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Messages - GreatWyrmGold

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51406
The rebalancing issues are there for sure. But the fact is, it takes 10 times as long to haul a bed to a bedroom than to make the bed in the first place. I think the main time sink in simulated fortress time is hauling, particularly in more mature fortresses where you have multiple crafters.
It really comes down to whether you want crafting or hauling be on the more realistic time scale. Seeing as hauling is the more visual of the two, I personally would take it over having crafting take realistic lengths of time. You'd be getting roughly the same amount done in terms of player time, so the main effect would be in terms of dwarf time I think.
Wait, what's your logic here? Ignoring the idea that only one can be realistic, you just wrote "Since the player can see hauling more clearly, crafting needs to have more realistic times!" How does that logic make sense?
Why are you suggesting changing it, if you like the current mechanics so much. Going to realtime would just result in boring screens of dwarves sitting at workshops, with occasionally one moving around. That's not fun. You'd spread the action to much, and skipping is not going to help. While it helps giving a feel of progress, and is realistic, reality isn't always fun.  You have to haven an acceptable break sometime.[/quote]
I wasn't suggesting changing it, I was suggesting the other person explain himself better. That seemed like an important part of his argument, and if I see someone else's argument as being stupid and contradictory, I get condescending. I'd prefer to not get condescending unless it's deserved.

51407
It more or less comes down to unrealistically fast work, or unrealistically slow movement and needs. I think there's an overall net gain from the former. Plus, if the skipping were properly implemented, I don't see how it would need weeks of start up play, you could designate swathes of stone to be dug out, then skip forward. Setup your workshops, stockpiles, farms and so on in one fell swoop. If anything I think you'd hit self-sufficiency in about the same amount of dwarf time, but in less player time over all.
A system of standing work orders, like I've seen suggested many times, would be useful in a skip forward mode. As in, brew drinks if you get however low etc. etc. Could also have a range of stop options for running out of food, injured dwarves needing buckets, basically anything that would require player intervention.
Am I the only person who likes being able to stop at any point in case of dwarven stupidity or poor planning on my part, and who likes being able to watch dwarves' stories play out? Besides, you're assuming that dwarves will be able to carry out those steps without supervision, and that I only focus on one thing at a time. As soon as I embark, I have my miners and woodcutter go to work. As soon as I have a food stockpile, I start gathering plants. As soon as I have space for workshops and stuff, I start making furniture and stuff, and sometimes even sooner. As soon as I have a hole in the ground and a meeting place, I build a trade depot and start work on traps. As soon as I have farms and a dining hall and stuff, I start work on walls and finding the caverns. I don't mine out my fortress, then make furniture for it, then set up everyone in their own little rooms, then make a depot, then make traps and walls, etc. If I had to play like that, I think I'd stick to older versions.

But would that be fun. It'd be like: Give commands, skip, give more commands. You'd basically turn dwarf fortress in a turn based game.  I like my dwarves running around, looking like they are busy doing something. Does it actually bother anyone that time moves 72 times to fast. Right, there are the problems with day/night scenes and werewolves and such, but I doubt we can do anything easily  do anything about. I personally prefer the current system, over a time skip based thing. Not in the least because the actual gains are small (And in fact, could just as easily be simulated in the normal game, although you would get month long days and nights) for the amount of work involved. (You'd need to rewrite and rebalance the entire game twice. Once because you're slowing things down, and then because of the timeskip engine, which won't be easy at all to make.
Indeed. The idea of monthlong day-and-night cycles intrigues me, but I doubt that it would be implemented.

The rebalancing issues are there for sure. But the fact is, it takes 10 times as long to haul a bed to a bedroom than to make the bed in the first place. I think the main time sink in simulated fortress time is hauling, particularly in more mature fortresses where you have multiple crafters.
It really comes down to whether you want crafting or hauling be on the more realistic time scale. Seeing as hauling is the more visual of the two, I personally would take it over having crafting take realistic lengths of time. You'd be getting roughly the same amount done in terms of player time, so the main effect would be in terms of dwarf time I think.
Wait, what's your logic here? Ignoring the idea that only one can be realistic, you just wrote "Since the player can see hauling more clearly, crafting needs to have more realistic times!" How does that logic make sense?
Quote
In regards to whether or not skipping time is fun, I guess that depends on whether you like to watch dwarves go about taking a day to walk from one end of a fortress to another. Its an abstraction of your fortress, personally I'd find it more fun to have it be less abstract, like so many of the other elements in dwarf fortress. It strikes me as odd to have individually modeled toes, teeth and eyelids, but when one is lopped off in a fight and goes sailing away, it takes a good hour to land (in game time). It's an ENORMOUS disconnect in terms of detail.
How would it be less abstract if you couldn't make a fortress in a reasonable amount of time without missing out on big chunks of time by skipping past them? If I wanted to play a game where I couldn't watch the little guys running about, enjoying their daily lives, and so forth because then it'd take too long in real-world time to get anything done, I wouldn't be playing DF.

