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Messages - Aquillion

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1651
DF General Discussion / Re: Immigration
« on: August 16, 2006, 11:02:00 pm »
I want to take the small fortress trick to its logical extreme.  The name of the game is "dwarf fortress", not "dwarves' fortress", right?  I wonder how long you could last with only one dwarf.


...actually, he'd eventually fall into a fay mood and then go mad because there are no other dwarves to supply his needs.  But oh well.


1652
DF General Discussion / Re: Noble Room Reqs
« on: August 29, 2006, 02:49:00 am »
Ahhh...  unless I'm missing something, the leftmost room in the above screenshot is missing a door.  That will cost you a lot of points right there...  it's important for rooms to be fully enclosed.

They don't have to be of any particular shape, and can even be bizarre, twisty caves for all the dwarves care, but they do have to be totally enclosed or you get a penalty.

Remember that you can decorate a room's walls twice.  That room doesn't even have an entirely decorated floor...

But the easiest way to raise a room's value is to put high-quality items in it, especially masterwork ones.  Have whoever your legendary dwarf is create some things, then throw them in there, even if they aren't needed.

Even if you lack a legendary dwarf, a mildly well-made item (with symbols around its name, like -this-) will still help.  Even ones with no special quality will add their value and help bring the room higher.

Of course, having anything in the room that the room's occupant likes helps even more...  or ore in the walls that they like, that sort of thing.

Did you remember to expand the room's radius to totally fill the area you enclosed it in?  That big room is actually hurting you if you didn't expand your room's area to encompass it, since then your dwarf sees their 'room' as being an absurd chalk outline ala "I Love Lucy" in a much larger space, and will treat it as being missing walls.


1653
DF General Discussion / Re: Wiki decision
« on: August 16, 2006, 11:38:00 am »
Ulf.  I don't like the new organization that they seem to be using on the first one, with strangely-chosen categories on the front page and so on...  but I don't like the way the second one puts everything from a broad category (say, every piece of furnature) onto one huge page.  It's our wiki, so one of the advantages we have is the ability to make a page for each and every little thing!  Eventually I'm sure there will be more than enough to say about, say, beds to cover their own page.

1654
DF General Discussion / Re: The all new dwarven Shining...
« on: August 16, 2006, 06:26:00 pm »
There's another way to clean it, but it's a bit of work...

Get all your dwarves out of your main hall and lock the doors so they don't wander back in.  Make sure you have doors on every exit, and especially make sure you lock the door leading back to the river.  Then, open the necessary floodgate for a few seconds.  Presto!  Fortress cleaned.


1655
DF General Discussion / Re: Req/Bloat: Discard
« on: August 12, 2006, 03:04:00 pm »
Problems:

Stone is an important part of management in the game right now.  Players need to arrange ways to get stone away from wherever they're digging if they want to build there, and have to manage the removal of stone in order to keep things functioning, just like in a real mine.

Possibly, though, stone could be allowed to stack if placed outdoors.  This would keep the gameplay essentially intact, without requiring an absolutely huge expanse of stone-storage outside the fortress.  It also makes sense; you can't stack it indoors, but outside you could dump it into a giant pyramid or something.

For deeper in the mine, there could be an option to dump it into chasms...  but how would players decide how much to dump?  They need some of it.


1656
DF General Discussion / Re: Pathfinding spam.
« on: August 12, 2006, 07:10:00 pm »
Yeah.  It was a fairly large, long island in the middle of the outdoors river, where the river split in two and then met up again some distance north of my fortresses' main gate.  The only unusual thing about it was that the left-hand branch cut through a small swamp.  Anyway, I selected a bunch of plants to harvest at once, and tagged one near the bottom of the island by mistake.  It took me a while to figure out what was causing the spam, but once I noticed the one tagged plant on the island and untagged it, it stopped.

This happened with the latest version, but I believe the world and fortress were started in the first release version.

[ August 12, 2006: Message edited by: Aquillion ]


1657
DF General Discussion / Re: Pathfinding spam.
« on: August 12, 2006, 03:12:00 pm »
When you say 'clear', is it supposed to untag the unreachable plant?  Because if it doesn't, wouldn't the dwarf just try and target it again as soon as their current job was reset?

Of course, untagging it could also be an annoyance if the situation making it unreachable is only temporary, or if only one dwarf is affected (one dwarf stuck in a room could decide that every plant in the world is unreachable and untag them all!)


1658
DF General Discussion / Pathfinding spam.
« on: August 12, 2006, 01:06:00 pm »
I'm sure this is already a known problem, but...

If you tag a plant for gathering, and your plant-gathering dwarves can't reach it (say, because it's on an island or something), they'll spam you with pathfinding errors and, presumably, idle around wasting time on it.  I assume this is a problem with other tasks, too.  It's particularly a problem when you can't figure out which of the seventeen million things you just tagged is causing the error.

Perhaps if a dwarf can't reach something, they should tag it as 'unreachable' somehow, so that as long as it remains unavailable, other possible targets that they can reach will get handled first, and so that they move on to other tasks if they can't reach anything they need for the current one?  The dwarves would still have to check every time they went for a new item to see if the player had made it accessable, but the tag could be used to prevent additional error messages when doing these checks, too, since it means the player has already been informed that the item is unreachable.

Just a thought, anyway.


1659
DF General Discussion / Re: Future of the Fortress 4
« on: June 10, 2008, 01:31:00 pm »
quote:
Originally posted by Toady One:
<STRONG>Here's a frozen world and the populations.</STRONG>
That's a lot of Goblin fortresses lead by dwarves near the bottom there.

