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 ... 3431 3432 [3433] 3434 3435 ... 3706
51481
DF Modding / Re: Community Mod
« on: June 11, 2012, 10:24:33 pm »
Oh, no...

51482
DF Modding / Re: The Modding Screwups Thread!
« on: June 11, 2012, 10:23:28 pm »
I'd still like to see the bursts...

Um, other modding mishaps...there was the time, same experiments, where I was playing the present version of a modded race that could do reactions that made bars of hydra or dragon bone. That lead to them being able to embark with bars of mermaid kidney and...something else.

51483
DF Modding / Re: Community Mod
« on: June 11, 2012, 10:17:18 pm »
So, we're making a bunch of food-related stuff? I had some plans for remaking Dwarf Candy, maybe I can use some of those...
Or, if the next players take a completely different route, I can make something else up.

51484
Can we get some kind of list of everyone who's dwarfed, or are we expected to choose a dwarf once it's our turn?

Sure I'll compile as list as soon as it's my turn.  But it's likely best if you request yourself being dorfed or if you dorf yourself.  Infact, I may just create a "requested dorfs" list for anyone who has not yet been dorfed so overseers don't have to read through pages of this thread looking for dorfees.  What kind of dorf would you like?  And what should he/she be named?

I think I put up my dorfing requests in one of the other threads, but I can't remember them.
Which of the Starting Seven are still available?

51485
DF Suggestions / Re: Dawrvern retirement
« on: June 11, 2012, 09:16:52 pm »
More effects of aging in general would be a good idea. Decreased physical stats, tendancies towards senility (and/or instanity), possibly losing skills due to things like Alzheimers, slowing down, needing to sleep/eat more (sleep, definitely), various disabilities, possibly a tendancy to actively end their existance peacefully (I know some people do this IRL once they're too feeble to do their favorite passtimes), possibly a tendancy to fail to remember to eat on their own, maybe being enough of a cranky old cuss that someone tosses a -pig tail fiber pillow- over his face while he's sleeping or something, all of those nasty diseases and other things that killed most people before they hit 50 back in the day, and reflections of these things in worldgen.

51486
DF Suggestions / Re: Dwarven Fire
« on: June 11, 2012, 09:09:13 pm »
I was using "explosive" as a simple, one-word description of what it is about sodium that dwarves would like. Replacing gnomes' blood with gnomeblight is horrible. I'm glad we could come to a sort of agreement on rock salt+alchemy+???=sodium.

51487
DF Suggestions / Re: Aquifers - a suggestion
« on: June 11, 2012, 09:06:03 pm »
Thank you. It's so nice to see that some people agree with me.

51488
DF Suggestions / Re: Dwarven Fire
« on: June 11, 2012, 07:14:11 pm »
You know what at least part of the reason is? No one had the time to try random recipies to see if any of them were useful, and they had no reason to think that rock salt+coal+heat=explosive. Those both hold true for dwarves.

Ok bear with me please. I need a bit of help from you. And please understand there is no hostility & I mean no disrespect in any way, but try to help me understand your stance on this.
I'll do my best.

Quote
The first line at the top of the page says:
Quote
Slaves to Armok II: Dwarf Fortress is a fantasy game. You can check it out at www.bay12games.com. Feel free to discuss any aspect of the game here.
"is a fantasy game." No mention of history anywhere, furthermore while many properties of the game are based on the real world like matter densities, geology, etc. The game itself still isn't about the real world.  So where amongst all the Elves and Dragons, and Atom smashing Bridges, and perpetual powered waterwheels. is the notion that with all the other far more exotic reactions and inventions in the game that something so small becomes unreasonable just because we don't know if it was thought of by humans in real life?
Half of those are fantasy elements, the other half are bugs or half-implemented features.

Quote
I am respectful of your stance and trying to be as accommodating as I can providing level and thoughtful responses to your questions and challenges, But I think it would be beneficial for me to understand your reasons for your stance. Please and Thank you.
Alright. There are three major reasons that I think dwarves should not be able to make sodium:
1. There are other, more acceptable (to me and the community) explosives that happened to be around in pre-1400s times (which the sodium-refining technique described did not).
2. I doubt that dwarves, despite their slight tendancy towards insanity, would be able to discover various things significantly "earlier" than humans did. If dwarves don't have useful steam power (came before sodium, and is more intuitive), they probably wouldn't have sodium, either.
3. Sodium would ruin the fantasy feeling, IMHO.

That said, while I was typing this, an idea sprang into my mind that would solve all of these issues:
Alchemy.

51489
DF Suggestions / Re: Aquifers - a suggestion
« on: June 11, 2012, 05:22:18 pm »
Agreed. Maybe my idea of having water flow through soil would work.
EDIT: For the depth issue. Speed would need to be changed, too.

51490
DF Suggestions / Re: Dwarven Fire
« on: June 11, 2012, 05:19:37 pm »
You know what at least part of the reason is? No one had the time to try random recipies to see if any of them were useful, and they had no reason to think that rock salt+coal+heat=explosive. Those both hold true for dwarves.

