterly kill gameplay.

3. I'd like some kind of a newbie-mode option in the ini, or at embark or something to block invaders and severely nerf wilderness threats for two years or so to give people who aren't ultra-hardcore-familiar with the game mechanics some time to get their surface constructions and upper fort going before worrying about serious threats.  A lot of people I've talked to have said one of the reasons they couldn't get into DF was they got hella murdered by goblins before they could even figure out how to grow food.
3a. Tone down immigration and wealth triggers.  A couple of successful artifact jobs seem to be capable of generating enough wealth
to trigger tons of incoming dwarves (which the fort can't handle yet) and spawn all sorts of nasty hostiles that shouldn't be showing up until the player has developed a proper infrastructure.  Losing may be fun when magma is involved, but trantrum spirals and overwhelming invaders are just lame.
3b. Nerf tantrum spirals.  I want to lose because I dug too deep and/or flooded the fort, not because the RNG hates me.

4. Owing to my status as a newbie, it's time to piss off most of the veterans.  :P  The ASCII UI is interesting, but it's hard to make things out and it just isn't all that visually appealing.  Frankly there's a reason developers moved away from straight text as soon as the technology became available.  The tilesets on the other hand do a fine job, but they're limited by the standard output and doubling up with plaintext characters causes UI problems.  Perhaps for one of the next major releases Toady could look into revamping the UI so it spits out just an array of tile structures (the game map), which are then run through an I/O module which also kicks back the player input.  In the long run it would probably save work since Toady could effectively draft the tileset makers into making the game look and feel good (i.e. the current clunky key-combo input becomes their problem) while he focuses on doing awesome new game mechanics.  ASCII could of course be one of the options for the old-schoolers.

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DF Dwarf Mode Discussion / .31.03 and INVADERS:NO ini switch
« on: May 04, 2010, 10:49:34 pm »
Can anybody confirm/deny whether, if I temporarily disable invasions in the ini, I can re-enable them later and they continue as normal?  I'm a newcomer to DF and want some time to build up my surface constructions without getting hammered by constant sieges (and maybe figure out why my marksdwarves aren't doing what they're told while I'm at it...), but not at the expense of a boring fort later on when I'm better prepared and I know some of the toggles i.e. economy are somewhat wonky if you want to have your cake and eat it too.

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