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Messages - Axehilt_VuP

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16
DF Suggestions / Re: Scan the mountain!
« on: August 05, 2007, 09:38:00 am »
'Realistic' argument aside, sonar/radar doesn't fit the theme of Dwarf Fortress at all.

A 'themed' version of radar might work; Legendary Miners could gain the ability to survey sections of cave in order to give vague suggestions as to where certain ore might be found.  Or you could go the more mystical/magical route and have mystics or seerdwarves who perform crazy rituals to locate ore veins.

But it might be best simply to let blind exploration continue to be a part of the game - particularly if the natural caverns/denizens suggestion ends up happening and there are more interesting things to find in the mountain than the 3 landmarks (river, chasm, magma) and a bunch of ore.


17
DF Suggestions / Re: Sprint ability
« on: August 03, 2007, 05:48:00 pm »
quote:
Originally posted by Fishersalwaysdie:
<STRONG>It would stop you from over doing it.</STRONG>

If a limiter is necessary on how frequently dwarves can use this ability, it's not going to be something stupid like tripping.

As I originally said, limited use.  That means a cooldown before a dwarf can use it again, which is a natural limiter.

In Dwarf Mode, Sprint would occur automatically.  If a dwarf has chased a mob a certain distance (say, 10 squares) and his Sprint cooldown is ready, he uses it and sprints to his target.  Unlike Martial Trance, Sprint shouldn't pop up as an "status message", since it will happen fairly often.  However it does seem reasonable to let the player know the effect is occurring - so perhaps a visual effect could occur (have the dwarf flash in a certain way.)

I have no clue how often you chase mobs in Adventure mode - or if you chase them at all.  But obviously in that mode you'd have control over when you activate Sprint, it'd have a cooldown before you could use it again.  Having never played Adventure I'm not qualified to say how often it should be usable - if it's even needed at all (it might not be.)


18
DF Suggestions / Re: Sprint ability
« on: August 03, 2007, 01:14:00 pm »
Eh?  What's heroic or fun about tripping?

19
DF Suggestions / Sprint ability
« on: August 03, 2007, 10:28:00 am »
Currently it's fairly silly to watch a dwarf chase an opponent around the map, and spend a huge amount of time before a fight actually ensues.

It seems like a limited-use Sprint ability should be used by Dwarves (automatically; similar to how Martial Trance seems to kick in.)  This would be a temporary speed boost to allow a dwarf to catch and attack their target - perhaps causing a 'dazed' effect which slows the target's movement for a period of time.

The main point being that melee units in the game should have a method for quickly closing on their target and keeping within melee range.  I don't mind seeing chasing happen sometimes, but it seems far too frequent that dwarves just chase things around the wilderness for prolonged periods of time.

As a limited-use ability, I imagine this would also improve the tactical depth of Adventure Mode (although I personally haven't tried that mode yet to know how combat plays out.)


20
DF Suggestions / Re: Natural caverns and tunnels
« on: August 06, 2007, 12:17:00 pm »
quote:
Originally posted by The Khan:
[QB]Though dragons would be too extreme, as they have cave exits outside for flight, having a mountain with a natural cave entrance would be a bit scary.

Why do you think these natural caves couldn't have a natural cave entrance?  As for the Dragon Cave suggestion, there's not even a reason it has to be a natural cave.  It could be dug by the dragon, or ruined remnants of an early civilization that the dragon adopted.

Also, how is it scary for a mountain to have a natural cave entrance? That kind of thing exists in real life :P

Gameplay-wise, these Dragon Caves could be part of the late game content of DF - providing interesting challenges for the player to react to as he digs his way deeper through the mountain.  It's also one of those ideas that could be either very simple (you find a cave with a dragon in it with lots of treasure; he always attacks the dwarves) or very complex (you get prompted with various ways to deal with the dragon; pay tribute, ally with him if alignment is similar, or defeat him in combat.)  Has a lot of potential, depending on how much interest there is developing the idea.


21
DF Suggestions / Re: Natural caverns and tunnels
« on: August 03, 2007, 01:24:00 pm »
quote:
Originally posted by schm0:
<STRONG>Perhaps just have them act similarly to the existing branches of ore, but instead ore, you have a cavern (empty space). That would be a bit more realistic, as there are unexplored caverns out there in the world that were only discovered once miners dug into the cave itself (which was closed off from the world for thousands of years) or divers surfaced in previously unexplored reaches of underground aquifers.[ August 03, 2007: Message edited by: schm0 ]</STRONG>

Yeah, tombhart was kind of mistaken by assuming this would be difficult.  The existing code which places ore veins could easily be adapted to create empty spaces (caverns) and it wouldn't be too much harder to add monsters to those spaces (if appropriate; obviously if you find a small hollowed out room in the middle of a mountain it'll be unlikely to find anything living there - but if it's connected to the river, or includes a lake of its own, then it's plausible to put some unusual creatures in there).   Not to mention the possibility for entire communities living down there (a drow-like race, for instance.)


22
DF Suggestions / Re: Natural caverns and tunnels
« on: August 02, 2007, 03:25:00 pm »
There should be a ton of stuff like this actually.  There's a lot of opportunity to make the game interesting if you can find ruins of ancient civilizations, natural caves (complete with friendly or unfriendly denizens,) and other assorted landmarks.

23
DF Suggestions / Re: Job importance
« on: August 01, 2007, 11:40:00 am »
quote:
Originally posted by Tormy:
<STRONG>Nothing would be complex and nightmarish with a decent UI.
The OP's idea is very good actually.

