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 - Maklak

Pages: 1 ... 74 75 [76] 77 78 ... 94
1126
Wow, You are at about the level of Nw_Kohaku, when it comes to writing walls of text. Still interesting reading, but I don't agree with some of it. For example I don't share Your general enthusiasm about economy that we have today, growth, and technological development. You also seem very found of emergent systems, and free market, and hate anything planned. I think a little planning doesn't hurt and can smoothen economic cycles.

About that game. I was thinking about borrowing it for a week-long LARP with many games. Sounds fun and different. There are still some areas, I don't understand, tough. Namely, the goods creation. Everyone can create goods (like different kinds of sweets (which the king provides)) (self employed, or company) per turn, but not actual money. Then they trade that among themselves using monopoly money. Is this correct? Why won't this create oversupply of goods over say 10 turns? If I understand correctly, any leftover money can be exchanged for chocolate at the end (or even during play), but it seems, that spending it on goods in game gives you more stuff to eat. Is this also correct? If I were ever to try and play with it, I need to understand such things. I also intend on using cheap stuff, no more than 3$ worth of food pere person during the entire game. If I don't do it, I still want to understand, how the mechanisc for that game works exactly. 

About "Money as debt". That movie did rise some good points about injustice of our monetary system. Also about impossibility of perpetual growth economy, which is simply not sustainable. And why usury is the cancer of humanity.

About jamming trade routes / ports. This can totally happen. A way to model this would be to make a cap on how much stuff can be transfered. Overflowing causes increased latency, and cost. Over time capacity of a road or port can be increased by governments using money from fees from traders using them.

Toady One said something about the supply and demand model, he was using either in one of front page posts, or DF talk. I dont remember whre exactly. Oh well, we'll wait and see. 

1127
DF Dwarf Mode Discussion / Re: Ever have one of those moments?
« on: May 27, 2011, 02:50:03 pm »
Ah, so this happens often, then. I was surprised when I lost 3 or 4 out of squad of 10 Danger Roomed into multiple legendaries. This is still improvement from 10-20 dead every siege I charged head-on before I made a DR tough.

As for hospitals: I usually choose 1 of my starting 7 with highest empathy as CMD, giving her 5 diagonsis, and some other medical skills (suturing, and dressing wounds seem to be much used). Having a nurse with high empathy and sense of duty, and only recover wounded, feed / water wounded, and perhabs some little used jobs also helps.

1128
DF Dwarf Mode Discussion / Re: Raw cotton candy
« on: May 27, 2011, 02:40:24 pm »
All of my metalworking moods have had adamantine as their base item since I've refined it, but other moods haven't. In addition, for parts other than the base item, other metals will be accepted, even for metalworking moods. I'm not sure if adamantine wafers are actually considered "metal bars" as such, since I've not had anyone take adamantine for a decoration, though that could just be due to the fact that all my hundreds of metals are in one stockpile.

This. My posessed metalworker made a funobtanium flask decorated with funobtanium. The rest of them make stuff like rock grates decorated with gems.

If you manage to mine a whole level of funobtanium spire, and there is no hole in it, levels above should be perfectly safe to mine. Uhm, probably.

1129
DF Dwarf Mode Discussion / Re: An Even Better Magma Pump Stack
« on: May 27, 2011, 02:27:14 pm »
This looks too unsafe for me. For this to overflow you don't even have to shut it down, if overflows by itself, when reservior atop that pump stack is full. I much preffer double-barrel improved pump stack with emergency shutdown shafts, and grates over chanelled spaces. Your design is much quicket to make, and easier to fit in vertical space not breaching caverns, tough.

1130
DF Dwarf Mode Discussion / Re: Cavecroc-a-splosion
« on: May 27, 2011, 02:22:13 pm »
Pretty sure you can make a GCS slowing turret (Dwarf Fortress : Tower Defense edition ?!) with good use of locked doors and fortifications, but it's going to be destroyed by archers or trolls.

What if you make a very long route, that is door leads to the fortress, which has way outside? Archers would still kill it, tough. Hm, these magma drowning traps seem the best, even tough they take much time and labour to make.

I haven't used cave crocodiles yet, only dogs, lions, tigers, bears, and whatever random animals I stumbled upon. They all sucked versus goblins, even elephants. I finally learned how to train good military (with or without DRs), so I'll probably ditch animal husbandry altogether (save for tomcats, and whatever else is usefull in kitty towers). 