1660
DF General Discussion / Re: Combat messages in "Fortress Mode"
« on: August 12, 2006, 12:14:00 pm »
Hrm.  Maybe there could be a 'combat log' that shows a blow-by-blow history of recent combat?  The only problem is that with many dwarves fighting in different parts of the fortress, this could rapidly become incoherent...

1661
DF General Discussion / Re: Questions on digging and mineral hardness
« on: August 12, 2006, 12:06:00 pm »
Question...

When I'm selecting blocks for building something, each block listed actually corresponds to a block somewhere on the map, right?  And when I choose it, I'm selecting that block specifically, rather than one of that type.

What I'm getting at here is that if, say, I have one slate block two feet from where I want to build a road, and one on the other side of the map, they'll both look the same on the menu...  and if I choose the wrong one, the dwarves will walk all the way over to get it.

Perhaps all identical materials should be concatenated into a single line on the list of available items, like so:

Dirt
Slate x 12
Talc x 7
Obsidian x 2

...and selecting one should just have the dwarves to use the closest material of that type.

I don't know how the player would be able to increase and decrease the number to use, though, since they just have 'enter.'  Maybe it could work like this:

Dirt
Slate x 12
...3 selected.
Talc x 7
...2 selected.
Obsidian x 2

...so the player can add one to the number of selected blocks by hitting 'enter' over the block, or subtract one by hitting 'enter' over the line listing how many are currently selected.

Anyway, it wouldn't work for more complicated things, but as far as I can tell all raw stone or blocks of a given type are identical.


1662
DF General Discussion / Re: Agony :S
« on: August 11, 2006, 09:59:00 pm »
Maybe dwarves could become much happier if someone is caring for them?  Have healthcare include bringing the dwarf food, keeping them company a little, and so forth; then have this give them a big happyness boost.  Nobody likes getting a nasty wound, but having everyone in the fortress dote on them for a while would probably keep dwarves in a good mood anyway.

1663
DF General Discussion / Re: Possessions, Fey moods and more
« on: October 03, 2006, 03:33:00 am »
You have to understand that dwarves have a set order in which they'll grab things, and they will not reveal this order in their hints.  For instance:

quote:
The one who liked Granite wanted wood, stone, blocks, and rough gems. He took everything except blocks and gems, I checked and found Granite blocks in my bins. I slammed out orders for more grey blocks, some light and dark blocks too. To no avail, after a month or so of waiting and 15 or so assorted blocks in my piles he went beserk. The dogs got him, I assigned him two when he went loony and he attacked them fist.

This one was almost certainly waiting on the rough gems and not the blocks.  What sorts of rough gems did you have?

quote:
The one who liked Rock Crystal was a fisherdwarf who moped around untill I build a glass workshop. Then he wanted cloth, rough gems, and shell. He didn't grab anything. I only had spider silk available as cloth, couldn't make others for lack of correct plants and barrels/bags/vials. Had both turtle shell and cave lobster, cut and uncut Rock Crystal. He just sat there untill he decided to go drown himself.
From your description, wanted a different kind of cloth, almost certainly.

1664
DF General Discussion / Re: Possessions, Fey moods and more
« on: September 19, 2006, 11:53:00 pm »
quote:
Originally posted by DDouble:
<STRONG>There is a new artifacts list added to the main menu. Apparently one of my artifacts was (Lost) when the dwarf got carried away in the river.</STRONG>

It isn't exactly 'new', or at least it's not new to the game if that's what you meant.  It's been there since the first released version, but it only appears after you have at least one artifact, just like the nobles menu.

Unless that's what you meant, in which case, er, carry on.


1665
DF General Discussion / Re: Possessions, Fey moods and more
« on: August 19, 2006, 06:06:00 pm »
You have to look at it from their perspective, though.  It's easy to say that they're snapping easily when you're just looking at things from outside the monitor and reading events in lines on the screen.

When a dwarf gets a serious wound, though, they are likely to be maimed for life.  It's not so strange for extremely tough, previously self-relient types of people to completely flip out when faced with that sort of thing.

And we're not talking about 'seeing a rat'.  We're talking about having the fortress that you slaved to create crawling with rats.  We're talking rats and vermin crawling over you while you sleep and eating the food out of your hands.

And don't forget the other things.  Portions of the fortress are covered in noxious, wretched miasmas of decay so thick that they actually obscure your view.  Friends and relatives die regularly and are sometimes just left to rot on the ground.  Wild raccoons and other horrible monsters are just waiting for the chance to rip out your throat. If you make a mistake or fail to meet a production order, the sheriff cuts you to pieces with an axe.  Horrible creatures regularly crawl out of your drinking water and try to murder you in your beds.  Filthy new immigrants are constantly being shoved into your fortress' cramped quarters, forcing you to work yourself down to the bone to get new quarters ready and leaving you with barely enough food to get through the winter.  And when food runs out, you're reduced to grubbing for rats, beetles, and worms in order to survive.

And then, when inspiration finally strikes--when you finally a chance to do what you've been dreaming to do for your entire life, the one reason you really went through the hell of this horrible fortress, the one true Dwarven dream--when you finally feel inspiration strike you and can see the form of your artifact in your head, you end up wasting three months doing nothing as your incompetitent leaders fail to provide you with the necessary materials. Eventually, the vision begins to fade and you realize you can no longer remember what the artifact you'd waited your entire life for even looks like.  Wouldn't you go mad, too?

Don't ask why your dwarves go insane or throw tantrums.  Ask how they manage to stay sane the rest of the time.

[ August 19, 2006: Message edited by: Aquillion ]


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