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Forum Games and Roleplaying / Re: ◄•The Never Ending Dungeon•►
« on: December 24, 2012, 11:12:33 pm »
By the way, freeformshooler, if you've got time and an artistic its, there's a couple characters in need of portraits...
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Alright, then those few seconds are about 1.2*350=420 minutes, or 7 hours. A completely reasonable amount of time to make a chair in.from the wiki 1 frame in for mode is 1.2 minutes within the game(so your dwarfs take 1.2 minutes to travel 1 tile) vs adventure modes 1 tile a an ingame second. as dwarfs travel exactly once a frame ( 1000/(100+speed of creature) dwarfs having 900 speed.At 100 FPS, a few seconds is 300-400 frames, and as each frame is about...five minutes?...in fortress mode, those seconds would be hours.The fact is toggling between two speeds would be far too drastic. hence why i ony proposed to lengthen the time of a df day and not the actions within it keeping them the current speed they are.Tbh it wouldn't really hurt the game if some of the crafting etc got slowed down a bit, since the travel distance is still the largest factor pretty much, and wouldn't be affected by a change of the calendar time. I'd rather say it'd be a welcome bonus, feels kind of odd when a dwarf can carve a masterwork throne in just a few seconds
Explain a difference between a flood and a cistern filling.Oh, so dwarves don't react to a "non-threatening" forgotten beast that just crawled up the well until it attacks? Great.And what happens when a "non-threatening" creature escapes?[/qupte]Nothing, until it actually bites someone. Then the "non-threatening" label is removed. An alternative (or complement) is to define a non-threatening zone, so that creatures leaving the zone would be considered dangerous again.First off, creatures far away or lower down can still hurt creatures if they have a ranged attack of any kind, or if they are a necromancer. Having "combat mode" end when creatures are outside X range would screw things up with bowgoblins,As I said, crisis mode would start whenever a dwarf panicks right now. It's just the player that has the option to designate a creature or a zone as non-threatening, if on occasion there's a straggler or a wandering animal somewhere around the fortress that he decides is not dangerous and he can't be bothered to send a squad to dispatch it (creatures down cliffs, a goblin bleeding to death, a room with wild animals,...).
Second off, below "bridges" isn't a very good reason for a creature not to scare a dwarf.
Badgers would be even more of an annoyance than they are now.
The biggest issue that springs to mind is a non-threatening creature not becoming threatening until it attacks something.QuoteAll depends on the water flow code rewrite.QuoteOkay. Best-case scenario, the game goes into Crisis Mode whenever water flows somewhere new. Worst-case scenario, waterfalls cause constant Crisis Mode. Yay.QuoteHow does DF tell what a "flood" is? It's just flowing water to the game.It allows a rewrite of the flooding code that makes water actually flood instead of creep like jelly. When that has happened, quantity is a measure for dangerousness. But that's optional.
Glad you can admit you were wrong.QuoteWhy would cave-ins cause Crisis Mode to engage? Even IRL, cave-ins are over in seconds.Agreed, it wouldn't make a difference for cave-ins. It could be useful for fire though.
But they require combat, which would have to be done in non-crisis mode...QuoteHow about if you're not supposed to know about a combat, like assassinations, thieves dispatching solitary dwarves, vampires, etc?These actions don't cause alarm because they're sneaky, and therefore wouldn't trigger crisis mode. I'm sure Toady has a framework for actions that he wants to hide from the player anyway.
Hardly so. Few suggestions mesh worse with future developments than with current DF.QuoteMost of those don't really exist at the moment, but they're all supposed to, and it's short-sighted to hamstring future development.One could say that for every single suggestion ever made.
Again, we meet the issue of dangerous creatures being ignored until it's too late.QuoteWhat about tantrum spirals? Would tantruming dwarves trigger Crisis Mode? Wouldn't this make tantrum spirals worse because they make the game take way longer?It all depends on how it's coded, actually: fistfights aren't generally considered hostile action, and dwarves that show their emotions with their fists aren't marked as site enemy; nor do other dwarves run away from tantruming dwarves (only berserk ones). So apparently it won't trigger.
And if it does, it would actually be better: the tantrum spiral takes just as much playing time, but less game time: it will be over in a day or two on the calendar (for a limited tantrum). So your dwarves can vent, but it doesn't take a whole season of lost productivity.On the other hand, it also makes corrective methods (like putting up walls between groups and the like) effectively impossible.
Have a heart, it's Christmas!IMPEDE IMPEDING OF MY IMPEDIMENT.No, he deserves a break!Why do you want to impede Misko's work? Do you WANT him to get fired or something?IMPEDE ACTION.AID ACTION
Hargle flarg, I know, I'm so sorry guys. I'm VERY Busy. I'll See if I can squeak one in, else tommorrow.
Take a couple days off, misko.
IMPEDE THE IMPEDE.
IMPEDE IMPEDING OF IMPEDIMENT.
No! He must work like a good slave to capitalism!
(By the way, has anyone noticed that Santa and Satan are anagrams)Has anyone NOT noticed?
Triple spin kick reality![1] You lose a couple legs.
Respawn thinking of a shield.[6] It's a laser shield which burns off your arm, preventing you from using bows...
Using Miskbow, rain death upon the enemy of Nylarthotep.
Throw Yandere in the machine[3] She becomes tsundere instead. It's an improvement...
RESPAWN, SERVE NYARLATHOTEP AS HIS CHAMPIONYou have a [4] book. The position of Champion of Nyarlothotep is in contest!
Respawn thinking of N2 missiles.[6] They explode, causing massive devastation. Respawn?
throw random objects into machineYou toss your Medusa head, the weapon?, the squirt gun, and the voodoo die into the machine. [5+1] Out comes a pistol-looking thing.
If alive, fight Nayarlahotep's champion. If respawning is needed, respawn and serve as the Die's champion.You respawn with [3+1] a rifle.
No, he deserves a break!Why do you want to impede Misko's work? Do you WANT him to get fired or something?IMPEDE ACTION.AID ACTION
Hargle flarg, I know, I'm so sorry guys. I'm VERY Busy. I'll See if I can squeak one in, else tommorrow.
Take a couple days off, misko.
IMPEDE THE IMPEDE.
IMPEDE ACTION.AID ACTION
Hargle flarg, I know, I'm so sorry guys. I'm VERY Busy. I'll See if I can squeak one in, else tommorrow.
1. Promise to spare the boy in return for the info about Nocteclaw's followers in town, then send him off to be 'educated' by our merfolk friend.Ask nicely; don't threaten unless needed.
2. Send word to Leaf - who has a great deal of economic influence, at least until his father returns - and request that the worshippers the boy mentioned be given preferential treatment, such as lower interest rates on loans and so forth. Assure him that any expense will be vastly overshadowed by our future successes, and that this is a crucial step in our plans.Who is that, again?
Also finding and killing that guys father could be useful. Or at least having a word with his father.Why would we kill him? Do we really want to kill one of the few people we know who might not want to kill us on sight?
Ukranian Ranger: We can time skip, and i suspect we will be doing so in the near future.How about a meeting with worshippers of Nocteclaw in town and some way to contact them easily?
I propose that if we do talk to our friend leaf that we send him a bar of platinum, or perhaps some leftover platinum from the silverware or something. This ought to convince him that we wern't lying when we offered wealth, and that alliance with us is profitable. Though a request of some kind should go with the platinum.