1131
@counting:

Interesting thread, and good job on explaining how banks legally conuterfeit money. For anyone interested I recommend film "Money as Debt" http://www.youtube.com/watch?v=Dc3sKwwAaCU and this short story: http://www.relfe.com/plus_5_.html

Oh, and that economic simulation is a nice idea for a LARP, but what exactly are "hugs" and "kisses"? Are they pieces of chocolate? (That is, did the professor, or king or whatever bring a lot of bars of chocolate and partition them among the winners at the end?) How many turns does this last? (There need to be turns and not real time, as production functions are per unit of time)

1132
Cheesemakers make good haulers. I also adopted a habbit of enabling many jobs, like furnance operating, cheesemaking, butchery, tanning, masonry (requires setting masonry workshop profiles to Proficient+ skill), and others. This makes a responsive task force.

1133
DF Dwarf Mode Discussion / Re: Livestock Coice ?
« on: May 24, 2011, 02:50:04 pm »
I think animals are more trouble than they are worth. (From purely utilitarian point of view, animal husbandry still adds a lot of depth and fun to the game).

- Bees are pure trouble. I had at least two Dwarfs go to edge of map, stand there with "install colony in hive", and die to an ambush. Bee products have very low value, and are produced slowly. No more beehives for me.

- If you have any polutry, building up to 5 nest boxes for occasional eggs is a good idea, but its easy to get surplus of food, so eggs aren't much of a boon.

- Milk? I can order like 10 kinds of it for 4 barrels each from caravan, make cheese, and cook it. I don't need to milk my own animals.

- Yarn? Ok, maybe (I don't know) it is sometimes used for moods, so I keep some around just in case, but it can probably be bought from caravans, and farming pig tails / rope reed is more efficient way to set up cloth industry anyway. 

- Bones? May be usefull for cheap bolts, and moods, but other bone products can be also made from other materials. (Well, unless somebody wants something decorated with bones for 'fuck, yeah!' purposes).

- Leather is usefull for military, but you normally only get 1 per animal, and caravans bring some anyway.

- Bunny skull totems? Thank you, I can make rock crafts.

- Grazers need pastures, and trample them, and you can't keep too many too close. More micromanagement :/ Plus blinking pastures hurt my eyes.

- War animals suck agains goblins. A few hunting dogs or cats in strategically placed towers might be a good idea, tough. War animals assigned to civilians look cute and can dealy ambushers, but military is far superior.

- Cats kill some vermin, but that produces yucky vermin remains. I usually try to keep a few males around anyway.

My advice: Don't bother. Maybe keep a few cats around, or whatever random animals migrants bring.

(As you can deuce from the tone of this post I often suffer FPS issues, and my animal populations tend to explode unless I control them.)

1134
Artifact cotton candy ring, mencacing with spikes of cotton candy, studded with cotton caandy, etc. It only wastes cotton candy and raises fort value.
It narrowly edges out an arifact cotton candy warhammer.


In my lastest fort some possesed idiot made funobtanium flask decorated with funobtanium. If I wanted to waste it on flasks, I could have easilly gotten 6. Fortunately my map has like 2k of it, and I already processed over 200, so not such a big deal, but still.

1135
DF Dwarf Mode Discussion / Re: Graveyard layouts
« on: May 22, 2011, 01:57:56 am »
I only make tombs for nobles. For general purpose crypt I just mine out a big room and fill it with coffins one space apart set for burial. I'm almost certain, coffins are passable, so completely filling a room with coffins should also work.

1136
As for Dwarf labor involved in making roasts, most of the time I don't even have to farm. I just buy all food from caravans. It gets hauled to nearby stockpiles and turned into booze and roasts. I have a booze stockpile close to kitchen, so some roasts end up as quite large stacks. Even after factoring in overzealous butchering animal husbandry, cheesemaking and occasional farming or plant gathering, this is not much effort compared to say, selling junk goblinite and crafts.

