Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 3380 3381 [3382] 3383 3384 ... 3706
50716
A big problem is that DF would need to meet Valve's needs before they'd put it on Steam. Also, do you really want to risk the Bay12 forums being flooded by incompetent trolls? There's DF being known, and DF being found by all the griefers of other games who turn to trolling because of the lack of multiplayer support.

This board would be completely clogged with brilliant and novel suggestions to make Dwarf Fortress a multiplayer FPS game.  Team Fortress 2, Dwarf Fortress, it's such an obvious connection, and definitely an improvement.  I don't know why anyone hasn't thought of it before.

I feel dirty for posting that even in jest.
Don't feel so bad about it. If nothing else, you can always link here.

50717
If I had to guess, the new languages screw ariund with the name-choosing stuff.

Also, what's the seed?

50718
DF Suggestions / Re: predator incursions
« on: July 09, 2012, 06:08:21 pm »
Perhaps a learning predator AI? Once it happens on a pasture (i.e. lots of easy food) it will return? In case of pack animals, bring buddies, and in case of mothers, bring the kids? Similarly, once the food spot turns empty, they'll start looking elsewhere. This way there would be no hard-coded attacks but if and when the hyenas get a taste of your alpacas, you can't ignore it.

How large animals they attack depends on their own size, their hunger, and whether they are solo or with a small or a larger pack. Small, weak, young and/or injured prey is preferred.

Sounds sensible.

50719
DF Suggestions / Re: Rectifying Timescales Across Modes: Revisited
« on: July 09, 2012, 06:07:17 pm »
Silverionmix: I'm on a tablet, so I'll just list my counterarguments in order of the arguments they, uh, counter.

DF will have interaction with the outside world, but that doesn't mean we should screw with the interface. If it ain't broken...

Triggers: If "whenever a dwarf panics/sees an enemy" is a bad trigger, we need to scrap that idea. If we scrap it, there's no good way to get dwarves to slow time when they're in a fight wth an enemy, unless the slow-time doesn't start until the dwarf is damaged, which has several issues of its own. If time doesn't autoslow for combat, we need to make a fast-mode for combat. Having messengers force slow-mode until they reach your guards is dumb; how do you define guards, and what if you're not protected by them and rather by, say, some kind of trap/s? Can you not see issues with marking critters as unimportant at will? And why is "dwarves handle time-sensitive issues" not a good way for fast responses to happen when most things that would require them autopause the game? And of course it's vague--there's at least a thousand situations it would apply to.

Games are not about forcing you to do stuff, they're about letting you do stuff within limits. By your logic, the best game would be an awesome but non-interactive one, whic isn't really a game at all.

If tere is the slightest difference between the modes, as far as anything goes, it will be abused. It's not like "minimising haling distances improves efficiency," or even "building this complicated device improves efficiency," but "oressing this button improves efficiency."

I think that reaching the edge of the territory you control taking a week isn't too unreasonable, considering that you'd have to be pretty damn far away in DF for it to take a week. Dwarves aren't as slow as you all seem to think--a muner can dig many tiles a day, and I don't think it takes multiple days to build something in a workshop, barring huge haling distances.

And one last question: Why is the slow mode needed? Couldn't we accelerate the working and consuming speeds a la the suggested fast modes and leave out all of the issues, obvious and not, which would occur with such a fundamental change to the Fortress Mode engine?

50720
DF Suggestions / Re: Pushable Embark Wagon
« on: July 09, 2012, 05:49:03 pm »
I usually need to set up a garbage dump and set a bunch of stuff for dumping to get it inside. Sure, I could make an everything-stockpile, but if I could have one dwarf and the moving-meat called pack animals haul the whole wagon into the fort at once, that would be of great use. Especially if my fort isn't near the center of the map.
That's 6 dwarves idling. Ok, maybe 1 fishing and 1 mining. And another 1 chopping trees down. 3 dwarves idling then. No, I'm sorry, I still don't see why you'd need to have pushable embark wagons. I know OP has given this some thought, but still no.
I'm sorry. In my experience, DF's early months in-game are usually around five or six idlers, then a burst of activity when I get my food stockpiles and stuff set up, then back to five or six until I get my indipustry rolling by summer. Besides, why is the current system's tying up of labor inherently better than only having one dwarf do stuff, why is the fact tat you like low idlers proof that ideas which result in low idlers are bad, and why couldn't you just...not have the embark wagon pushed?

50721
DF Suggestions / Re: Allow wooden objects to be burned to make fuel.
« on: July 09, 2012, 05:39:27 pm »
Boiling rocks down for soup stock.  :P
That is physically impossible without some kind of acid and would taste really bad, even without acid.

50722
DF Suggestions / Re: A way to reduce job cancellation spam
« on: July 09, 2012, 05:38:08 pm »
There is no thread necromancy in the suggestions forum.