51408
DF Modding / Re: Mod animals to mature faster?
« on: June 15, 2012, 09:45:00 am »
To make them get bigger faster, modify the BODY_SIZE tokens. The format is something like [BODY_SIZE:X:Y:Z], where Z is the body size at that time, X is the number of years old, and Y is the number of days after the birthday. So, to get dogs to grow to full size in half a year, change the X and Y of their last BODY_SIZE token to 0 and...168, I think?

To make them stop being children faster, change the CHILD token. For instance, I think dogs have [CHILD:1], which is as far down as you can go, unless you want dogs to skip the puppy stage of behavior and nomenclature (in which case, you DON'T remove the CHILD token--set it to 0, or else the dogs won't breed).


What I want to know is, is there any way to make pregnancies take less time?

51409
DF Modding / Re: phoenix
« on: June 15, 2012, 09:35:32 am »
CE_RESSURECT. Or maybe it's RESURRECT. I dunno.

51410
To invisible overlord.

You ever get down here real close and study one of these walls?  The bookeepers always say it's a cube for the paperworks sake, but to make those walls they just hammer it really really really thin.  It looks solid enough with just a glance over, nobody ever really notices it's only a few nanometers thick so the gobbos never bother to try knocking it down.

Spoiler (click to show/hide)

Urist McArmorer

Dear Urist McArmorer,

Are those thin walls somehow managing to fool the volcano? Because iron walls and floodgates are currently holding back a few million Urists of magma that would otherwise be flooding your forges. Maybe the walls are thin, but they stop flying boulders, ballista bolts, giants, collossi, and the aforementioned dragons. Urist McBlacksmith can be making them out of tin foil for all I care, he gets results.

And it's not just the whips, poor Urist McMarksdwarf was crippled by a kobold with a dagger while wearing steel chain. Made by you.

One more thing... Yet another axedwarf is yelling at the mayor right now about being "embarrassed to be uncovered lately." He is wearing, among other things, a steel breastplate, a steel mail shirt, steel mail leggings, steel greaves, steel boots, steel gauntlets, and a steel cap and steel helm. I shouldn't have to ask you if you are making crotchless armor!

Sincerely,
Your invisible overlord

Dear idiot-visible overlord,
Dude! Have you ever worn any kind of armor, period? The chainmail pinches! I need some padding!
Sincerely,
Urist McDisrespectfulMilitiaDorf.

51411
Well, "lycan" means wolf, so they work by hunting deer and sheep.

Why do people call werewolves "lycans," and were-something-other-than-wolves "lycanthropes" (which means something like "wolf-men")?

51412
DF Modding / Re: phoenix
« on: June 15, 2012, 09:02:24 am »
The tag that makes chickens lay things other than eggs makes them lay a specific type of item. Something like that might work for a pheonix, but I don't think they really got it to work, and it definitely wouldn't work if you tried to turn it into a non-vermin on death.

51413
DF Modding / Re: Chimera
« on: June 15, 2012, 09:00:01 am »
What's that tag that causes creatures to bite with all of their teeth at once, and scratch with all of their nails at once, and stuff like that?

51414
By the way, we're holding some kind of desicion on what to do with the ring and what to do with the room(-to-be) under the dining hall.

-----

On the 24th, Splint wound up in the river for some unknown reason while gathering plants. He left.

