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Messages - TheSummoner

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1
This would be equivalent to allowing walls to be constructed from above, wouldn't it?

Allowing walls to be constructed from above would only allow you to go down a single Z level. It would be less useful in dealing with larger bodies of water - still doable, but you would have to wall off and drain one level at a time. Then again, allowing walls to be build from above without deconstructing when they fall better maintains the current mechanics involving cave-ins and constructions. The bigger issue with building from above is that there's still the restriction of not being able to build in water in the first place. If a tile is filled with more than 1/7 water, you can't build in it. You can set a pump to use that tile as a source and mostly deal with the problem that way, but you might run into issues when going down multiple Z levels due to water pressure mechanics. The short version is if you build a pump ring over 2+ z levels of water and try to build a second ring inside to pump out the second z level of water, it won't pump out the center of the ring, only the ring itself. Pressurized water refills the ring at the same rate the pumps move it out which stops the center of the ring from pumping out. Building from above might still work, it's hard to say whether the pressurized inflow will interrupt the building or not. I've never been able to try building within that ring of open air due to dwarves not having a valid place to stand.

I think the more plausible solution will come when moving fortress parts are eventually implemented. If you could build a wall above a body of water and set it to be a moving part, then you could lower it into the water from above. After that, it's just a matter of draining or pumping the walled off water out of the way.

2
DF Suggestions / Migration Mechanics and Management
« on: January 02, 2020, 06:20:51 pm »
Migration Skill Scaling

In a recent fort where, for reasons related to a project, I did no digging and created very little other than wooden blocks, constructed walls and bridges and a batch of training axes to trade to the first caravan, I found myself with a handful of legendary migrants (artifact creators) coming to my fort in the first year. By any reasonable standard, my fortress was a miserable, hot mudhole with little protection from the rain and a terrible infestation of overgrown insects. It struck me as odd that any accomplished or noteworthy dwarf would want to live in such a place.

When the game selects dwarves for migration, it should try to account for the relative status of a player's fortress compared to the skill of the migrant dwarf. Highly skilled dwarves would logically be well off in their current homes and have high expectations for any place they consider migrating to and thus refuse any player fortress that they consider below them. An exception would be dwarves with a high Excitement Seeking personality value, who care less about the status of their home and more about the promise of adventure an up and coming fortress can provide.

Migrants and Artifacts

When a dwarf creates an artifact, they either claim it as a family heirloom or offer it to the fortress it was created in. When an artifact creator migrates, the status of their artifact should be checked. If it was claimed as a family heirloom and has not been stolen or otherwise lost, the dwarf should carry it with him when he migrates. Related to the above, attracting artifact-carrying migrants should be difficult to attract and rare. Likewise, an artifact creator who is expelled from a fortress should take their artifact with them when they leave. These are incredibly valuable possessions and a dwarf should not part with them lightly.

Migrant Management

The player has some control limited over migration by changing settings in d_init, but there should be in-game means to influence migration waves. Through ingame menus, the player should have means to set
  • Maximum fortress population
  • Maximum immigrant wave size
  • Requested migrant skills (increasing the chance of receiving a migrant with any of the requested skills)
  • Forbidden migrant skills (eliminating any potential migrants with forbidden skills)
  • Minimum and maximum allowed skill levels for migrants (allowing the player to eliminate unskilled or overly skilled migrants)
Imposing regulations on migration could potentially have impact on the resulting migration waves. More restrictions = fewer potential migrants = smaller waves and slower growth. Managing migration could be done as a function of the Manager noble. Changes to migration regulations could also be made to require word to reach the player's civilization before the take effect, either through the caravan returning home or by sending one of your own dwarves as a messenger.

3
Forum Games and Roleplaying / Re: Elves of Amanereli - Paint adventure
« on: December 14, 2011, 06:08:29 pm »
Agreed. Lets gloss over the logistics of it, and get on with our river run.

Ok, even if we do gloss over the logistics, I still think we should (if possible) make a few smaller boats so we can have scouts watching and ahead for danger. If the frogmen (or something worse...) attack again, not letting them have the element of surprise (or better yet, getting it ourselves) could be the difference between victory and death.

4
Forum Games and Roleplaying / Re: Elves of Amanereli - Paint adventure
« on: December 14, 2011, 01:57:35 am »
I love to see a new one up. I never lost faith in this amazing story. ^_^

Dream World: 1) Undergo initiation while drunk. Spin the bottle/Seven minutes in heaven with Ima and Ale. At the same time.