50723
DF Modding / Re: Community Mod
« on: July 08, 2012, 03:22:25 pm »
[POP_RATIO:0] sounds counter-intuitive in the first place, anyway. Why would you add a caste if there's no way of it appearing anyway?
Why would Toady code it to replace the 0 with a 100? It'd be simpler and saner, and what the math predicts--0/6 would be zero.

50724
DF Suggestions / Re: Rectifying Timescales Across Modes: Revisited
« on: July 08, 2012, 03:16:38 pm »
Silverionmox: Putting aside the flow idea, there are some issues with what you are saying. First off, the FB--dwarves run from all kinds of crap. Will every frame where there's a dwarf afraid of a random wild animal or something be in slow-mode? And for the messenger, does that apply to liasons or just an arbitrary group of messengers from off-map who happen to come from nearby villages to request aid? In short, either you're suggesting arbitrary things to trigger the slowed mode (which probably wouldn't be turn-off-able, because that would remove the point), or the game's always slowed.
Why not just suggest dwarves handle time-sensitive stuff better?

50725
DF Suggestions / Re: Pushable Embark Wagon
« on: July 08, 2012, 03:08:31 pm »
Actually I don't see enough practicality with this. I think that the amount of time taken to guide the embark wagon underground would take almost as long, if not longer than the time it takes to disassemble the wagon and move all the stuff underground.

Not at all. If you would have a 3 Tile wide entry, you can simply push it inside, just so that it's not out in the open anymore. If you don't have a Meeting Hall or something similar, they will all stand around the Wagon, and that can be deadly, especially in more dangerous biomes.

Most of the time, my entrance area is near my wagon, and it would only need to move like ~10 tiles to get inside.
Fair enough, but you'll still have to mine out the relevant bits before you can push the wagon inside. Since the game pauses when you designate bits for mining, why not go through the extra hassle to mine out stockpiles and then designate the stockpiles?
Furthermore, if you need more than one dwarf to push the wagon, that's at most 5 extra dwarves sitting around doing nothing while you push the entire embark contents into the cavern you've just mined out. Contrast this with a similar scenario without pushing: 1 miner hacking away at the terrain to make your dwarves feel at home, and 6 other dwarves hauling items to the stockpiles, and wagon wood logs ready for use.

I see how this is handy and such, but I think this feature is unnecessary.

I usually need to set up a garbage dump and set a bunch of stuff for dumping to get it inside. Sure, I could make an everything-stockpile, but if I could have one dwarf and the moving-meat called pack animals haul the whole wagon into the fort at once, that would be of great use. Especially if my fort isn't near the center of the map.

50726
DF General Discussion / Re: Automated Fortress
« on: July 08, 2012, 06:42:07 am »
On the bright side, it would keep migrants down.

50727
DF Modding / Re: Community Mod
« on: July 08, 2012, 06:31:40 am »
Alright, carry on.
The question of "why" may never be answered, but oh well.

50728
DF Suggestions / Re: Drag down drawbridges!
« on: July 08, 2012, 06:19:32 am »
That's the biggest issue with goblins suicide-charging a drawbridge, so we're discussing things like goblins making their own bridges and demons removing the goblin will to live.

50729
DF Suggestions / Re: Pushable Embark Wagon
« on: July 08, 2012, 06:17:15 am »
What is !!fire!!? Fire on fire?

Seriously, though, this seems useful.

50730
DF Suggestions / Re: Rectifying Timescales Across Modes: Revisited
« on: July 08, 2012, 06:14:40 am »
You just stick to the current fortress timescale and stay with it. You could make full moons last longer, have week long day and nights, and it would all come toghether. As for it taking several weeks for armies to move off the map, note that it's an abstraction. What would really happen is that they prepare and stuff for several weeks, and then leave, however, this is not shown in fortress mode

That has the deficiency of being really silly. Especially in a game that models toes and eyelids.

Problem is, not only will all of these ideas involving a faster timeline take a while to implement (not a problem for something that's definitely a good idea), there's one of two problems depending on if you can switch or not. Either you take forever to go anywhere, or you have a group of issues depending on how you switch. Let's say for the sake of argument that non-switching time tweaks are a bad idea and hear how you suggest the switching work. To start, is it always player-chosen or are there some things that switch it to fast-mode or slow-mode?

I'm not op, but in my opinion combat would be the main auto switch to slow mode.
Sieges would be difficult, but maybe a siege would only switch to slow mode once combat actually started? Though that would leave you open since things would zip by rather fast.
I wonder what the op's thoughts on this are.
Alright, define "combat." Does the game switch to slow every time a combat log pops up?

Silverionmox: You have a point with the "days matter" thing.
[/quote]

Pages: 1 ... 3380 3381 [3382] 3383 3384 ... 3706