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Messages - Aquillion

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271
DF Suggestions / Re: Alpha tester group
« on: July 11, 2010, 01:46:21 pm »
Like someone mentioned, there was an alpha test for DF2010.  But that was partially because there had been so long since a release, and Toady wanted something that was at least a bit stable.  (As bad as the bugs you got in the public DF2010 release were, the alpha test had a lot more -- many many random-seeming crashes, corruption to historical figures and stuff that could easily ruin forts permanently, tons of worldgen crashes, many types of embark areas that were glaringly broken...  I think at one point lakes would always pour directly into the magma, and streams over caverns would frequently collapse into them the moment you embarked.)

It's unlikely that these relatively short, smaller releases would have such a wide array of bugs...  and even if they do, I think that Toady doesn't feel the same pressing urge to try and make the release a bit (comparatively) polished and playable that he did after the long DF2010 wait.  With weekly releases, releasing another fix a week or so later to fix bugs in the last one isn't a big deal...  but if DF2010 had been totally unplayable, it would have been much worse.

So I suspect you'll only see significant pre-alpha tests when there's a big gap between releases.

272
Had you run a previous fort in this world?

It sounds like it might be old age to me.  It won't realize that someone is dead of old age until they step onto the scene, at the moment.

273
The principle problem is basically that luxuries aren't nearly as satisfying in the game as they are in real life.  People still tend to enjoy things (as players, not characters) like collecting stuff or gambling in a computer game, since it doesn't deviate too far from the real world equivalents, but a lot of luxuries would be meaningless (consider eating "fine foods", say, though if you are really into the roleplaying it works I suppose)
One thing that Gearhead (another roguelike whose themes tended to hit into this) used was tracking the player character's "mood" in terms of a vague mixture of happiness and exhaustion, and displaying it with a series of green + marks or red - marks on the screen.  When your mood is high, you get a benefit to your social / mental / manual dexterity stats and a bonus to any actions that require concentration; when it's low, you get penalties to those things.

Things like tracking through a sewer, failing at tasks, eating charred monster corpses and so on would lower your mood, while success, good food, soaking in hot springs and so forth would raise it.  It felt fairly realistic -- we've all had days where a bad mood makes it hard to do something, which makes you angrier which in turn makes you do even worse until you break whatever you're trying to fix or whatever.

The ability to accumulate bonuses by having a very high mood (at least until your mood slips back towards normal) also rewarded players for luxuries and such.  For instance, I'd always buy chocolate bars and carry them with me on long sewer missions.

Will adventure mode in DF ever track the player character's mood?  It's such a big part of Dwarf Mode that it seems like it'd be a logical thing to extend to adventure mode although, of course, I wouldn't expect players to go insane without something Lovecraft-style causing them to.  But there's various other things that could be done with it, like the bonuses / penalties I mentioned above.


274
DF Suggestions / Re: Mine the moon!
« on: July 05, 2010, 06:40:51 pm »
I've been hoping for some sort of doorway to alternate planes. The moons could be one of them.
*groan*

(That was the groan of knowing how much I would hate myself for still playing Dwarf Fortress if such a feature was implemented.
Actually, alternate dimensions were planned as a feature for Dwarf Fortress from way back...  I recall one of the devpages mentioning it.  Or maybe it was something Toady said in one of the really early threads...  I have no idea if it's still going to be done, but it's something that's actually comparatively easy to do (compared to, say, time travel, at least) and which can have really awesome-looking effects, not to mention strange emergent applications.  If you've played Master of Magic you'll have a sense of what I'm talking about.  I also recall Banishment to the Abyss as one of the coolest features of Dungeon Crawl the first time you encounter it -- there's just sort of a 'ZOMG' factor to discovering that there's an entire other dimension that you can just access at any time with the right stuff.

Spoiler (click to show/hide)

With that said, the game's metaphysics are not always clear.  We don't know what the moon(s) in DF are, how large they are, etc.  They might just be a big flower or a fruit or a wolf or something that someone put in the sky.

275
DF Announcements / Re: Dwarf Fortress 0.31.08 Released
« on: July 04, 2010, 01:20:44 pm »
Chances are the bug was having wider effects, though, and it was fixed as part of a larger more general improvement.

276
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: July 04, 2010, 11:49:21 am »
I agree with more votes needed though, maybe 10?
No, I think that any method with limited votes would be a bad idea.  People should be able to, in some fashion, weigh in on every single thing on the list.  If you add more votes, you'll just extend it a bit further down, but you'll still end up with the same effect, where people will go for the biggest most impressive stuff first.

277
DF General Discussion / Re: What turns you off about DF?
« on: July 04, 2010, 10:02:31 am »
For anyone getting savefile corruption frequently (especially if it says 'one of the compressed files on disk has an error in it' or something like that):  Are you running the game in XP64?  If you are, you could try going into the init file and turning COMPRESSED_SAVES to NO.

Note that this will make your savefiles huge (100 MB or so huge; you may want to zip any backups you make manually.)  However, it solved the problem for me.