A bit later, I noticed something. The guy who someone said was a vampire was looking vampirish and standing over the sleeping Strengthletter. I immediately moved the militia to the latter's room.
{Read: When Urist McEdward (real name: Degel Howlclasps) migrated, one of his relatives--his nephew, a farmer-cum-woodcutter, to be precise--referred to his dear uncle as a metalcrafter vampire, who, given that his profile was visible, was likely immigrating. When I checked after a metalcrafter entered the map, the guy referred to McEdward as only a metalcrafter. That's when I got suspicious (the fact that urist McBella wasn't coming also tipped me off). Just a moment before I typed this, I saw, in the units list, pretty much this:
[Prisoner, Vampire Suspect vampire]
Then, zooming there, what do I see but a scene out of a gay dwarven Twilight fanfic? Okay, I don't see that, but I do see a vampire suspect vampire and a swordsdwarf, with the former drinking the latter's 60-proof sanguine fluids. I then send the ENTIRE MILITIA into the bedroom, partly to get witnesses, and partly to see if the militia will attack an out-of-the-closet vampire.
And just think--one door over, and the vamp would have fed on little Blockadeswords, and I'd need to head to TV Tropes to make sure my Twilight references made sense.
One entertaining note: One marksdwarf, right behind the guy in front, is carrying a barrel of mussels instead of a crossbow or bolts.}
A marksdwarf pointed a barrel of mussels at the vampire, but the rest of the militia realised they had no authority over these issues until someone's dead. Since the vampire is a citizen, nothing worse than somehow firing a mussel at him can be done until poor Mr. Militia Captain wakes up. Damn regulations, every dwarf who attacks the vampire would be instantly branded an enemy of the people.
Soon, the vampire just leaves. I start planning a special room for vampires...maybe I'll eventually use it. Perhaps if Mr. Vampire decides to kill someone before he's the prisoners' problem. Speaking of which, the architect gave up before he could finish. I decide to scrap the one big bridge and instead make four littler ones.
On a random side note, I decide to pardon a random fishery worker who has skill as a mason to be a pretty-much-full-time builder. Also randomly, as of the start of Galena we have a moat full of water.
On the second of Galena, The New Secrets of Drying gave birth to a very chubby little boy, surnamed Claspedrush, as TNSoD expects to be clutching to him as she rushes into battle. She and her husband, a former prisoner who got pardoned by his wife's excellence and his timing, have decided to raise him to worship Edim Rainysun, the god of the fire mountains, and firey mountains. Also the sun, but not rain. We now have 70 dwarves, around a fifth of them children, including two babies. What a shame that we do not still have those who were taken from us (literally, in one, very small, case).
On the 6th of Galena, a wheelbarrow was lost in the river. It's on the downstream side, though, so once we get the whole “removing water from the river” thing to a better point, we'll be able to retrieve it. By the way, my eventual plans in that area include an underwater barracks and ideally some sort of floodable entrance. Maybe that will be the ONLY entrance--exciting, isn't it? And on the subject of water manipulation, our moat is filling up. It's maybe knee-deep at the deepest points [2/7 water], but the moat is steep-sided and a whole level deep, so that's not too big of an issue.
Oh, neat, evidently our river-emptying efforts have gone so far as to allow a prisoner to grab the wheelbarrow from the river. I think I will order the creation of a number of bridges spanning the rivers at various points.
On the 13th, an ambush squad of three goblins bearing crossbows and one with a silver whip showed up; a woodcutter saw them about as they entered our territory. Oh, dear. I send the militia out to deal with them.
The goblins only get one shot off at the woodcutter before he runs away, terrified and preparing to put something in a barrel. As the first militiadwarves--a new Spear of Urging and a competant in The Constructive Fortresses--approached the goblins, a couple shots were fired. One copper bolt hit the recruit in the elbow, disabling and breaking her right arm. More shots were fired as the ramshackle militia entered the battlefield. As they did, another crossbowglin revealed itself. The goblin lasher was lashing the marksdwarf quite effectively, breaking a hand and a foot and so on. Interestingly, the goblin was focusing on the dwarf's left side. Soon, the poor marksdwarf passed out, and the goblin killed her.
I made a hard choice. I ordered a retreat. Some of the dwarves were ordered to stay outside to cover the escape of the others, but all the dwarves in Splint's and BerserkNINJA's squads, as well as The Constructive Fortresses, were ordered to stop attacking the goblins. I wait until everyone's within running distance of the fortress's gates, and order the lever pulled. Some people were stuck outside--a marksdwarf who tried to fight back the goblins whilst outnumbered, firing some ineffective bolts, four other living militiadwarves and counting (down), a prisoner who was hauling a plant barrel, the suturer (who was trying to save a wounded dwarf before the goblins scared her off), the baby of the New Secrets of Drying, and yours truly, who was putting a yak in its place, then removing a chunk of wall to get back inside as I was right at the bridge. I'm ashamed of my foolishness, but can't help but fear for my life. These are the first goblins I've ever seen that weren't safely trapped in a cage or far off, being chased by military dwarves. The New Secrets of Drying was rendered incapacitated, and the lasher went over to her and lashed her infant's leg--same leg a few times--until the baby gave into pain, at which point that...monster sent the infant flying with a lash to the head. All of this as his mother was there, just conscious thanks to a kick from the lasher, as she was trying to protect her baby. I now know why goblins kidnap children: They hope to watch the horror on the parents' faces as they are killed by their own, heartless children. I can't stand that. I'm no warrior, my sister used to beat me up for lunch money! Sure, she was a year and a half older than me and had the build of a mad hammerer, but still! I can't take the cruelty, the horror, the death of the battlefield. I just can't. I give my apologies, grieving mother whose child was flayed out of your protective arms by a cruel beast in a manlike form. I grieve as you do to see such horrors on this land. I wish I could have protected all of you. I. Can't. Do. This. Anymore.
Shortly after the first shots were fired, a child started a party in the dining hall. She thought that we were winning, that her cousin, Rimtar, would chew the goblins to death. I can't tell them the truth, that Rimtar will never again return to our fortress, but I can try to cleanse myself of my sins, and I can try to destroy every goblin who walks this land. I will. I must! For little Claspedrush, the tiny baby, torn out of his mother's arms, for Gulleytowers, the mighty warrior, the grieving mother.
I watch the others fall. Atis, so recently it seems you were rejoicing you could use both arms. You had almost a score of bolts shot into you before one finally ended your last, wretched moments of life.
The head goblin was shouting his name--Dang Aslotgngun, Dang Aslotgngun. I added the first thing I could think of to shout back--Sister of Doors. It has something to do with my sister, and how she mocked me for always staying locked up in my room, it made sense to me. The goblin laughed, and added it to his name--Dang Aslotgngun Bexo Sustgo! Dang Aslotgngun Bexo Sustgo! D.A.B.S, for your crimes on my fortress, killing no fewer than five dwarves of my fortress, and perhaps more before this is all done, I curse you with all the force I can muster. By the souls of those slain by you and your men, I curse you! By the power of Istbar Spryfancies and Doren Coalearths and all other gods, known and unknown, I curse you! I curse those who serve you, and those you serve, and all those foul things who call themselves goblins! I curse you, those I once thought civilized and now realize are anything but!

