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Messages - TheyTarget

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136
DF Suggestions / Re: How organ injuries should work...
« on: December 07, 2010, 11:47:46 pm »
Remember, people, that dwarves are much more sturdy than weak, flimsy humans. If a gut wound puts down a human, it should probably only be as bad as a sharp kick to the nuts for a dwarf.

I agree with this point. There should be some clear differences between humans and dwarfs, but its where to draw the line? I mean, no one will argue the dwarven liver is the strongest organ known to exist, but what about everything else.

137
DF Suggestions / Re: How organ injuries should work...
« on: December 05, 2010, 08:56:48 pm »
I'm gonna go with some experience. I've been stabbed a few times (Not Explaining It), and anything in the torso should drop you. I've had exposed bones in my limbs and could still move fine (and probably fight with the uninjured areas), but a nick in the stomach and I couldn't move for two days, and was in the hospital for three with my entire digestive system shutting down. I think the thing that needs the most balancing is organ damage, cause anything there gets hurt and you're going to go into some form of shock. When I see a dwarf get a hand/part of his arm chopped off and keep fighting I can understand, but Urist McStabbedInTheChestEightTimes should have been on the ground and Coup de grāce'd long ago. It doesn't have to kill them, I lived obviously (thanks to lovely medicine), but the combat capabilities of the dwarf should be nearly zero. There should definitely be some factors that help a dwarf, but right now it's laughable.

My guess on what would help, and please debate me, willpower, focus, and recuperation as I see. To varying degrees.


138
DF Suggestions / Re: combine a few skills
« on: December 04, 2010, 11:20:57 pm »
DnD 3/3.5 also has a lot of skills, and you only get so many skillpoints per level.

Yeah, it's a party game, and you're suppose to balance the skills between each character in your party. So you don't have two people arguing over who gets to pick the lock, and ten minutes later the same two people realize they both wanted lock picking and neither of them took disable device and they both die in a fireball trap. (I've been DM'ing to long) Kinda derailment.

Anyways, I don't think simplifying dwarf fort would ever help it. You can make your weapon smith and armor smith the same guy, and the skill set should cross a little, but a legendary weapon smith wouldn't be a legendary armor smith. Or I just have no clue what this thread is talking about and if thats the case I'll just listen.


Well, my point was, that some skills could be (perhabs) combined, while some others might be divided into sub-skills, but In any case it is not exactly clear, how namy, and what skills should there be, and people will argue over any changes anyway. Having either too many or too few skills is bad, but finding the balance between these extremes is fun.

As for wood burning, soap making, lye making, milking, cheesing, and so on: I usually enable most jobs that don't influence quality of finished product on my haulers, and don't care who does it. I find it practical, since I usually (ie when not collecting goblinite, deforest, or some such) have some unemployment anyway.

As for my DnD sessions (as a player) we had "who presses buttons on the puzzle" kinds of arguments, since everyone wanted the xp for himself to stay ahead of the rest of the party. This often ended badly. We were also not above ninjaing loot from each other. My character only stayed with them, because they increased my chances of survival (if only slightly). If possible, I'd have been quite happy if some unfortunate accident happened to their characters, and mine could take their phatz, or better yet, XP for killing a few CRs equal to my level :> Yes, I know, DnD is about cooperation and team spirit, not competition, but screw that.

Perhaps this thread could be a good place to discuss what should be changed as far as skills and possibly workshops. And yeah, in DnD I would never tell them how much XP they actually had or what they got XP for, and started each session, by saying who leveled up and to what level, then they did their thing. It seemed to solve most of my problems. Though they still argued to death about who gets that gold piece that was on the goblin, that fell off a wall.  I'd talk about something relevant but it's to late and I'm far to busy.

139
DF Suggestions / Re: combine a few skills
« on: December 02, 2010, 04:29:55 pm »
DnD 3/3.5 also has a lot of skills, and you only get so many skillpoints per level.

Yeah, it's a party game, and you're suppose to balance the skills between each character in your party. So you don't have two people arguing over who gets to pick the lock, and ten minutes later the same two people realize they both wanted lock picking and neither of them took disable device and they both die in a fireball trap. (I've been DM'ing to long) Kinda derailment.

Anyways, I don't think simplifying dwarf fort would ever help it. You can make your weapon smith and armor smith the same guy, and the skill set should cross a little, but a legendary weapon smith wouldn't be a legendary armor smith. Or I just have no clue what this thread is talking about and if thats the case I'll just listen.

140
DF Suggestions / Re: Carpenty workshop should be able to make wooden carts!
« on: December 02, 2010, 03:21:00 pm »
I wonder how you'll feel about this suggestion when it dawns on you that dwarves won't be able to move those several ton boulders at all without the equipment. We might be able to chip them into smaller units by then but still, chances are, mine carts are useless unless a reason to have such carts is implemented. Right now dwarves can lug said several metric tonne boulders with quite the ease.

I think the idea is, they can carry more then one object at a time, or with some form of automation, have to carry it half as far, or twice as fast.

