51361
DF Modding / Re: Community Mod
« on: June 16, 2012, 07:21:21 pm »
Is it something we can help with?
May 9, 2024: The May '24 Report is up.
News: April 23, 2024: Dwarf Fortress 50.13 has been released.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
Well, the z-level dodging is a bug, so that will be fixed in time.Beat me to it.
About your roof suggestion... It seems too unrealistic for me. True, some methods of building in DF aren't exactly lifelike, e.g. building a staircase that's only supported from above; but I'm fairly sure that this will be impossible once we have rope ladders in the game.The blocks are presumably a bunch of blocks, as designated by the name "blocks." Stones are probably a mix of a couple big boulders and a bunch of rubble.
A different non-sensical building thing is that (almost) every building is constructed with only one stone block. That's a simplification, because hauling a realistic amount of stones to build a ramp would be extremely annoying. Fortresses would be dominated by huge piles of bricks, and blocks as they are are already bad enough for the FPS.
So, to summarize so far: in my experience, if some aspect of Dwarf Fortress isn't very realistic, it's either because a more authentic way hasn't been implemented yet (it's a placeholder) or because it wouldn't be fun to play it (it's a simplification).Well-put.
As you said, building roofs from below isn't too realistic. In fact, it's pretty much unimaginable, especially for short dwarfs and their stubby arms. Let's see if it would improve the game as a simplification of a real-world method.Indeed. Some way to make this clearer, and/or ladders (which could be put up faster than stairs or ramps) would help, though.
If you want to build a roof in Dwarf Fortress right now, you build a ramp/staircase and designate the floors.
If your suggestion were to be implemented, we'd just skip the ramp/staircase part and designate the roof. So, effectively, you wouldn't have to build a ramp and your dwarfs were less exposed and less likely to fall.Indeed.
And that's the problem that I have with your suggestion: it sacrifices too much realism for too little improvement. Building a ramp is trivial; and removing it doesn't make the process significantly easier.Yeah, I agree.
Toady did originally intend for artifacts to have randomly generated magical effects associated with them, if/when he writes magic in.Why would it have to be an artifact? I can see secrets being better suited for the purpose of making a colossus...although I can see artifact statues animating as normal-sized statue thingies...
Yeah, that second way seems good. And I think I should indeed turn off immigrants, since they could bring some unwanted metal stuff. I doubt it's very elfish, if I cut down trees constantly and such. Regarding the warriors' equipment, what weapons can you make/buy that are made of wood? Might get lucky with strange moods (which will no doubt prove extremely FUN without metals), but do elves trade wooden spears (not training, the actual fighting spear)? Otherwise I guess I'll have to rely on crossbows.Elven woodcraft is as transcendant as dwarven metalcraft. They craft wooden spears and swords with edges as sharp as a dwarf's weapon, but without requiring any fuel. The drawback is that wooden weapons suck.
Nope, when they're in the up position, they damage anyhting that drops from high enough.Also, they're built in the up position.
in the raws there's a file called something like C_variations or something like that, it's what causes giant sponges and all new version men and giant animals to exist. Delete it. Things like giant cave spiders and olm men will still exist as they did in previous versions.If you want to lose giant badgers and the like and gain a bunch of errorlog errors...
'You-rist'Ur-ist.
or
'Ur-ist'?
Hm, that would be neat. Especially adding the little dwarven words.Perhaps the community should do some work on constructing the Dwarven language (Dwarfish?), accent, pronunciation and everything. It's been done before; look at Avatar or Klingon.
Is there an existing thread for this that anyone knows of? If not, I'd like to get that project started somehow. I've started writing some songs in Toadese, but it's a little difficult without words for "to be" etc. Also, it would be one of the things that the community could do to help Toady while he focuses on other stuff. If he agrees and we do this, in-game poetry, songs, long books/slabs in Toadese etc. might not be as far off.
I'd say you were missing his pont, but that would require me to understand what yours is. Are you saying that the simulation should not simulate the differences between master and merely proficient skill levels, or...what?Which, as I said before, is the point of them. It's to make dwarf fortress more a simulation, and less a game with arbitrary rules.The names aren't derived from the simulation, they're just arbitrary labels with no cause or effect otherwise. I would like the dwarves to take up hobbies and then have "Urist is a dabbling potter" in their profile.
It's not a perfect system, but many (most?) of the skill levels do actually apply to a more-or-less linear increase in skill, from "just starting" to "capable" to "among the best in the field."QuoteIt's in fact a replacement for gradual learning. The skill levels are lying so close toghether that people can't easily see the difference between them, making an arbitrary level up mechanic in a gradual learning curve (for the dwarves, not the humans).It's still an arbitrary level up mechanic in a fancy package. A misapplied one, IMO, because these terms have real concepts behind them which make them unsuitable for a straight hierarchic ladder of labels, and could be developed in so much more.
Because there are differences between proficient and talented, and when I want the best possible crafts I turn to my talented crafters over the merely proficient!QuoteI'm content with knowing that my dwarves are currently proficient in their skill, and that dabbling is bad and master good.Great, then why do you need more labels than half a dozen?
Huh? That wasn't about the speed, it was about a sudden jump (like from only making -goods- to only making +goods+ after a single craft giving them one more point of XP).QuoteWould you like a mechanic where dwarves suddenly level up, becoming noticeably better in just one day, for me that would break of a bit of the immersion.The speed of leveling was never under discussion in this thread, merely the labeling. See it as graduating. At least then every level up is meaningful, now it's just administration.
Putting in the raws is good enough, but I'm pretty sure no one will miss them if we discard 3/4 of the levels and put the terms to good use in other ways.What am I, chopped liver? What is 10ebbor10, chopped pancreas? What is everyone else who has disagreed with you, other chopped organs from the digestive and/or endocrine system?