51491
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 11, 2012, 05:16:38 pm »
Quote
...quality doesn't mean anything in the DF world, just to us people playing DF. Presumably, the best +gauntlets+ are not noticably different than the worst *gauntlets*.
Equip a squad with +equipment+ and another one with *equipment*, and let them go mano a mano in the arena. You'll notice the difference.
Better equipment matters. However: A. Differences of one quality level are nowhere near as important as pure dumb luck; B. my point was that, if DF was in the real world, one could only decide that this gauntlet was a +gauntlet+ and this a *gauntlet* by assigning arbitrary values of some kind, and they wouldn't agree more than slightly with the "real" values, due to the gradual continuum--my POINT; and C. you can't assign equipment quality in the arena.

Quote
Quote
Quote
...Mmm, this guy is a talented mason... does that mean fine, good, superior and if so, what can I expect on average?
It means he's good but not the best, and that he'll churn out fair-quality stuff (if not the best).
So what's the difference then with an adept and a proficient mason?
Not much. That's another of my points.

Quote
Quote
Quote
I don't want exact prediction of the output, where did you get that idea? The output is a bit randomized depending on skill level, so it wouldn't even be possible. That's not my intention or goal, why are you arguing against it?
You might want to be a bit more clear. "Have dwarves show the average quality of goods they produce instead of their skill!...No, I didn't mean that I wanted a good indication of what they'd actually make. How could you think that?" is basically how I'm reading you.
"An indication of what they'll make" is very different from "an exact numerical breakdown of their production". My suggestion was "just show the quality symbol of the median quality they'll produce". That way the number of levels will be reduced by culling the ones that don't cause a measurable difference. In addition, you can mess around with the skill gain rates and the skill labels will still be useful.
Okay, thanks for repeating what you'd said earlier. How is this not just a way to get a theoretically better idea of what you'd produce with this one dwarf?

Quote
Quote
Quote
...So you can distinguish three or four different skill clusters... Using the quality symbols would indicate five or six different skill levels. Tell me again, what's the use of the extra ones we have currently?
I can distinguish between all skill levels, not just clusters. It's more an issue of where on the continuum they fall, and if it matters that much, again, I can check the q-P page to see an exact listing of skill levels from dabbling to legendary. Not that I can think of any situation where it woud be that important, but it would be IMPOSSIBLE to distinguish between adjacent skill levels with your system unless they happened to fall on either side of an average quality level divide.
You can't think of any situation where they are important, but still want to keep them in at all cost??
"Keep them at all costs?" What cost is there in wanting to keep the current, non-misleading system? It, in fact, avoids costs of confusion, impossibility-to-figure-out-exact-levels-of-skill, and Toady's time, and loses...what, exactly?

Quote
Quote
Quote
Quote
And, as I noted, not only have they been in DF a long, long time, you can check the exact order by glancing at the profile of any workshop and hitting the + and - keys!
That's like saying: Chinese is perfectly understandable for everyone, you can always look up the words in nearby dictionary..
It would be, if there were only a dozen words in Chinese, most people knew most of them, and Chinese people came with a little book that they handed out reminding you of what the word mean.
We're not talking about people here, but robots (it's a program). Just program them to speak straight English...
To continue the analogy, your suggestion is like if each of those dozen words in Chinese corresponded to one of three or four words in English, and if everyone already spoke decent Chinese.

Quote
Quote
Quote
Quote
...
Even legendaries make *items* at times. You'll never be sure.
Your point? That seems to do nothing but show that even you know how stupid it is to show average qualities!
No, it's *you* that wanted to know exactly at which level good items would be consistenly produced - which the current system doesn't allow either (nor should it, deviation from the mean is a feature): so that's not an argument against what I propose.
No, I didn't. I want to be able to tell exact skill levels, because that's A. more useful, B. more realistic, and C. more detailed.

Quote
Quote
...Again, just because we only see a level of quantums as far as quality goes does not mean that less than a dozen types of shale mugs, or iron gauntlets, or whatever, exist. We're only supposed to know what our dwarves know...
Difference between actual facts and player knowledge is not relevant here. For now, in DF, an +iron sword+ is always an +iron sword+, with consistent combat modifiers and values between all +iron swords+.
Why is it not relevant?
Quote
Quote
To say nothing of how meaningless the average is when low-mid skills produce masterworks and the highest skill levels still produce mere superior-quality goods...
Who are you arguing with? because it's nothing I said.
Again, showing the median item quality, like you suggested, would be misleading because the item quality is so varied.

Quote
Quote
Wait, you want the game to tell you average quality, but you don't care that it's a grossly misleading figure?
It's not my goal to give an exact numerical breakdown of production, just to give an indication. The median is not misleading if you know you can expect some deviation from the mean. Again, that's how the game is, that has nothing to do with labeling.
So...if you know that it's a wrong, misleading figure, yet you still support it?

