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Messages - Leonard DeVir

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1
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 27, 2011, 02:05:25 pm »
Urist McWeird likes [...] and starved women for their macabre ways. WHAT!?

2
I dont wanna try to you into something, but I see great potential for an alloy here. If we take Tolkien as reference, mithril "has the color of silver" and "is workable like platinum" (or bronze? Always forget). I guess combining semirare metal x with silver/platinum/gem dust in an reaction would make it worthwhile, yet doable - only limited by the availability of the rarest ingredient. This way, there is no need for a new metal; you just refine an otherwise decent metal ro something great. We dont have to take the original mithrill all too serious and make it minable ;)

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DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 03, 2011, 09:11:38 pm »
Sigh. One slight mistake, so small yet so hot.

I accidentially built a screw pump in a way that it faced in the wrong direction, assigned an operator, left for coffee. When I came back, Ive seen the whole z-level..flooded with magma, my operator still happily pumping away *double facepalm*

I assigned him off, he wanted to run away and was caught in magma *brutallity facepalm*

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DF Dwarf Mode Discussion / Re: Urist McSoldier has succumbed to infection!
« on: February 03, 2011, 08:32:50 pm »
Yeah, I have that too. Sometimes my wounded dwarves dont consider them sick and run off after a bit of suturing or bone setting. They have wounds, they get infected, nobody notices, they die in duty. I usually see a yellow flashing tile if they are infected, but they dont really care. I dunno if I should feel honored for such a sense of duty.

5
DF Suggestions / Re: Volume and Mass
« on: February 03, 2011, 08:14:33 pm »
I really like the ideas. It would be so much more realistic. If Im getting this right, you propose that (example!):

1) one tile can hold x amounts of material m in SI unit, and not just "one item of material x"
2) If one tile is filled up with material m, the next tile of the stockpile will be filled up
3) if you need to craft something, the dwarf will use y amounts of material m, reducung the stock to x-y=z
4) if you add material m to the stockpile, it would add up to z first before filling another tile
5) and so on

If its that way, I see the problem of visualization, tough. Will it benefit the average Urist McPlayer? You obviously have a great skill with imaginating and juggling numbers, but quite a few people cannot grasp that very well (especially volume and liters; otherwise we all would be phisicists). Especially with very odd numbers (no, not that odd numbers :P ) like a toy car weighing 0,213kg in stone but just 0,111kg in wood, I think there would be many ?? of the exact meaning of this in regards to size.
 
How to deal with graphic tiles (and tilesets)? Now, it is that 1 sprite = one unit of x (for the most of the time). How do you represent one big 3x3x3m^2 block of stone in many smaller units? Now, its easy to grasp: 1 sprite gives me 1 item of whatever. If you represent 100kg of wood by one tile (example), how do you know its not 100kg but just 78 without going mad by pressing 'k' all the time? Now, I take a glance at my wood stockpile, I see its roughly 10 units of wood and I craft 10 beds. With your system a bed would take like 40kg of wood - now, is this pile 20kg or 80?

I know, things like that wont matter a lot and can be circumvised otherwise, but I think there should be some UI simplifications beforehand, otherwise there may be confusions without "multi tile" objects or weird, hard to imagine values for this otherwise great and well tought of system ("What? Why did the Titan fit...'k'...oh, hes just 2,9m tall, the other one was 3,3m.").
In a nutshell: if this would be implemented, there should be adjustments for visualization.
Hope you het what I mean, english not being my mothertounge and all. :)

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Quote
Tolkien's Mithril pretty much is cotten candy. Even down to the "dig deeply and die to fiery clowns of doom."

I see the same "problem". It pretty much IS Mithril, just with another name. You always could make an reaction with candy stuff to create an alloy which is even better, tough. Just my 2 euro cents.

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DF Dwarf Mode Discussion / Re: Dwarven feminism?
« on: January 30, 2011, 07:23:18 pm »
Dwarven Therapist has a bug where it doesn't properly understand castes. And hence everything after the first male caste gets interpreted as female. The extreme example of this is the Genesis mod, where Therapist shows 90% female due to all the castes. Hence I am guessing you are using at least one mod?

