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Messages - JasonMel

Pages: 1 ... 9 10 [11] 12
151
DF Adventure Mode Discussion / Re: Attribute Maximums?
« on: June 29, 2011, 04:56:24 am »
In adventure mode of game version 0.31.25, after extensive exercising of my attributes with macros using several starting characters, the best I can figure is that any character is limited to an attribute rank three levels higher than what that character started with. At most, you can improve a stat by three ranks.

Of course, the ranks are:

super<race>
superior
high
above average
average
low
very low

So if I started with "very low," the best I was ever able to become was "above average." If I started as "average," the best I could achieve was "superior," and so on. Often, attribute increase is progressing quite steadily as it reaches this maximum, after which improvement ceases rather abruptly (after as little as two and a half straight game days of nothing but exercise).

If you look at the numbers in the previous post, this is a different result than would be the case if attributes were capped at twice their initial value at character generation. Perhaps this discrepancy is due to differing release versions; I don't know.

152
The wiki is a great player resource, but it's not the ideal way to learn how to play because it's a great way to have lots of surprises spoiled for the player. For us, who are essentially unpaid/paying playtesters, it's appropriate. But is it appropriate for the final version, where you can go to find out how a pump works and end up finding out about pump stacks right away, to pick an example at random?

The question I have is: When the game is "released" at version 1, after 15 years or whatever in development, will there be anyone left who will want to play and hasn't already?

153
DF Suggestions / Re: Waste, sewers and all the other dirty things.
« on: June 19, 2011, 08:26:07 pm »
I think that if you're concerned about possible realistic environmental impacts of a large settlement, you don't have to look to unimplemented bodily functions. Just think about the solid waste problem. The way it's dealt with now is to have an infinite amount of waste stored in a single square. Before that, it was dealt with (I gather) by disposal within a bottomless "chasm." I think realistic landfilling, recycling centers, and maybe even cogeneration (so to speak) furnaces which could burn waste and power a forge or something are all possibilities.

154
(I would just like to report that, thanks to the help I got in this thread, I killed the hill titan Oke Rosevalleys, my first monster, without any further injuries, other than a few demolished outdoor constructions and some very tired livestock who were chased back and forth all over the map. Udib, the lone casualty, was carried to his final resting place by Rith Reignedhalls, the accomplished hunter who finally brought down the monster from the safety of his defended "burrow" behind the fortified outer wall.)

155
Just as another data point, I didn't have any trouble picking a location to start digging. If you need more room for something, dig it out. If things need to be rearranged, break them down and rearrange them. I knew going in that my first fort wasn't going to be ideal. Half the fun for me is figuring out improvements for next time, and doing modifications to the current design.

Although, maybe it helped that I didn't know there was a z-axis when I started.

156
Oh, so Defend Burrows works better than Station? Good, I haven't tried that yet. And if that doesn't work, hopefully locking them inside the fortifications will. Maybe I can limit casualties to just the one loose cannon. Udib the Bowyer, we hardly knew ye. If your analytical abilities were any match for your empathy and will, maybe you'd still be alive today.

157
You mean there's no way to tell them to wait behind the walls and fire through fortifications? I'm in the middle of my first real battle, against a hill titan, and I'm wondering why my dwarves are all running singly headlong toward suicide rather than letting it come to them.

Massive support. (Edit: Nice subject line too.)

158
DF Suggestions / Re: Meat animal corpse renamed "carcass"
« on: June 14, 2011, 03:22:16 pm »
Also, i don't think elves really butcher corpses to eat. I mean, from what i read in legends it sounds for me more like they just eat corpses as-is, without any butchery or other preparation-

I think dwarves too should be able to cook and eat certain small cor--er, carcasses without first butchering them, like ducks, for example. [Edit: This would make them similar to the way fish are handled.] Conversely, if an animal can't be eaten or used in any way, and isn't harmful, it shouldn't be huntable. If the fortress had a configurable list of huntable species, it would be different, but a hunter hunting and bringing back an inedible, unusable carcass is a hunter who isn't supporting his or her fort.

159
Okay, so how do you use a wild duck carcass? Are they good for anything besides target practice?

160
I had ducks waiting forever in the butcher shop, with geese and yaks and things butchered almost right away. Then I read somewhere that ducks couldn't even be butchered, which I guess is false, but I made a stockpile in the larder for whole duck carcasses coming in from hunters, thinking that was how they were used. I'm totally confused, because someone in this thread says butchering them only produces a skull.

161
DF Dwarf Mode Discussion / How are ducks cooked?
« on: June 11, 2011, 04:27:44 pm »
So how are ducks cooked? I have four in my larder above the kitchen, and the cook is saying there's nothing to cook. They don't seem to be rotten.

162
DF Suggestions / Meat animal corpse renamed "carcass"
« on: June 10, 2011, 05:21:20 pm »
I move that the "food" sub-menu, when customizing stockpiles, have the category "carcass" added to prevent confusion with "corpse" meaning dead person's body, and all dead whole meat items (duck, I guess) be renamed "carcass" rather than "corpse." (Basically, if it was sentient, it's a corpse; if it was non-sentient, it's a carcass.)

Quote from: M-W.com
Definition of CARCASS:
1 : a dead body : corpse; especially : the dressed body of a meat animal [my emphasis]

I had a corpse stockpile in the kitchen, thinking ducks and things would be stored there for cooking. When a moody dwarf went crazy and had to be taken down (with no idea yet how to bury her), my kitchen was suddenly quite a revolting place to be. This suggestion wouldn't be completely foolproof, but it would be a start.

163
DF Suggestions / Re: Fractional height of walls
« on: June 05, 2011, 11:57:46 pm »
This is interesting, because I was just thinking about having corpse-pile depth be quantized the same way as fluid depth. This would allow a goblin horde to swarm a fortress and swamp it under its own corpses, with new goblins climbing over old, dead ones until they build a large corpse ramp. This idea is borrowed from a Xanth fantasy novel (can't remember which one) by Piers Anthony some decades back.

Obviously it's just a daydream; there are implementation issues with this which may be insurmountable.

164
I'm not suggesting that stockpile behavior be changed, or making stockpiles merely another type of zone. They seem to work pretty well, especially after learning how easy it is to customize what's stored in them. I'm only suggesting that they be set up the way burrows are set up.

Try setting up a burrow, just to see how nice it is. Hit "w" for burrow, "a" to add one to the list, and "enter" to define it. Then paint it down with the mouse, or use the traditional rectangular method from zones and piles. You can even escape out, do other things, then go back to the burrow list and add tiles to it exactly the same way. Subtracting tiles is just as easy; one keypress takes you to erasure mode. I would love to be able to set zones, rooms, and stockpiles this way, and clear up the hotkey menu in the process.

165
DF Suggestions / Re: The new(ish) town street layouts
« on: June 04, 2011, 08:18:39 pm »
But another possible reason, why hills are so important, is military purpose. Those cities/towns on defensive positions are chosen early as strongholds, so they started small on the top[...].

Good point. I've read about this in a book discussing archaeology.

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