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Messages - Zemat

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211
DF Gameplay Questions / Re: glaciers and water
« on: June 16, 2008, 02:17:41 am »
The way you express that sounds redundant. Why expose liquid to freeze it only to unfreeze it with lava after? On the other hand that could work to make above ground farms.

What just occurred to me and probably will end up doing is this:

Code: [Select]
Level two:
#############    # - Ice
#.....#~~~~~#    ~ - Water
#.....X~~~~~#    X - Floodgate
#.....#~~~~~#    . - Ground to be muddied
#############

Level one:
#############    # - Stone
#~~~~~#~~~~~#    ~ - Lava
#~~~~~~~~~~~#
#~~~~~#~~~~~#
#############

I would dig on the icecap above the first stonecap a chamber with a floodgate on one side. And below it I would let lava flow while extending a little bit beyond the upper room to melt the ice there. Then I would open the floodgate from time to time to let water create mud on the heated open chamber above.

212
DF Suggestions / Pseudoliquids.
« on: June 16, 2008, 01:58:26 am »
Pseudoliquids would be materials that DF could handle as if they were both liquids and stone. Meaning that dwarves have to dig through them. But they spill out and have layers just like water. Stuff like sand could be handled this way. They flow very slowly and stop flowing when adjacent squares have just one level of difference in liquid-height (ie. neighboring cells with 1/7, 2/7, 3/7, 2/7, 1/7 sand levels would not flow), which would also stop the back and forth flowing seen in water filled squares. Dwarves could walk, albeit slow, on 1/7 ans 2/7 sand filled squares, but would have to dig thru 3+/7 squares. Dug sand squares could be turn into compacted sand stones that could be carried away. Mud could also be handled as a pseudoliquid which doesn't flow or flows much less than sand.

Maybe snow could be handled like a liquid but without the flowing. This way, snow accumulation could be implemented on maps where snow storms happen. Snow would have to be removed thru digging. Still snow wouldn't be ice, and it mostly would evaporate directly instead of turning into water, or generate very little water (ie. 7/7 snow turns into 1/7 water), after being exposed to heat or reaching spring.

Pseudoliquid stones (compacted sand, mud or snow) could have some uses but it would be probably impossible to build structures out of them. They would probably turn again into pseudoliquid squares when dropped just like ice stones turn into water.

Finally. This doesn't have anything to do with pseudoliquids I guess but glacier maps should have some sort of icecap regeneration mechanic. Although I have no idea how this should work as I'm not so sure how real icecaps form in the first place.

213
DF Gameplay Questions / Re: glaciers and water
« on: June 16, 2008, 01:32:40 am »
Farms don't require water; just soil. You can plant without watering.

Yeah but glacier maps don't have any natural soil type tiles. You need to get the underground tiles muddied to get working soil. And this is just temporal.

Surround the tunnel on all sides with magma.

Try dropping the ice in mass using a bridge.

These two might work. But the next question here is: If I drop the water to underground tiles below the icecap level they will stay as water even if I don't surround them with lava or will they froze eventually?

Related question. Do all water sources eventually evaporate if they are not connected to a infinite source like a river or brook? Because this might spell doom for the fortress eventually as icecaps don't regenerate.

214
DF Gameplay Questions / glaciers and water
« on: June 16, 2008, 01:01:33 am »
So, how do you manage to build farms and water reservoirs in glacier regions? I know and I have used magma to melt the ice caps but I can't pump any water from it without freezing instantly after leaving the warm areas. Also I know about the ice dropping trick to turn ice into water magically. But it seems rather tedious and wasteful.

Should I forget about it and instead focus on trade to survive?

215
DF General Discussion / Re: Future of the Fortress 4
« on: June 15, 2008, 11:34:03 pm »
Actually you don't even need to make bridges. If you start a fortress in a beach square that borders an island and a continent, then abandon without building anything, it automatically marks the island as connected to the land when before that it wasn't. You could then build fortresses in the island squares which reach all civs on the continent. This is more of a bug than a feature but I imagine it's difficult to detect if two land masses have been recently connected by a fortress bridge without performing an exhaustive path finding.

216
DF General Discussion / Re: Future of the Fortress 4
« on: June 15, 2008, 09:04:24 pm »
In theory you could have now a small island on the same location as a continental beach. Allowing both traders and sieges to reach you.