This! I am even using Genesis, haha. Never thought about the castes. A shame, mormonc dwarves would be new.

I was hoping this thread would be about feminism in the political sense, so I could boast about my all-female ruling class.  ;D

Well, start a new thread, and Ill participate. Gender mainstraming and DF sounds like an interesting topc.

I've noticed that most of my dwarves are female, yes. Never really investigated the matter, though.

Ay, me neither; I just feared a bug and ingame babykilling tantrum spirals with a all-female squad.

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DF Dwarf Mode Discussion / Re: Dwarven feminism?
« on: January 30, 2011, 06:26:21 pm »
Yeah, thats the whole point. I always gen a new world after abandoning/fun ("washing hands", a really stupid gming habit of me :P ) and I always get a lot more gals than boys. Usually 3:1, but sometimes even more. Shouldnt have built those playgrounds, but thats me and my dwarven democracy.

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DF Dwarf Mode Discussion / Re: Dwarven feminism?
« on: January 30, 2011, 06:12:12 pm »
The raws don't indicate any population tampering, so birthrates should be clean even.  I'm not sure about migrants though, that's a whole other set of rules.

Yes, its exclusively migrants who screw my gender rate.

With that sex-ratio you don't really need to select a male dwarf, just an unmarried one.

Ay, I know, but its not just the military...it just feels weird having a fort of females all the time. Thought its a coincidence, but its really prevalent every time I start a new fortress. It just bothers me, because it doesnt look right bug-wise.

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DF Dwarf Mode Discussion / Dwarven feminism?
« on: January 30, 2011, 05:57:32 pm »
Is it just me or are there a lot more female dwarves than male ones? I usually use Dwarf Therapist for organization and I always notice a 3:1 ratio in favor of females. I really cant be bothered about this normally, but its getting riddiculous if you need a male dwarf and there are just 3-4 n a 50 Dwarf fortress.

11
There's no real reduction in renaming of Cassiterite to Native Tin by the way. It IS the native tin.

We could argue that Native Gold should have a different name, for example :). It's mainly the inconsistence that bothers me

As I said, I will make it optional.

Ah, I see! No problem with that, I thought you wanted to simplify a lot more, like every iron yielding stone = iron ore. Should have trusted you more, haha.

12
I guess the "problem" with DF is the steep learning curve (which also includes to learn to read "the code"). There is us: gamers who like a challenge and complexity; there are others who want to jump in and play. I cant blame them, as really complex games were things of the 90s.
I wasnt overwhelmed because Im used to weird UIs (thank you Ultima, Might and Magic, Wizardry!) but I can feel for people who just game from time to time. Lets face it, we are DF-fanciers (sp?).

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 30, 2011, 01:41:33 pm »
Just got overrun by werewolves (30 or so) in year 2 - playing Genesis mod. I reclaimed the site, preparing for ensuing fun,....but all the remaining werewolves were listed as "friendly" o.O Standig in the cold, not moving a bit,...I first thought they froze to death :D Dunno what to do with this.

14
Thats a point of view :) Ultimately we could spin this to the point: we dont anything except metal, wood, stone, gem, dwarf 1-7,... and so on.  I like to plan and structure my fortress and give awesome dorfs stuff they like, craft weird goods and furniture in regard to colour. Yes, its just a name and a colour..But there is no reason for me to reduce stuff to the bare minimum to me f its not neccessary, especially in DF - where your imagination is 75% of the game.

Argue about taste,thats why I wrote IMHO ;)

Edit: Ninja'd. Tis' a reply to rephikul. I really like your idea Deon. Optional is always the way to go!

15
Meh, Id personally like to have diverse ores. What if I want to make, say, hematite tables just because? Im really fond of your mod because it adds so much diversity - taking it out now would feel a bit bland. As always: imho :)

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