2) Try to remember what happened with the real Cipone

Main Story: 1) Paint the turtle up like Amala's lost hat. ALTERNATIVELY make a new hat for Amala and a small one for the turtle as well. Better hats than the one Amala used to have! There should be plenty of reeds and grass and flowers around, so it'll only take a bit of time. Let Aleya Feralwhispers do it... She cares enough about the turtle to make one for him.

2) Determine how much can fit in the boat. How many elves? How much of the caravan supplies? How many trips will it take to get everything across? (Use one of the ropes to tie the boat to a tree until we're ready to go for real)

3) Find out if we have any elves present who have the necessary skills to harvest more wood in the elven way. We had that one hippie elf who fought for the right to be able to sing as we pleased... He probably could've done it, but he got his hed bit off. See if there are any others like him, but smart enough to know when to keep their mouths shut.

4) Determine how many more boats we can make with our current resoueces and decide if we want to make them the same size as the original, or if we should invest in a few smaller ones (to hold a few bow-elves and scout the swamp/protect the main caravan). A few barrels were likely emptied during the celebrations.

5) Any elves not involved in the above should try to see if there is anything useful that can be made with what can be found in the swamp. Can any form of rope be made with swamp materials? Are there any fallen logs nearby that can be used in boat construction? Can we safely extract some of that frog poison that caused that one elf to overdose and use it to coat our weapons (Do not even attempt this one unless we know what killed him was licking it and not just skin contact... Unless we've got some nice thick gloves available)? These elves should not wander out of sight of the camp. If anything is discovered, soldiers should be present while it is harvested, but not so many that the camp is left vulnerable.

5
DF Gameplay Questions / Re: Square ASCII?
« on: September 17, 2011, 01:03:50 pm »
If you want a square tileset that is as close to the default as possible,this would probably be your best choice. The original tileset is 8x12. Personally, I think 8x8 is too small to use, so 12x12 is probably your best bet. The Hanuman set looks really close to the default but resizes the tiles to keep things square.

As for why the background would be pink... Do you mean ingame or just in the image itself? Because the image is suppose to have a pink background. If it's appearing ingame, I don't remember exactly how to fix it, but I'm pretty sure you need to do something in the init file to make it work properly aside from just specifying the new file.

6
I never actually finished one of these before my OCD took over and I abandoned, but I've tried this several times. Here's what I usually do...

Embark somewhere with a river (not brook) and a good freeze-thaw cycle. It may take some experimenting to find a good spot. This is more due to the OCD I mentioned than any necessity... You'll never run out of ice and you won't have to ugly up the map to get it.

Start building your walls right away. How important this is depends on how much of an aboveground area you want to secure. I tend to go big... Large walled off area with the aboveground part of the fortress inside, giving my civilian dwarves aboveground safety and a place to grow aboveground crops. Everything several Z-levels high. Because of this, I usually have to get started right away to assure I am walled off before the first ambushes come. If you're aiming for a area or are going in a permanantly frozen area, this is less important.

Likewise, enable masonry on as many dwarves as you can spare. Building constructions doesn't grant experience (atleast last time I played, which was 31.18 I believe), so even if you prefer your dwarves have clearly defined roles and not get experience in jobs you don't want them doing (like captain OCD here), it won't be an issue. Again, how important this is depends on how large scale your project will be.

Build a small constructed/underground path from your fortress to the river. This will allow you to continue gathering ice and building, even while under siege. When the freeze comes, you can dig a ramp into the ice and begin mining into it without exposing your dwarves to death from above. Again, only matters if your map has a freeze/thaw cycle. I usually go with a constructed path because I don't like to ugly up my map with unnecessary digging.

As mentioned above, you can only rely on ice for constructions. Buildings and bridges will melt.

7
DF Dwarf Mode Discussion / Re: Can you starve out seiges?
« on: September 07, 2011, 08:56:06 am »
I believe this calls for !!SCIENCE!!

8
A legless one-headed hydra is a good idea... But an eyeless, toothless, legless, one-headed hydra is a better idea.

9
DF Suggestions / Re: I am disturbed right now
« on: August 27, 2011, 12:56:27 pm »
Toady you are ruining this game.

And for those of you that say, its his game he can do what he wants.. that may be the case but 90% of people that start a business are fired from their company within the first 2 years because they start destroying it.

