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 ... 3689 3690 [3691] 3692 3693 ... 3706
55351
So an accurate idea of supply and demand requires getting into the dwarves heads and figuring out what they really want and need.

Decadent alcohol, waterfalls, and legendary dining rooms. Not much else they want if they get that.

I see your point, though.

55352
DF Suggestions / Re: Player Rewards
« on: January 28, 2011, 09:05:00 pm »
The closest thing to achievements I think should be in the game should be:
1.) Becoming the capital (Check)
2.) Changing the age the world is in (Check)
3.) Discovering cotton candy (Check)
4.) Defecting the clowns and/or taking over the circus (Check, but much harder than it sounds to those who think I'm actually referring to a traveling Big Top Toady One implemented in the last version...although he should implement actual circuses.)
5.) Some way for the game to recognize when you have made a "megaproject," ideally driving up fortress value and drawing in migrants.

55353
DF Suggestions / Re: Regarding Dwarfs Thirsting
« on: January 28, 2011, 08:55:38 pm »
I think it would be cool if dwarves not only told you what they wanted, some actually PREFERRED water-a dwarven drinking problem. They'd go to wells immediately, drink booze only as a last resort, slow down from too much alcohol (just like in real life, but with fewer bar fights), would not get happy thoughts from drinking water (enough to easily counteract the "lack of a well" thought and maybe the "nasty water" thought but probably not the lack of "had a decadent drink" thought), but would rather sprint to the river for a drink under fire during a siege than drink dwarven wine two feet away, thereby reinforcing the need for a well.

55354
DF Suggestions / Re: Dwarves see tiles with contaminants as low traffic
« on: January 28, 2011, 08:47:17 pm »
If they can immediately tell what tiles have fire in them, why would they want to walk in them at all?  I would think they should be afraid of fire, and not walk through a fire, even if it was a really, really good shortcut.

Generally, I'm not sure about the way in which this all works at the lowest levels, but pathfinding is very, very CPU-intensive stuff, and if you make the pathfinding program start making checks on what tiles have certain stuffs in them, it will make the pathfinding code become even more bogged down in waiting for data fetching to see where all these little bumps on the map are.

Traffic designations are problematic as-is, but at least they aren't dynamic.  You stop the game to alter them, and a new pathfinding connection map can be built while you are paused with no real lag.  Sprouts and contaminants you can track need to be checked dynamically, however.

Again, I've not made myself an expert on the subject of pathfinding, but these are just some of the potential problems I can see off the top of my head.

...Woah. And I thought this sounded like a good idea at first...My fort's already running too slow.

55355
DF Suggestions / Re: Tunnels connecting the moutain home and your fort.
« on: January 28, 2011, 08:45:42 pm »
I like this idea, but there would have to be some way to "mark" map edges-these spawn outside critters, these spawn level X cavern creatures, these are part of the circus, these only spawn traders and minor critters that would reasonably be let into dwarves' tunnels and those one lets wander IN to said tunnels, etc.

Also, it would be cool if a goblin siege that took one fort would disguise itself as dwarven traders and take fort after fort...or if an FB you let in the tunnel to the Mountainhome destroyed everysettlement on the way...etc.

55356
DF Suggestions / How to Make Sieges, Etc Tougher
« on: January 28, 2011, 08:39:00 pm »
Introduce a tag like [WALLSMASHER:X].

Wallsmashers can make holes in constructed (or soil?) walls. They smash he wall at a point, and all walls within X spaces of that tile (ideally as someone pathing through walls only would "fly") are deconstructed. Drawbridges will be smashed if their "height" is less than X and are directly smashed at, but otherwise will be untouched. Ideally, some form of this would precede multi-tile creatures being common. Even more ideally, wood walls would be easy to break down, soap walls even more so, but stone walls (especially obsidian) would be harder, with steel being the top material for walls (except cotton candy and, through modding, the big top's rock).

What does the forum community think? It'd mainly be clowns, megabeasts, and maybe other big critters, so it's not like greenskins would smash your entire defensive perimeter in your fort's first year, unless maybe you are at war with them, have a lot of civilians, and struck cotton candy.

55357
On one hand, I don't think any of my forts right now could handle a siege except by sealing the entrance-if that. On the other hand, I'd like to lose a fort to something other than dehydration and abandonment.

55358
DF Dwarf Mode Discussion / Re: Unassign Work Dogs
« on: January 28, 2011, 06:38:57 pm »
You don't.  Not even killing its owner will un-assign an assigned war dog.

And here I thought murder was a way to solve all problems in dwarf fortress except the inevitable tantrum spiral.

55359
DF Adventure Mode Discussion / Re: Door...no open...uh...
« on: January 27, 2011, 07:18:01 pm »
You can't unless they are locked.

Or if you have the materials at hand... you can set it on fire.

So...should I do that if I'm a dwarf who can't open a door?

55360
DF Adventure Mode Discussion / Re: Door...no open...uh...
« on: January 27, 2011, 06:05:57 pm »
It may not have the [Can_open_Doors]

Or a tag closely realted to that... But if your this far into adventure mode and just now encountering this problem I may be incorrect.
Maybe, but other gnomes could open the doors for me.

EDIT: Aw, crud...Yup, that's it. What a bunch of morons.

How do you break down doors?

55361
DF Adventure Mode Discussion / Re: Door...no open...uh...
« on: January 27, 2011, 06:01:48 pm »
First question: Are you playing vanilla

Second: Did you mod in a race?

No, Yes, and why dos it matter?
I still have hands, though

55362
DF Adventure Mode Discussion / Door...no open...uh...
« on: January 27, 2011, 05:55:25 pm »
how do you open doors?

In adventure mode, I mean; it's kinda sad if you can't open real-world doors.

55363
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 27, 2011, 05:54:15 pm »
My macegnome (special D&D kobolds mod) was on his way to the capital for a quest and some allies, stopped in a hamlet for a night...and was stopped by a closed door.

Next time I'll sleep in the doorway.

55364
Simplest model of s/d:

Every site and civ keeps track of what it has, how much it wants stuff, and how fast it uses/breaks/loses stuff. Go from there.

55365
Can't help with the attacks, but I think the baby/child names should be "catfolk kittens" and that the adjective should probably...be different.

Here's hoping a skilled modder shows up!

Pages: 1 ... 3689 3690 [3691] 3692 3693 ... 3706