-----

From the memoirs of Ago Ngokangosnuk, goblin thief.
Heh, and I was having it easy here. My people are good to their own, but obviously I still need to work. While the dwarves throw stuff at me, it's often tasty stuff, and often soaked in their alcohol. I've got two ladies here, and what one lacks the other can provide, you know what I mean?
The brainy lavender-haired one had learned some Dwarvish, and even the pinkhead knew their word for “goblin--” we heard it every day. We all knew when our comrades were attacking; they were saying “goblin” to each other and not us. I got a bit nervous when a little-girl-dwarf [Translator's Note: the goblin word for “little-girl-dwarf” is a single word, used to refer to children that are not adults, babies, or boys] started trying to set up a party. Astot--that's the lavender-haired lady--said she was trying to celebrate her uncle, who was a soldier. Well, that meant either that the uncle guy was a mighty warrior and they had won, or else he had died and they were honoring him, which Astot pointed out would also imply their victory. However, it turns out to be something much different. Soon, there's a commotion about pulling a lever, and how their mayor is stuck outside, but right under the bridge so don't pull the lever, and a hole he made in the wall. Soon, their leader, followed by a trail of pet rabbits, came to us and started talking with Astot. The leader had learned a bit of Goblin, so they could communicate. I got the gist and didn't like it. When Kutsmob and I asked her what it meant, Astot didn't say anything. That really took the joy out of our evening diversions, although Kutsmob didn't quite get it. That's the night I started writing the first draft of this, scratching a little pebble someone threw at Astot that day (we got hit with a lot of them) on a larger, flatter bit of rubble someone threw at me.