The way I see it, people complain about roast prices, because of the way they are calculated. Each ingredient gets quality modifier for how finely it is minced, the four are added together, multiplied by quality multiplier for the whole meal, and then by sum of stack sizes. IMO a good way to change this, would be to have 1 quality modifier for the meal itself, and count each ingredient as decoration, so rather than something like (10 *minced1 *base_price1 + 10 *minced2 *base_price2 + 10 *minced3 *base_price3 + 10 *minced4 *base_price4) *quality *stack_sum we would have: (10 *minced1 *base_price1 + 10 *minced2 *base_price2 + 10 *minced3 *base_price3 + 10 *minced4 *base_price4 + roast_base_price *quality) *stack_sum

I'm not sure, it all the 10s are there, I just assumed basic prices for decorations are 10. Removing them from meals would further reduce prices.

OFC there still would be cloth, and glass serrated disk industry.

1137
I didn't have perl on this machine and sed proved too cumbersome for the task. This almost worked, but not quite.

sed 's/^[A-Za-z\-]*[^A-Za-z]*\([A-Za-z \'\'']*\)[^A-Za-z0-9]*\([0-9]*\).*/\1   \2/' Gems_in.txt > Gems_out.txt

Awk worked, tough:

awk -F"\t" '{ print $2"\t"$3 }' Gems_in.txt | sort > Gems_out.txt

Cygwin or MinGW + MinSys is a great help under Windows.

My version of google spreadsheet is here:

https://spreadsheets.google.com/spreadsheet/ccc?key=0ApoOG6GC8_0RdHR5QkNDZlYwa1RYeUpCSzJSNUZIRkE&hl=en_US

@ Naina:
Thanks. That was close, but I really wanted it to be sorted by gem name, so I used "order by this column" button on the wiki before copying. Using google docs is a good idea, and faster (for this task) than fiddling with LaTeX. I also played a bit with column and font sizes. 

I tried to play with OO Calc "paste special" using tab as separator, but failed for some reason.

1138
Caravans seem to get larger over time, so I guess giving them profit helps.

While I can buy all I need with goblin trash, rock crafts / mugs / instruments / toys, large gems and such, I preffer selling meals. I only recently discovered 's' button in 'g' trade depot menu, and it made me happy. Works for mechanism too, so I can mass obsidian or flux mechanisms, and sell anything under exceptional. I can also just make whatever I need at the moment, and melt/sell anything low quality.

In my previous forts, I used to control the amount of crafts produced, but with meals I no longer need to bother. I can just buy all food from caravan, set still and lavish meals on repeat, and have everything I need to buy from caravans. More time to focus on building projects or whatever I find fun.

1139
DF Gameplay Questions / Gem table spreadsheet printable version.
« on: May 21, 2011, 03:50:41 am »
I'd like a printable version of this: http://df.magmawiki.com/index.php/Gem sorted by name and printable on a single page, for quick reference, which gems to use (value 2 or 3), and what to keep till my jeweler is legendary +5 (everything else). I could do this myself, but perhabs somebody has this already. I tried to search the forum, but found nothing.

The wiki version fits on 6 pages, and that's too much. I couldn't paste it into a spreadsheet, and table pasted into a text file looks like a mess. If no one posts a link to an already existing version, I'll just extract it with a perl script, convert to LaTeX (?) and post it, but I'm lazy. Heck, I'll probably even post a link on the wiki. I only need name of gem and its value for all gems on a single A4 page, sorted by name.

EDIT: Problem solved: https://spreadsheets.google.com/spreadsheet/ccc?key=0ApoOG6GC8_0RdHR5QkNDZlYwa1RYeUpCSzJSNUZIRkE&hl=en_US

1140
To me barrels of blood and ichtor are the most useless. Caravans bring them, so they take up caravan space and clutter trading interface. I can't do anything usefull with them. Refuse, espeacially vermin and sapient corpses are also irritating. They need to be hauled to a big refuse stockpile, and just take up space and hauling time. Rotten food makes irritating miasma. Non-metal golbinite is just a lot of hauling, and trading. These are the most useless to me.

War animals and other pets suck at combat, and do some pathfiniding. While animals (including grazers and cats) have some uses, I'm beginning to think, It's better to just butcher them than to breed and train them.

After I discovered "s" button in trade menu, and can trade "mecha"nisms and "roast"s, I also have no need for crafts, stone or otherwise. As for cloth and mechanisms and siege engine parts, I find it prudent to mass produce what I need, and dump anything non-exeptional on caravans. I'm slowly moving towards buying whatever I need with a few =roast=s, so I'll probably adopt atom-smashing trahs rather than selling it.

Pages: 1 ... 74 75 [76] 77 78 ... 94