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Messages - AxiumCog

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1
DF Suggestions / Re: Dwarfs need fresh air too... Don't they?
« on: September 12, 2010, 03:24:31 pm »
I really like the idea of the existence of an air pump causes smoke/miasma/etc. to path to it.

Imagine a rat your oh-so-loving kitten left under your bed as a present. Eventually it starts to stink, but the gentle air currents caused by the pump cause the stink to stream towards the nearest pump. Once on the other side of the pump it cannot move back through the pump(like water cant backtrack through a pump). I would say it doesnt dissipate until it is exposed to a surface tile.

In this solution, no flow calculations. Just simple pathing like that of the acorn flies. So its only an issue until you remove the source. So only smoke be generated while a forge or smelter is working. when idle its assumed the dwarves shut it down to save fuel or to prevent the magma from cooling and clogging the vents. And only miasma until the carcass is removed.

2
DF Suggestions / Re: Pit/Pond/Cistern
« on: September 12, 2010, 02:48:29 pm »
Can a mod use the "murky pool" tile as a workshop component? And will it blend? Er, work? :)

I'd like to see something like this implemented if it's not already.

Interesting idea. Mod in something like the farm plot that can be resized but all the tiles are Murky Pool. Maybe call it "packed earth."

3
DF Suggestions / Re: Pit/Pond/Cistern
« on: September 08, 2010, 03:05:21 pm »
what if it didnt disappear but if it dried out into a silt deposit, like the soil you dig through.

that would require the pits to be dug out, as if erosion and wash-out were filling it up. then to keep water collecting you need to maintain your pits.

4
DF Suggestions / Re: Improved Farming
« on: September 08, 2010, 03:02:53 pm »
The second point is a fairly strange one to make because although yes tracking more stuff would take processing power the use of the word lots implies that it would be in any way noticeable, I'm fairly confident nothing I've see so far would be.

We can already setup crops by season so if for example you planted a crop that used a lot of the nitrogen in the soil you'd just make sure one season in four you planted something else, or mark the plot for seasonal fertilisation with nitrogen. To be honest we could probably just have the farmer skill handle most of the correction and make requests for more of the various fertilisers that needed to be there.

Lets take the recent suggestion to changed the eating mechanics. That would entail that every dwarf have to decide its eating style based on factors like how hungry it is and how much food it can afford at a time etc. Each of these checks will involve multiple conditions to be evaluated, and will be(to some extent) constantly evaluated. When you have in upwards of 200 dwarf minions, you can easily end up with a large amount of overhead.

My solution is to SIMPLY change things to achieve the appropriate results( less plentiful harvests, less easy to feed everyone). Many of these suggestions require overhauls of other systems. Im trying to avoid fiddling with other mechanics.

Also, My suggestion is not to make crops assignable by season. I know thats how they already are. Im talking about changing their growing times to be seasonal. I.E. only one harvest per season. Quantities would have to be changed in order for that one harvest to put the proper amount of food out to sustain the 13 dwarfs per 10x10 quota.


A new suggestion(to me anyways again i havnt read all 47 pages):

What if the "light dusting of mud" wasnt sufficient? What if you needed a "pile of mud" and after every harvest the mud quantity depletes by one degree( pile of mud turns into small pile of mud etc.)

5
DF Suggestions / Re: Pit/Pond/Cistern
« on: September 07, 2010, 04:34:20 pm »
All good ideas, the reason i think just designating a zone in the same manner as a pit is best is that its simple to implement. Instead of having to do some complex changes to incorporate permeability of soil and such in order to keep the entire map from flooding every time it rains, only the spots designated as cisterns(which have to be a pit in order to make the zone in the first place) would flood.

This wouldn't necessarily be the final goal for rain collection, but a simple, effective, transitional function to allow that aspect of game-play while the complex realistic behaviors are developed.

6
DF Suggestions / Re: Improved Farming
« on: September 06, 2010, 04:08:36 pm »
that alone would make things more reasonable imho

good job on those numbers man

7
DF Suggestions / Re: "d" and "r"
« on: September 06, 2010, 06:09:54 am »
There's a Rebind Feature

God Fucking Damnit

Unnecessary...

It's also quite a waste of time to have people argue over what the default setting of something is, when people will just argue over what they think are better default settings.  That's why the keybindings are customizable in the first place - so that people can use whatever they want.

I agree to an extent. Yes this would be a minor smoothing of a rough edge, but with how simple it is to change, and how easy it is to lose something important, i agree with the OP on this one. Especially considering that the notes interface is always on the nearest note to the cursor. Considering how much we have to hit "d" in game its really easy to slip up and delete a note several z levels down cause it happened to be the closest to the cursor.

I think this is one of those simple fixes that people can easily manage without but its convenient to implement

8
DF Suggestions / Re: Improved Farming
« on: September 06, 2010, 05:46:51 am »
The furrowing essentially double penalizes you for not storing seed close by, as the dwarf has to go to the plot before grabbing the seed. So if your store is far away he walks it twice before he even drops a seed and then he still has to fetch water.

Essentially this encourages good planning of your farming industry

9
DF Suggestions / Re: Dissecting and Species Studying
« on: September 06, 2010, 05:41:11 am »
1 Up!

Love the idea. Make my dwarfies keener with their blades and better with the medicines!

10
DF Suggestions / Re: Improved Farming
« on: September 06, 2010, 05:21:02 am »
Id like to offer my two cents on the matter.

First off I have not read all 40-some-odd pages on the subject, but Ive read most of the main ideas.