Quote
Quote
And what do you mean, "an arbitrary, confusing, superfluous bunch of named levels in between?" To start with, in between what?
In between the way they matter (influencing quality of production) and what we want to know about a skill (how it influences production). Currently the skills influence quality, we have to learn the order of the skills by heart and deduce the quality that skill level will deliver from the relative place of the skill names. Just put a straight indicator of quality produced there and be done with it.
Again, if it matters that much, you can check. And, also again, skill has an influence on quality, but other factors (like hunger, thirst, drowsiness, and especially pure, dumb luck) make any kind of figure of average quality almost completely useless and highly misleading.

Quote
Quote
All there is is a slowly graduated scale of chances of making various qualities of goods.
So one wonders why you absolutely want a discrete breakdown of that gradual progression into arbitrarily named chunks, that are hardly discernible. What are the differences between a talented dwarf making mugs and a proficient dwarves making mugs? If you can't tell, there's no use in having different level names.
...Why? Because, again, higher skills = higher average qualities...by fractions of average quality, bear in mind.

Quote
Quote
Forsaken1111:
It's better than the current version. But, IMO, if we need to number the levels to distinguish them, it's a flashing indicator that they're useless. Does anyone treat a talented and a proficient dwarf differently?
Not really, but if we wanted to gurantee that only our highest-skilled dwarves were working in the workshops, we'd be able to tell the difference. In your system, they'd both be +dwarves+ or something.
And that would be ok, because the difference would be negligible. With your arguments you should be pleading for displaying the skill xp directly, because that's the only way to always find your most experienced dwarves.
So, the difference between (in a HIGHLY simplified, and made-up-numbers, situation) 15% -goods-, 30% +goods+, 40% *goods*, and 15% =goods= and 10% goods, 15% -goods-, 25% +goods+, 35% *goods*, and 15% =goods= (both of which have a median quality of *goods*) is completely irrelevant to you? Then why do you care about skill levels at all?

Quote
Quote
And "Hey, someone came up with a slightly better system with numbers; the current system must be useless!" argument is stupid.
Numbers? Where? Anyway, show to me that you actually know the difference between the skills.. that would show that at least one person used them.
Numbers being in the system you were pointing to as proof that the current system is, quote, "useless." And what would I need to do to prove that I know the current skill levels well enough for to be useful.

Quote
Quote
If it was true, we'd need to look at the wiki every time we tried to tell if the dabbling mason was better than the legendary one.
As shown above, you yourself can tell only four or five skill clusters apart, and you don't treat talented and proficient dwarves differently. You don't look up skills, because you ignore them anyway beyond the major groups... which would be preserved in the way I would do it.
Okay, first off, I do often use specific skill levels--whenever I want to make sure that only the best stonecrafters craft stone, for instance.

Quote
Quote
Only an idiot would be that bad, or even to be unable to tell which of two dwarvesis more skilled if there's at least a couple divisions of rank between them. Oh, I'm sorry, Mr. Silverionmox, does that describe you?
Now you've convinced me and everyone.
[/quote]
Sorry, but arguing with you is making me rather irritated at you. You seem to be missing the point of  or ignoring every one of my arguments. And, like I said, if you can't figure out that talented is better than novice, or master better than talented, there's something up; and if you can, the system isn't useless.

51492
DF Gameplay Questions / Re: Applied necromancy
« on: June 11, 2012, 04:44:28 pm »
Here's what I'd advise:

1. A pit that you dump corpses down.
2. An area separated by fortifications, a raising bridge, and windows, in that order. Put the necromancer in that area; the corpses should soon turn into zombies.
3. Send the clowns into that area. The clowns will kill some of the zeds, but the latter should kill at least one or two. The necromancer will then raise both the corpses (again), their severed heads and hands (if applicable), and any corpses, heads, or grasping appendages the clowns might have left behind. The purpose of the windows and such is obvious: Some clowns have projectile or other ranged attacks, which the window blocks, and the fortifications keep the building-destroying clowns (all of them) from reaching the windows. The clowns will slowly dwindle in number as the zombie horde increases in number due to their inability to stay dead.
4. Once enough of the clowns are dead, raise the bridge. Without the necromancer re-raising them, the clowns should take care of the zombies, or at least enough to keep the remaining from overrunning your fort.
5. Kill the remaining zombies or clowns by your favorite method.
6. Tonight, we dine in HFS!

51493
DF Gameplay Questions / Re: Dwaves ignoring being assigned to burrows
« on: June 11, 2012, 04:33:08 pm »
Were the dogs and goblins in the aboveground place, and was that place in the burrow?

51494
DF Gameplay Questions / Re: minecarts
« on: June 11, 2012, 03:47:33 pm »
I've never had issues with turning on ramps.

Oh, one thing to keep in mind: Workshop squares that stop dwarves don't seem to even slow minecarts. Almost lost a dwarf to this; did lose a minecart.

51495
DF Gameplay Questions / Re: High boot foreign
« on: June 11, 2012, 03:43:29 pm »
It's too late for that world--changing entities post-worldgen does nothing.

You can buy wooden high boots from elves, scavenge them off dead goblins, or deal with low boots.

Pages: 1 ... 3431 3432 [3433] 3434 3435 ... 3706