-----

In the last weeks of summer, as the first tinges of red touched the leaves of the trees, Mondul Ostarnekol Ibruksostet, coati monster, master of The Riddled Doom, felt something. It stared out at the horizons towards the north.
“What is it, Master?” asked an elven attendant of the mighty beast.
“Trouble,” stated Mondul. “Trouble...from the dwarves. We must destroy their prison, leave no good dwarf alive.”

51415
I'd like to request that my dwarf not be buried or memorialised. Having a ghost or a few around would be neat, and the ghost will be a convenient excuse for the drive for revenge my next dwarf has.
I'd still like a living dwarf, though. I'm imagining something neat...Remember the part about wanting to avenge the death of GreatWyrmGold due to a dream (caused by a ghost?).

Interesting request, but if it's a dangerous ghost we'll more than likely have to eliminate it.  if it's just a haunt or another harmless type he can stay
I accept. How about if someone does so, their dwarf will be killed and the ghost used to replace mine? Or do we not need punishments for failing to not do an action?

51416
If time skipping can be done without there being a big screwup from it, and if it's faster than normal DF, I'm fine with it.
Not so much if DF is then slowed way down to compensate.

I think that the OP's suggestion would be rather elegant for solving the boredom you speak of. The whole mid game can be rather bland if you planned well / don't have spontaneous FUN visits. Being able to designate large swathes of work, then let the game resolve it, stopping for issues such as sieges, traders and the like to be handled in real time, would be a very useful change in my opinion. Whilst running normally would leave us able to micromanage and see the fruits of our labours.
Schedules and day cycles basically amount to more STUFF, more things to look at and plan for, and ultimately in my opinion, more fun.
And while its true that this is a difficult suggestion to implement, I think that its one that could really change the feel of the game for the better. That weird disconnect between adventure mode and dwarf mode would be somewhat bridged. Finally, the detailed simulation would make sense in respect to real world time. All in all I think it'd be a better game for it. And though it IS a lot of work, the sooner it would be done, the easier it would be to implement.
The time-skip part? Sure. The inability to get to the point where I'd feel safe doing a time skip due to taking hours to get through a month? Not so much. I don't want to throw the baby out with the bathwater, but I also don't want the bathwater stinking up the house and attracting mosquitoes, who would promptly lay eggs in it and cause a swarm of mosquitoes to take residence in my house and this is getting way weird. The point is, I like time in DF the way it is, because it renders the game playable. If a game is going to last in-game years, I don't really want to play for a couple weeks before I can get through the first.

Good from this suggestion:
Spoiler (click to show/hide)
Bad from this suggestion:
Spoiler (click to show/hide)

51417
DF Suggestions / Re: Making bronze colossus
« on: June 15, 2012, 08:32:34 am »
He was making a suggestion for adding a future feature. Making creatures out of inanimate objects would be neat (and planned). Maybe even BCs, although I can see those requiring some kind of blood sacrifice to get them going.

51418
In response to your comments on the slavery suggestions, I think different civilizations should be able to form different ethics. Maybe you would have basic guidelines for what kind of ethics dwarven civilizations usually adopt, but when you're creating a world, I think it wouldn't be unreasonable that 1 of 10 dwarven civilizations might allow slavery. If the random number generator is in a crazy mood, maybe you'd even end up with a dwarf civ with ethics you'd normally associate with goblins.
I'll add this to the OP.

Quote
"I really wish I had some use for those elves and goblins I've captured over the years..."
Dwarves have outlawed slavery. It'll come when we can play humans or goblins, or maybe when illegal activities are better implemented, but until then...no. It would be like adding slavery to a game set in 1840's-era New York.

LMAO, slavery was still allowed in the 1840s. In fact, the 13th Amendment didn't pass until about 25 years later.
Not in New York. That was kinda my point--Virginians were fine with slavery, but New Yorkers weren't.

51419
I'd like to request that my dwarf not be buried or memorialised. Having a ghost or a few around would be neat, and the ghost will be a convenient excuse for the drive for revenge my next dwarf has.
I'd still like a living dwarf, though. I'm imagining something neat...Remember the part about wanting to avenge the death of GreatWyrmGold due to a dream (caused by a ghost?).

51420
DF Modding / Re: Modding Help
« on: June 14, 2012, 09:50:31 pm »
What do you want to mod?

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