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Messages - CppThis

Pages: 1 ... 4 5 [6]
76
DF Gameplay Questions / Re: All axe or mixed-weapon squads?
« on: May 06, 2010, 03:43:02 pm »
My (admittedly limited) understanding of pick soldiers is that they're good early on when nobody has combat skills but picks don't really compare well to 'real' weapons with skilled users.  But since training is somewhat screwed up right now it might be worthwhile to fill out the ranks with miners.

77
DF Dwarf Mode Discussion / Re: Tigermen Slave-trading
« on: May 06, 2010, 05:09:36 am »
Heheh.

It really would be sort of fun if you could 'recruit' non-dwarf sentients to do menial work like hauling and mining.

78
DF Suggestions / Re: Possible Solution for Unkillable Undead
« on: May 06, 2010, 12:51:13 am »
But in some cases, what we really need is an AI that doesn't fear a cripple.  What's the harm with an invulnerable Titan if you can hack it down to harmlessness and your civilians won't run in fear?  Have the thing chained up front as a show of your power.  Those are the features we should really be asking for.
That would be cool, but I think the bigger issue here is that procedural generation has a tendency to produce a lot of unexpected, really wonky results and it can be extremely difficult to check for every single possible combination resulting in a mechanically invincible monster.  I'm not saying HP is a good thing or should be applied to normal situations, but when doing things dynamically it's a good idea to include a couple of failsafes.

79
DF Suggestions / Re: Number of incoming dwarfs
« on: May 06, 2010, 12:40:23 am »
I have to agree that the number of immigrants is causing some problems.  In my case it's forcing what I am assuming are mid to late-game level goblin sieges (3+ squads and troll support) plus major infrastructure bottlenecks while I'm still trying to figure out what I'm doing and get the basic fort going.

80
DF Dwarf Mode Discussion / Re: Forgotten Beasts are Fun
« on: May 06, 2010, 12:32:44 am »
Are you 100% sure it wasnt a directional drawbridge?  When raised they look like walls but are destroyable.

Everything I've read about DF says that constructions are immune to building-destroyers so this is a pretty major point if confirmable...

81
DF Dwarf Mode Discussion / Re: Hunter wont Hunt
« on: May 06, 2010, 12:26:26 am »
You need to disable and then reenable hunting in game. This will cause him to reload, but you have to do this each time he runs out of ammo. He will not reload on his own.
Would setting them as hunters via labor menu by chance be a workaround for the "marksdwarves dont carry ammo" bug or would they just go unload the bolts when they pick up their military gear?  I'd test it myself but since I'm not really sure what I am doing yet my data wont be too convincing...

82
DF Suggestions / Re: Possible Solution for Unkillable Undead
« on: May 05, 2010, 06:34:19 am »
That would work, but maybe a better solution would be a sort of 'stealth HP' that only kicks in if/when a particular creature *should* be dead from massive trauma, but isn't for some reason.  That would also address complaints about dwarves/goblins running around with a two pages of injuries and generally provide a failsafe for any unforseen future injury system bugs.

83
DF Suggestions / Re: Cafeteria Lines and Buffets
« on: May 05, 2010, 04:15:09 am »
I like it, but I'd also add I want the option to build a 'wait station' that employs one dwarf that brings food/booze out to customers in the dining room.  I want serving wenches for my tavern, damnit!

84
I'm not overly familiar with the old system but from what I've read I see the utility of both.  Pits are good (and trust me, pit defense works just fine in .31 only it takes more micro) but auto ramps are definitely more newbie-friendly.  How about a compromise, new system stays in but with two new features:

-Construction menu lets you build a pit, which doesnt 'construct' anything but eats one stone and works like an old pit.  Good for doing small areas where constructing one-off stairs isn't really an option, while adding a cost for doing so.
-When deconstructing a constructed ramp or stairs, the dwarf straddles both Z-levels and can path his way out of either.  It's possible to disable a pit stairs by removing just the upper part, but the remaining lower part clutters the pit unless you're willing to sacrifice a dwarf (in which case the pit is now cluttered with a dwarf corpse).

85
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.

86
DF General Discussion / Re: What's Toady doing?
« on: May 05, 2010, 02:25:16 am »
At the risk of derailing a derailment, has anybody got a guesstimate on when the next patch will come out?  I'm new here so I don't really know what the development cycle is, and I dig that Toady's a busy guy but I am getting very frustrated by what are apparently a couple of bugs in the .31's military/combat system.  Just wondering if we're looking at a few days/weeks or not to expect anything until Thanksgiving, and all his announcements lately have been about the code merge.

87
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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