Just saying, if this was a company you started and you were doing things the way you are, You would be ejected from the company faster then you could collect your unemployment check.

You say that as if it's a good thing. Dwarf Fortress is Toady's brainchild. His vision, his project, his creation. His priority seems to be keeping creative control over the game he came up with and built from scratch. So long as he can maintain that control, the game remains pure to his idea of what it should be. If his way of assuring he keeps control is to singlehandedly develope the damn thing and devote countless hours of his own life to bettering the game, so be it.

DF is far from perfect... There are plenty of bugs (though none make the game unplayable) and the interface definately needs some work. It's also an alpha... An unfinished game... One that we're lucky to even have the ability to play at all considering how early in development it is. You don't like the ascii graphics? Either download a graphics pack or suck it up. Personally, I prefer them. A bunch of g's and k's and e's running around attacking smiley faces is better than squinting to try to make out the difference between a bunch of tiny 12x8 pixel sprites. And yes, you have the option of changing the tile size (I personally use a 12x12 tileset because I prefer things to be square), but the larger you make them, the less you can see in the game world at any given time. Graphics do not make a game good, and whether or not you like the default ascii is not a valid argument against the game. Combat is fine. Have you ever played a RTS? The way combat is handled in Fortress mode isn't much different. Hell, atleast DF has the novelty of using a complicated wound system rather than going a hitpoint system where there is no difference between full HP and 1 HP.

Who the hell do you think you are to say he's ruining the game?

10
Forum Games and Roleplaying / Re: Elves of Amanereli - Paint adventure
« on: August 10, 2011, 05:02:13 pm »
Or... Do polish until you're satisfied with it. Then post it when you're ready.

Seriously... Were it me being told not to bother trying to make it look good, I'd probably respond with intentionally crappy drawings. Stick figure Amala stabbing stick figure Cipone in the eye with what appears to be a fork and then proudly proclaiming "Now to rescu the careavan!" and a panel of her flying while carrying it all away.

11
Forum Games and Roleplaying / Re: Elves of Amanereli - Paint adventure
« on: August 05, 2011, 12:25:46 pm »
Maybe he took a few days to let people put in suggestions and then took a few more to draw it. It's already done, but he decided to add an extra day to the wait every time someone complains about it not being there already.

It's free entertainment and I'm sure he has a life outside of drawing for our amusement. Most people do. Be patient.

12
I've been following this since about March... Even though the only updates since then have been the recent ones in Amala's mind, I've been checking back every few days, waiting for this to return. This is the first time I've actually posted on this thread.

First off, congrats on finally getting your new tablet. Though, considering how good your drawings using only the mouse are, I'm surprised you even need it.

Second, I would like to see Amala's first battle. The first time she had to pick up a weapon and fight to protect her own life and possibly her home as well. The first time she actually had to kill another living thing for reasons other than food. (Then again... Cannibal elves, so we might see some of that in the aftermath of the battle anyways). So...

> Imagine Amala's first battle.

Or...
> Imagine the princess without her clothes on.
... That works too.

13
DF Gameplay Questions / Re: Possessed Mood...Asking for 'Onshensumun'
« on: January 05, 2011, 04:35:37 pm »
Onshensumun would be the name of the artifact hes trying to make... Hes not asking for it, hes saying it needs... whatever it is that he needs to make it...

14
"Whoa... This chair is really comfortable... This chair is even MORE comfortable... This is the most comfortable-OH MY GOD! How is this even possible!? It's not the chairs that are comfortable...It's my pants! I have the most comfortable pants in the world!"

15
We didnt listen to the bastards when they were alive, your average DF player looks for any excuse to douse these gits in molten rock.

And you think its pefectly fine that in a fantasy simulation/worldbuilding game that takes such great pride in accuracy and fine detail to keep track of individual teeth that there is no penalty for killing your king... several times?

What makes you think we're going to honor his funerary requests?

The fact that if you don't, his ghost will start throwing parties, killing your productivity haunting everyone, perhaps going as far as killing other dwarves.

"Whats that?  Entombed forever in the magma sea?  Sure."

I know you were joking, but that sounds like something a Dwarf King might actually want... Could be one of his possible demands... "Erect a slab in my name and cast my corpse and three artifacts made of stone into the magma sea! Fail me and more shall join me in the afterlife!"

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