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Messages - Anathema

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196
Yeah, I've spent some effort trying to get good flat volcano embarks as well. The first step is, of course, setting the minimum volcano number to the maximum (200), more volcanoes means you're more likely to find whatever ideal volcano spot you have in mind.

Turning volcanism x/y variance up a lot seems to help (the world I'm playing now was generated with 1600 each, maximum is 3200, got to try that sometime). With low variance your volcanoes tend to be clustered in mountain ranges (not known for being particularly flat..), but with higher variance you get them scattered in various random places, hopefully a few in flatlands.

Turning elevation x/y variance down should also help to get more flat land (I find I can't get away with much less than 400 each, or it just rejects everything). By the same logic, fewer full/partial edge oceans means more viable flat land for your volcanoes to spawn on.

In the end you'll still wind up with most volcanoes in sloped terrain, and the ones that do spawn on otherwise flat terrain often get a sort of small hill/spire created around them (this may be close enough for your purposes, if it's a relatively small spire you can mine it away and be left with a flat volcano), but you do rarely find a natural, completely flat volcano.

There are very likely other world gen settings that would help which I haven't discovered yet, but there's a limit to how far you can push things without getting every world rejected. Still experimenting myself..

197
DF General Discussion / Re: ALternative Interfaces, or, DF for the Blind
« on: August 03, 2011, 01:00:25 pm »
In fact, the tiny ASCII sample in the New York Times article read just fine, though I have to wonder how you guys track individual dwarves if they all are the same symbol.

You really can't tell individual dwarves apart just by looking at the graphics; color indicates their general profession (you can tell a metalworker from a craftsdwarf, but you can't tell a woodcrafter and a stonecrafter apart), to know more detail than that you have to use a command to bring up a text description of a given dwarf. Most of the game's information is text anyway: the graphics give a sense of the layout/positioning of things, but to get any kind of detail - even to tell different types of rock apart - you rely on text. So theoretically what you're proposing, a text-only Dwarf Fortress, ought to be possible.. but whether it can be implemented with the limited access modders have to the interface, I have no idea, it might require Toady's cooperation.

198
Plant gathering is a truly great thing and I'll tell you why. If you want lots of different kinds of booze and are farming, you have to fiddle around with lots of farm plots, seasonal crop rotations and the like. Bleh. At the moment I have an entire soil layer dug out for my tree farm and as a by-product of keeping it stripped clean of plants I now have over twenty different types of booze in my fort. Nothing keeps dwarfs happy like a vast variety of booze, not to even mention the masterwork roasts, each one with different ingredients. So strip the land bare of plants, strip the caverns, build a tree farm and defoliate that too. Plants don't belong in the earth but in barrels, waiting to make your dwarfs ecstatic with variety. I don't even bother with farm plots anymore (although it is good to have some in place for emergencies).

I just wish there was a way to permanently designate an area for plant gathering and/or tree chopping, so that new plants/trees would automatically get designated for harvesting. If that was possible I'd use this strategy too, but the hassle of redesignating once a season or so for years on end gets to me; the only reason I prefer farming is that you can set it up once and forget about it for the remainder of your fortress' life.

You just build huge farm plots, more than you need for any given crop (and considering the sheer volume of food farms produce, a 'huge' farm plot isn't very big) and assign them to a variety of crops. Your farmers will plant in whichever plot they happen to have the appropriate seeds available for, and just leave any excess plots unused, it's completely micromanagement free. If any other food profession could be set up to support itself like that, I'd be using it.

199
DF Dwarf Mode Discussion / Re: Lolwut?
« on: July 29, 2011, 03:59:53 pm »
The problem with an artifact wooden chair is.. well, it's wooden, wood has the worst material value in the game. Artifacts multiply an object's value, it's still not worth much if the base object is wood, certainly less than a masterwork throne of most metals. As opposed to a gold weapon, which you can add to a room's weapon trap - or, hey, see if it works well in combat, I'd be surprised though.