  :)</STRONG>


But this idea adds complexity without really making the gameplay deeper.  That's bad.

You have to admit it'd be a better fix to improve the situation with labor groups which utilize a group AI of some sort to handle which dwarf does which task.  This would almost totally reduce the need for prioritizing individual tasks manually.

I suppose when it comes right down to it I'm agreeing with you:  this complexity could be addressed by better UI.  Better UI in the form of Labor Groups which include improved group AI to auto-prioritize tasks.


24
DF Suggestions / Re: Job importance
« on: August 01, 2007, 09:26:00 am »
I think it might be a bad idea design-wise to implement priorities for every single individual dwarf.  It's already a lot of management to deal with setting individual dwarf job options - to add priorities as a layer of complexity on top of that would make it somewhat nightmarish.

If priorities were added it would have to be in conjunction with the Labor Groups suggestion from another thread.  That way at least you're setting the priorities for groups of dwarves at a time.

Labor groups could also just innately have improved AI (for example 3 carpentry dwarves might automatically assign one dwarf to chopping, one to hauling, and one to carpentry.)  In that sort of situation, the need for prioritizing jobs is diminished quite a bit - perhaps making priorities a non-issue.


25
DF Suggestions / Re: Tile Occupancy and Stacking
« on: August 02, 2007, 05:29:00 pm »
Well irmo he does bring up a good point - furniture doesn't exactly move that often so it'd get treated like walls for pathfinding purpose.

After his last post I realize that what he's asking for could probably happen fairly easily without too much overhead - particularly if a "traffic" system is already in the works.  The game could just automatically flag furniture as orange or red in terms of traffic.


26
DF Suggestions / Re: Tile Occupancy and Stacking
« on: August 02, 2007, 08:15:00 am »
Game designers can't work on stuff like "usually furniture is placed on the sides of the room".   If crap gets placed in the middle of a hallway - on accident or on purpose - the game cannot simply mire down into uber slowndown just because dwarves now have to consider every obstacle in their chosen path.

That said, I'm honestly not sure of the actual performance impact of your suggestion.  But Krunk's comment rings true, it wouldn't really add much to the game but it's likely it would slow down pathfinding algorithms at least by a bit.

The original suggestion is good, though it might have performance concerns too.  A simpler calculation based on item weight might still be good too.  Possibly reworking Weight into an "encumbrance" stat, which modifies item weight by it's size and/or ease of carrying.

[ August 02, 2007: Message edited by: Axehilt_VuP ]


27
DF Suggestions / Re: Wood, stone, and bone as substitutes for metal.
« on: July 30, 2007, 08:36:00 am »
quote:
Originally posted by Haedrian:
<STRONG>However, I don't like the whole substitute either. Lets say you DO get the place working with substitutes, then you finally get enough resources. How do you 'upgrade'? Its already hard enough to change weapons/tools ONCE (lock them in ect...) are you expected to take out buildings as well?</STRONG>

This is bad rationale.

Clearly your issue is that it's irritating to upgrade dwarves.  Shouldn't we suggest fixing that problem, and not let that limit the ideas that get suggested for the game?

Seems easy enough to have 3 work options for Upgrade Weapon, Tool, and Armor.  When a dwarf gets to these work orders he checks what his current gear is and looks for an upgrade.  If an upgrade is available, he upgrades.  If not, he posts up an error message "No viable upgrade".

Then there would be a mass upgrade order somewhere too.

Alternatively, dwarves could just automatically seek to upgrade their gear (a decision you could disable via standing orders) just as they automatically seek food/drink/bed.  Seems like that kind of thing should be disabled by default in Standing Orders, but you're able to turn it on if you desire.

But clearly this issue is entirely separate from wanting Wood, Stone, and Bone substitutes.


28
DF Suggestions / Re: The dwarfes demand intuitive levers!
« on: July 30, 2007, 09:21:00 am »
I agree with the OP.  There are a lot of little UI tweaks that'd make the game far better.  Standardizing it so you can use arrow or +/- at every screen would be good.

And a second inconsistency is selected dwarves.  Whether you select them from the job/dwarf list or use a Look command on them, you should get the same menu.  Currently the Look menu only lets you view their mood.


29
DF Suggestions / Re: Combined workshops?
« on: July 29, 2007, 09:22:00 am »
It wouldn't work well as a designation; it'd have to just be outright selecting both workshops you want combined - and then choosing the location of the combined workshop.

Not sure it's a good idea.

Personally I do agree with the general sentiment that there's too many workshop types.  A large raw number of workshop types doesn't really add to gameplay, but adds a fair amount to complexity (and good game design tends to be about optimizing how much fun gameplay you can squeeze out of a game without increasing its complexity.  A good designer can create deep gameplay without extraneous amounts of complexity.)

The only approach I've thought of that seems viable is upgradeable workshops:
1. There is no mechanics workshop.
2. Your Mason's Workshop can be upgraded, and at level 2 it has all of the mechanic tasks available.

I'm not convinced this method would improve things enough to be worth doing, but I certainly feel something could/should be done to improve the "unnecessary complexity" stuff in the game which builds up.  Perhaps all the game needs is better in-game help and things will seem less complex by default.


30
DF Suggestions / Re: Easier Jobs
« on: July 28, 2007, 05:44:00 pm »
Agree with both ideas.  They both seem rather easy to implement too.

A "Select Idle Dwarf" hotkey would be another nice improvement.

Also, vaguely related to selecting idle dwarves is that it'd be nice if Looking at them with (K) would let you access their full menu of options rather than just their happiness and recent experiences.


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