Flights of stairs which can be moved into from any direction with no impediments whatsoever.
I think they're meant to be spiral staircases.  That's certainly how I picture any long stacked staircases I make.

278
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: July 04, 2010, 12:08:33 am »
I'l prolly catch flak for this, but can the votes be cleared and the script modified to display the list of suggestions in  random order? Because right now it seems to have a big case of "i vote for the first 3 suggestions"-itis.
It's not just a matter of people blindly choosing the first few and not bothering to read the rest.  The current system encourages people to only vote on things with high vote totals, because you only get three votes, and voting for something with 0 votes (or anything nowhere near the top 10, really) is pretty much throwing your vote away -- nobody will notice the extra vote, so it's not going to raise the item at all; and you only get three, so people naturally want to spend them where they will matter (mainly, trying to make a distinction between the stuff that actually has high totals.)

Which is problematic, because it tends to lead towards people using their few limited votes on the biggest, most sweeping suggestions they can.  If you have a suggestion for, say, some very small specific relatively easy change, very few people are going to spend a vote on it when they could instead spend that vote on "TOTALLY OVERHAUL HAULING" or "ADD THIS MASSIVE PLOT-ARC" or "IMPROVE EVERYTHING IN ALL WAYS."

The real problem is the limited number of votes.

279
DF Announcements / Re: Dwarf Fortress 0.31.08 Released
« on: June 29, 2010, 04:03:24 pm »
If there's degradation coming in the future, there needs to be a sharpener's workshop to fix em up for some time :3
Item repairs would also be good because they'd help you keep your supplies at a constant level -- one problem I can potentially see is players constantly having to manually check their weapons and make sure that they have the correct amounts, replacing stuff that has worn out.

Of course, mandates are, in theory, meant to handle this kind of thing, if the relevant nobles can be taught to be smart about them...

280
DF Announcements / Re: Dwarf Fortress 0.31.08 Released
« on: June 29, 2010, 07:39:20 am »
The other common workaround for the Bronze Colossus is to give it some sort of Soul Shard or something that acts as a brain. When that dies, it's reduced to just a statue.
I suppose a Shadow-of-the-Colossus dealy where they have a weak point or magic runes on them or whatever that make them die if they're damaged would be one option, but that'd require stuff like called shots (or even the ability to climb up on a monster and run around, or whatever epic madness you can imagine.)

Honestly, the current situation -- where you can pretty much only kill a Bronze Colossus by immersing it in magma or something similar -- isn't that bad.  They can't climb, they can't dig, and they'll probably never get either of those abilities.  This makes them relatively manageable for players who have the chance to exploit it, even if it can be a bit frustrating to people who want to be able to meet everything in battle.

It might also be neat if there were more ways to order your dwarves to use fire as a weapon.  That seems to be one of the few Bronze Colossus weaknesses, although I'm not sure if it'd get hot enough to cause melting.

But in terms of material damage...  it's hard to imagine hitting a giant solid bronze statue with an axe until it breaks.  If it's hollow, maybe.  But just because steel is harder than bronze doesn't mean your axe is going to keep its edge if you try to hack through a huge solid piece of the stuff...

Does denting impair function at the moment?  Could a leg get so badly bent out of shape by hammerdwarves hitting it with giant hammers that the Colossus can't walk anymore?  Realistically, hammers seem like the logical way to deal with a Bronze Colossus to me -- they won't get damaged themselves the way a metal weapon would, you can knock the enemy over, and eventually the beating will make something break or bend out of shape.

281
DF Suggestions / Re: Make river/brook/stream banks ramps.
« on: June 15, 2010, 04:14:19 pm »
Some river banks really are steep like this.

I don't like the ramps everywhere thing we have right now -- it's basically a cludge, I think, until adventurers learn how to climb (or dig their own stairs / ramps.)  More cliffs are more interesting in terms of movement, combat, defense and so forth.

282
DF Suggestions / Re: Take from stockpile allow many-many relationship
« on: June 13, 2010, 06:14:03 am »
The only problem with this is that the depot currently has unlimited storage.  If you could have things brought there constantly and automatically, why not use it as a magical bag of holding for all the furniture you produce (or whatever?)

Truthfully, it would probably be best to eventually replace the depot with some kind of room or zone, or something that allows dwarves to sell straight out of / buy into nearby stockpiles rather than storing stuff itself.

283
You can do this with a customized stockpile near the workshop (it will use whatever's closest); I recommend placing a small stockpile next to every workshop to deliver whatever you want that workshop to use -- a good idea for other reasons, too, since it keeps your skilled dwarves working as much as possible without having to haul things a long distance to the workshop themselves (potentially endangering themselves in the process, if they go outside or into the depths to get something.)

Leave that for the unskilled immigrant haulers.

284
DF Gameplay Questions / Re: Diagnosing dwarves
« on: June 13, 2010, 05:53:43 am »
It's not precisely a bug.  Vet-care just isn't in yet.  I believe it is planned eventually.

285
Definitely embark 3x3.  Now that there's more interesting stuff in the depths, you don't need a wide area anymore.

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