200
A 0 skill medic with diagnose turned on, who barely cared for others with no empathy just diagnosed a patient with rotten lungs (for a small cut on thier arm) and then removed both lungs.  He did not survive the operation.  It seems that skill-less diagnoses can give false results.

My god, it all makes sense now. You know how your legendary miner breaks 7 bones in a cave-in then continues working, refusing to see a doctor? Or your military dwarf loses an arm and gets a dozen other slashes from goblin blades, gets infected, but never stops patrolling? No wonder, if this is the medical care they have to look forward to.

"Ach no, dinnae take me to them butchers in the hospital, nae so long as I kin still crawl to the ale stockpile on me own."

201
DF General Discussion / Re: New to Dwarf Fortress
« on: July 29, 2011, 08:30:55 am »
Loo(k) tells you what's on a particular tile, and only living beings or things written in tan can be examined further with the Enter key.
I(t)ems tells you what's inside a building. In the case of buildings, this tells you the exact items used to make it. In the case of workshops, this also tells you what's inside the workshop. This will come in handy when you get a dwarf in a strange mood waiting for the next item on their list.
(q) is for Building Tasks, and tells you what jobs are queued in a workshop. It's also used for altering settings on created stockpiles.

.. Not to mention (v)iew, which gives you details of creatures, in particular a health summary for any creature and allows you to set labor tasks for dwarves. This game has far too many overlapping commands to get information about things on the screen.

202
DF General Discussion / Re: Real life dwarf fortress in turkey
« on: July 28, 2011, 06:48:04 pm »
Amazing, how did they manage to carve so much stone out?

The article describes it as "carved out of a unique geological formation" - sounds like they started with a natural cave of some sort, then carved/smoothed it to suit their needs.

203
DF Dwarf Mode Discussion / Re: Do graphics packs slow FPS?
« on: July 28, 2011, 06:00:15 pm »
I would not agree with you, as I have no idea what a red ampersand is, as ive been playing with a gfx pack from day 1, im sure im not alone in this.
I think you may be >_>

There's only one thing an ampersand represents, and let's just say that it's almost always Fun.

He's not alone. I played with a graphics pack from day one, I'm vaguely familiar with ASCII from seeing player screenshots, but I had no clue what '&' was supposed to represent the first time I saw mention of it on the forums (despite being unfortunately experienced with its graphical equivalent). It took a while to figure out - you can't search '&', by the way, the internet apparently disapproves of single-character searches, so there's no easy way to look for an explanation of a given character on the forums/magmawiki.

Honestly I'd rather see a screenshot in some new graphics pack unfamiliar to me than in ASCII, the meaning of a given tile in a graphics pack is usually visually obvious, that's the whole point.

204
DF General Discussion / Re: This game is extraordinary!
« on: July 28, 2011, 05:53:15 pm »
Seeing things like levers appearing in someone's name is, as far as I know, a bug - I know it happens when you try to apply an old tileset to a new patch, maybe other circumstances can bring it about as well. But anyway it shouldn't happen if you have an up-to-date non-buggy tileset - at least not to letters, the only characters I see getting replaced by graphics (with latest Mayday) are punctuation, which is still very readable.

205
Overseer: "Yes, well.. shame we didn't get a good statue in old Kib's likeness, but he had to go anyway - crazy dwarf had an unnatural attraction to slade, of all things."
Urist: "Er.. Kib had a fondness for shale, sir, not slade."
Overseer: *frowns at Urist* "Perhaps we should run another test, just to be sure. Say, Urist, what materials do you prefer?"

206
DF General Discussion / Re: NY times article on DF
« on: July 26, 2011, 03:57:06 pm »
Anyway, I thought the article was fair, but I wouldn't expect many NYT Magazine readers to start trying to find out much more about Dwarf Fortress by either playing it or coming to the forums.  I suspect the readership is probably such that this will serve as more of, say, an anthropological piece..

I agree with your analysis, the vast majority of NYT readers aren't ever going to play DF no matter how much publicity it gets, it's just not a game oriented at the average person. To them it'll be a 'human interest' story, hey look how those crazy gamers live.