217
Other Games / Re: Steep learning curves that are worth it
« on: June 15, 2008, 08:58:42 pm »
Micro-rant ahead

The mayor failing of ambitious strategy games is the excessive micromanagement they push into the player. Most if the time in very awkward ways. Not even reality is as complex as some strategy games seem to be. You don't have nation or army leaders choosing or tweaking every aspect of everything that's below of them.

The way in which DF almost succeeds (and eventually will) to handle such obscene amount of complexity is by allowing dwarves some amount of self control and governance. Granted, they are still very stupid and the game still requires a great deal of micro. But if it where a standard RTS without pruning any of it's details, it would be impossible to play.

218
DF Announcements / Re: Welcome to the New Forum
« on: June 15, 2008, 08:30:01 pm »
Yeah, "Hide post group titles for grouped members?" is checked for Darkling.  When I looked at ThreeToe last, it called him a Moderator instead of a Bay Watcher, but I'm still a Bay Watcher.  Not sure what's going on.

The leader is making himself look as being one with the lowly peasants. :P

You should leave it as that as an experiment to see how noobs make faux-pas when addressing you and everyone else goes " :o how could he do that -faints- ".

219
DF Announcements / Re: Welcome to the New Forum
« on: June 15, 2008, 07:33:01 pm »
If they get too ridiculous a hand-slap would be in order. A ban for repeat offenders will be enough to dissuade others.

220
DF Suggestions / Re: Evolving civilizations
« on: June 15, 2008, 07:31:05 pm »
There's already partly implemented via item usage frequency => there can be civs which use/don't use specific items. However if there were a special random function which adjusts random values for item frequency for every civ of every entity it could work better.<P>However I'd like to see the regional clothing values, i.e.:
- warm thick clothes for cold biomes,
- usual clothes for temperate biomes,
- lack of clothes (light tunics, loincloths) for hot biomes,
- thick clothes with max. coverage (i.e. caps + face veils and turbans) for scorching biomes.

^^^
This!

Sorry for the semi-necro

221
DF General Discussion / Re: Future of the Fortress 4
« on: June 15, 2008, 07:23:41 pm »
I imagine it could be the only machine capable of running a Dwarf Fort with a pressure switch computer simulating another DF inside...

... or maybe Crysis on max settings.

222
DF Announcements / Re: Welcome to the New Forum
« on: June 15, 2008, 07:12:49 pm »
Maxvance. Just add more delay between the images. That way the desynch will show much later and make it appear the gob falls from a greater height ;)

Toady. MaxVance signature convinced me that at least animated gifs should stay on sigs as long as they are brief in height (somewhat subjective) and are awesome (extremely subjective).

223
DF General Discussion / Re: Future of the Fortress 4
« on: June 15, 2008, 07:06:45 pm »
I don't think so, they are made during world gen at the moment. Not even sure if they show up in the game.

Toady has said worldgen roads, tunnels and bridges will already appear ingame for the next release. But are currently buggy and might show disconnections here and there.

224
DF Announcements / Re: Welcome to the New Forum
« on: June 15, 2008, 06:56:28 pm »
...Something unrelated...

MaxVance. Just wanted to say that your picture/signature combo is awesome!

(but you have to check it because it dephases after some time).

225
DF Suggestions / Re: Platformer multiplayer racing. And horsejacking
« on: June 15, 2008, 06:44:25 pm »
A Spore-like MMO system would work best for DF.

Everyone who logs into the server gets a copy of the most recent state of the world and the player can play either fortress or adventure mode on his own. And only once every logon or something the world status updates with all changes in the world done by others since the last logon. When the player logs out his changes are uploaded to the server. Discrepancies like two different adventurers killing the same enemy at the same time could be resolved simply by giving the killing title to the one who did it first before the world synch. But the other player won't lose stats or quest rewards for not doing it first.

Every adventurer would have to retire in town (and disappear temporally) before leaving the game so that his character won't be killed during the off-time. Player fortresses would stay on a semi-static mode (nothing changes but dwarves react to adventurers) during off-time. But players would have to create good defenses to prevent population decline due to "invading" adventurers. Starting fortresses could get a invulnerability period where no adventurers can arrive while their population is low or before x amount of seasons pass.

On the other hand, time would be something that is handled server-side but at a much slower rate that in the single player mode. Something like a single season per day or week. Certain amount of food would be consumed and produced abstractly for each day the player doesn't logs in. Every other activity or order would stay on hold until the player logs again. Siegers, traders, and migrants that arrive offline would wait until the player logs in before interacting with the fortress. And no other group of the same type is sent to the fortress until the player handles the previous group.

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