What I keep seeing suggested fall into two basic categories:
1. Add lots of Micromanagement
2. Add lots of clock time keeping track of lots of extra conditions

I strongly agree that the entire farming system needs an overhaul. When I can manage to feed and booze 200 dwarfs and still manage to export 5k or more in food and booze every time a caravan rolls around, something is seriously wrong. However making the game tedious to the player is not the answer. Yes a challenge is necessary, but no one plays to work. The game is already fishy as can be as far as RAM requirements. Adding more things that have to be kept track of does not make me warm and fuzzy.

My suggested approach is a numbers and ratios game as has been suggested in several different spots so far. One thing in particular I want to point out is that the estimates of required acreage to feed a person is WAY too high. My grandparents and great grandparents fed their families of 4 and 5 respectively off of vegetable gardens of 250 sq/ft or so. They ate WELL and managed to store away so many extras they sold it to other townsfolk. Keep in mind theyre human. Dwarfies are 4 feet tall.

I suggest three things.

1. A 10x10 plot would feed and booze 20 dwarfs a season. Essentially, its 5 squares per dwarf per season for food and drink. So for your pop of 200 youd need 10 full-sized plots running continuously to feed them the staples. More fields will be needed once they start getting picky.
2. Change the growing durations for the plants to be seasonal, not the monthly-ish it is now, and adjust stack sizes to accommodate. The basic shrooms would have a fairly high yield in order for the 5 squares to meet the proper requirements.
3. Working a square of field entails digging a furrow first, then getting the seed, and then requires it to be watered once by hand(bucket) which the farmer would do automatically as part of the planting process.

These changes, without any other complicated modifications will have a number of benefits to the system.
* The growing period changes cause there to be massive planting and harvesting periods which can strain processing facilities and haulers. It also fits better with the reality of farming. You dont plant one day and then 4 weeks later harvest the goods.
* The furrowing/watering slows down their planting speeds, causing less downtime which in turn increases the number of farmers necessary to manage the fields.
* The 20/10x10 makes for a meager sustenance for the dwarfies, meaning theyre kinda like college students with ramen noodles and peanut butter sandwiches. To get better meals requires more work and more fields. This one is the hardest to implement, since the yields have to be balanced to the nutritional needs of the dwarves. Even so, Im not asking for the moon.

So there ya have my two cents. Comment, praise, or rip it apart as you must.

Strike the Earth!

11
DF Suggestions / Pit/Pond/Cistern
« on: September 06, 2010, 04:02:36 am »
So as we all know, ponds are the only squares on a location that collect water.

My suggestion is to make an option as part of the pit/pond zone called "cistern" or something similar. This would require the same criteria as a pit/pond as far as placement, the only difference is that if open to the sky, when it rains it will fill with water.

Any others think this is a good idea?

12
maybe compress peat into bricks at a peat press then use the bricks as a fuel source for other industry?

something similar might be implemented for plants in general. after all, collect enough kindling and you can build a decent fire right?

13
DF Suggestions / Re: [For or Against] Tunnelers units
« on: July 19, 2010, 07:50:01 pm »

Very very against. Im a computer scientist, i understand the implications of such an addition to the game and its a nightmare.

- Pathfinding becomes a mess
- resources artificially consumed
- unfair advantage to the siegers
- Fun

+ more realistic
+ Fun
+Fun-Fun=0? :P
No resources need be consumed.
I'd say right now the sieged have an unfair advantage, since they never ever need to leave the fort.
How would pathfinding ignoring walls be harder than pathfinding around them? :P Jeez, some scientist.

Eh i give you the resources one.

The sieged having an unfair advantage IS true, but allowing the enemy to ignore your efforts isnt the solution. In that case why bother building a fortress at all? Sure it will take time for them to dig to you, but if you dont know they're coming till they pop out under your dining room table whats the difference?

Pathfinding is a mess not by means of how to make them ignore walls, its more the how do they know where to mine to in the first place(Goblins "knowing" where the armory is without a living soul having ever returned from the fortress is a bit of a stretch), how to limit where theyre allowed to dig out and how much, collapsing strategies, etc. These things can severely reduce performance of the game.

I think the eventual solution will involve the siege engineers being able to find workarounds to obstacles they encounter in relation to the original path calculated before the player introduced the obstacle. i.e. you pull up the drawbridge over your moat of lava? The siegers build buckets and cool the lava with water so they can walk over it. Or if you collapse a roof to block the tunnel, they try to remove the rubble.

14
DF Suggestions / Re: Magma Shouldnt Always Cool Into Obsidian
« on: July 19, 2010, 07:30:46 pm »
Its my understanding that modding only changes what the magma will cool into. Its ether all obsidian, or all whatever you modded it to turn into.

I like the idea of the WAY you cool it affecting what it turns into, but i still think there should be some chance of metal ores etc to appear. After all, magma is molten rock, metal, carbon, everything. So even gems could theoretically be manufactured to some extent.

Obsidian is a type of glass if im not mistaken as well isnt it?

15
DF Dwarf Mode Discussion / Hydro Power!!!
« on: July 19, 2010, 06:47:11 pm »
So ive been playing with dams lately. Been trying to solve the "reservoir wont fill unless the source is higher" problem.

I think i have a solution, tell me if im wrong.

PUMP STACK!

Im thinking if you build pump stacks the height you want the reservoir to fill to, then they will pump water out to fill the back side of the dam. i think the water has to be completely cut off from the tail end of the river to keep the water from being absorbed into the creek.

Any tips/suggestions?

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