That being said.. consider that a LOT of people read the NYT, 1.3 million people buy the Sunday paper, 30 million people visit the website per month. That's a lot more exposure than DF gets from websites where it is more typically mentioned (geeky gaming review sites, forums where stories are posted, etc.). If only 0.1% of those NYT readers are inspired to try the game, that's still a significant boost to an indie game like this.

Anyway I did my part, gave the online version of the article some comments on the difficulties a new player faces, and some links to the invaluable tutorials on these forums. I admit to still being cynical about most people getting into this game, it really does need a better interface among other things, but this publicity certainly can't hurt.

207
DF Dwarf Mode Discussion / Re: Seemingly endless cavern?
« on: July 25, 2011, 05:41:18 pm »
Just hit "h", the rest should be self-explanatory. Basically it lets you 'save' certain locations on your map, then later jump to them with a single key press. Convenient if, for example, you have two parts of your fort 50+ z-levels apart you need to swap between frequently.

Quick tutorial: move to the spot on your map you want to save. Hit 'h'. Hit the hotkey you want to save it to (F1 through F8). Hit "z" to tell that hotkey to zoom to this location when you press it later. Optionally hit "n" to name this hotkey so you remember where you assigned it to. After you hit escape and leave this screen, hitting the hotkey you chose - F2 or whatever - will bring you back to that spot. By default F1 is wherever your wagon starts (you can change it of course), the rest are unassigned I believe.

208
Interesting, seems like a bug/quirk of the map gen. Maybe it has something to do with the smaller river - you've got a normal river on low elevation that runs into a hill and cuts directly into it, creating a little canyon with sheer 17 z-level sides. Then it meets a major river that's on top of the hill, but the map gen decides that the major river can't be higher than the normal one, so the entire major river abruptly drops 17 z-levels straight down where it meets the normal river. The reverse is quite common on your map, a higher normal river leads into an abrupt waterfall down to a lower major river, this is harder to find though - nice work.

Really the rivers should just flow down the hillside, changing elevation more gradually, but DF's map gen doesn't seem to be capable of that quite yet - so we get perfectly flat rivers periodically interrupted by sudden waterfalls into a canyons with sheer sides. Anyway, logical or not the results are still impressive.

209
DF General Discussion / Re: NY times article on DF
« on: July 22, 2011, 10:53:30 am »
I don't know about the rest of you, but if anything I find that article inspirational. He's doing what he loves, refusing all offers to compromise his dream, while living life the way he wants to. How many people can honestly say that?

Not, perhaps, how I'd want to live my life (seriously, turkey is the blandest sandwich meat you can pick) - but that's exactly the point, it's not my life. Just keep donating and be glad that he's following his dreams - and that we can all benefit from the result - don't criticize how many sodas he drinks :P

210
As far as friends I've referred:

Most of them: one look at the graphics, and said no thanks.

One: Mastered the basics, got a fort to survive a couple years, then lost interest - just the general hassle of managing 100 dwarves got to him. He's not really a fan of requiring a third-party tool to play a game, I convinced him to use Dwarf Therapist anyway, even then he got tired of 30 dwarf migration waves. He also mentioned some stocks screen/stockpiles frustration, just too many items and difficulty finding out what you actually have and where it is.

Me: Despite climbing the learning cliff, the interface still frustrates me, and is generally the cause of me abandoning a fort and quitting for a week/month/until next patch. Top frustrations:
-Military!! Yeah I've figured out the interface and gotten it to work, mostly, but I still wince and seriously rethink whether I want to continue this fort every time I  need to set up a new squad. The entire squad/military/schedule/orders interface is traumatizing.
-Trying to do lots of above-ground construction on multiple z-levels, i.e. mega or at least semi-mega projects - again I've figured out the interface and it works, it's just physically painfully to use (literally. my poor hands). I've lose interest before completing most such projects, just because of frustration with the interface.

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