141
DF Gameplay Questions / Re: Why is .31 so much slower than .40d ?
« on: November 30, 2010, 01:31:48 pm »
I'm not being either. I'm asking for you to set some clear cut definition of high performance. Where is the line? Is 40 fps high performance, but 39 not? You need to have everything defined to really run a fair study. The 100+ with over 50 fps works for me.
Alright... the quote/question just struck me as... odd, with the conversation. You or forsaken1111's forts seem to be the best examples here. Nobody else has reported the 100-dwarf/100fps phenomenon.

Edit: Single-core CPU. I sort of expected that, actually. I'm beginning to suspect that the game runs notably worse on multicore systems. Temp/weather off helps, though, I'm sure.


As a related side-note, does turning temperature off stop freezing in the winter? I'd been keeping it on for the purpose of my ice-sculpture projects.

I don't know that. I always turn it on when my forts in a cold area. Which as you guess lowers the fps a bit. And yeah it's fine, my mind runs faster then my hands so I sometimes don't express my thoughts in an easy way to understand.

142
DF Gameplay Questions / Re: Why is .31 so much slower than .40d ?
« on: November 30, 2010, 09:24:08 am »
102 dwarfs
Have a minor cat-spolosion(cant be exact on the numbers got about 10 females most likely pregnant)
Minimal splatter
Processor AMD V120 2.20 GHz
Ram 3.00 GB
64 bit operating system
Windows 7
World was medium, 4x4 embark
Version 0.31.17
Temperature Off
Weather Off
Everything else On
It's running between 85 fps-100 fps.

Anything else just ask.

143
DF Gameplay Questions / Re: Why is .31 so much slower than .40d ?
« on: November 30, 2010, 08:17:17 am »
Define high performance.
... I'm trying to decide if you're being funny or just intentionally obtuse.

This entire thread has been a back-and-forth between people getting 50fps with medium fortresses, and those getting 100fps with developed ones (alternately, between the people who got better performance on 40d and .31). Obviously, I'm talking to the latter category.

Here, let me be a bit more specific.

"Someone who can run a fortress with 100+ dwarves at better than 50fps."

Better?

I'm not being either. I'm asking for you to set some clear cut definition of high performance. Where is the line? Is 40 fps high performance, but 39 not? You need to have everything defined to really run a fair study. The 100+ with over 50 fps works for me.

144
DF Gameplay Questions / Re: Why is .31 so much slower than .40d ?
« on: November 29, 2010, 01:13:34 pm »
We'd have to have a baseline for save/settings for that to work, but it would certainly be interesting.

On that note, would any high-performance folks be willing to post a save of a developed fortress? Or better, an upload of their game directory WITH a save, so we can be sure the baselines are the same.

Define high performance.

145
DF Suggestions / Re: New Military Order: Escort
« on: November 29, 2010, 12:10:30 pm »
Ze idears:

EXISTING:
 - Move to point (station)
 - Move en route (keep moving along route)
 - Attack/Kill target

NEW:
 - Escort target
 - RTB (i.e. GET THE HELL OUTA THERE!)
 - Stealth
 - Hold fire/keep back
 - Fire at will/charge

Hold fire and stealth should probably be the same thing, cause once they fire they aren't sneaking, and I don't see any use to hold back that can't be accomplished with the RTB or defend burrow.

146
DF Gameplay Questions / Re: CATS!!!
« on: November 29, 2010, 12:08:15 pm »
I don't want it cut off completely, or I'll have no well.

Dig it out after the hippos are gone.

147
DF Gameplay Questions / Re: CATS!!!
« on: November 29, 2010, 08:21:04 am »
I've got hippos breeding in my current fort. I can't stop them, because the river they live in is many z levels down, in a deep gorge by itself. They just breed and breed.

Will cutting out vast channels at the inlet and outlet take away some of the water so that my military can handle the job?

Might lower it down. If it sources off the map, your best bet would be to cave in the areas where it comes from. That should block it off, then I'd dig a pit and channel it down to the next cavern layer, or a tree farm (remember grates don't want to just move your problem).

148
DF Suggestions / Re: New Military Order: Escort
« on: November 28, 2010, 03:34:39 pm »
  I really want this so I can better protect my weavers/miners. Possibly hunters, or I need to find a way to forbid the novice hunters from hunting dangerous stuff like cave crocodiles.

Yes. I want.

149
DF Gameplay Questions / Re: Why is .31 so much slower than .40d ?
« on: November 28, 2010, 03:31:31 pm »
Here's a question to the people with good .31 performance, is your CPU single/multi core, and what OS are you running? XP? 7? Linux? x32 or x64?

It played bad on my desktop (multicore xp), it played well on my first laptop (multicore vista), and it plays amazingly well on my second laptop (singlecore windows 7). Those are the only computers I play dwarf fort on. Though, when I think about it, 40d played way way better on the desktop, but that was the only one. And the difference was 5-10 fps .31 and 40 fps 40d. .31 has been better on all the other computers though.

150
DF Suggestions / Re: Make working dwarves obey traffic designations
« on: November 28, 2010, 03:22:34 pm »
I wouldn't mind another designation, that is completely forbidden. It might even help fps. Oh, and i'm pretty sure dwarfs always build from the north, and then the west if possible. So with some clever thinking, you can usually prevent most if not all dwarf stupidity but planning carefully.

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