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Messages - Telgin

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331
DF Gameplay Questions / Re: Rooms
« on: January 13, 2023, 03:06:19 pm »
There is a noise mechanic, but it looks like it doesn't really matter much and walls don't help: https://dwarffortresswiki.org/index.php/Noise

For me walls and rooms are mostly for aesthetics.

332
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: January 13, 2023, 11:58:36 am »
Basically my ideal is an empty galaxy should be a political experience of managing an expanding empire that is otherwise trying to tear itself apart. And in a populated galaxy it'd be an extra challenge or aspect to going wide that needs attention that Tall doesn't need to deal with.

This is what I'd like to see too.  I understand it's not the game everyone wants and it adds a level of tedium and frustration, particularly for people who don't want it, but I'd like for a 4X game to support interesting play if you are the only empire in the galaxy.

I've thought about it a fair bit while trying to build my own space 4X and I came to the conclusion that this is pretty tough to pull off in a meaningful, satisfying and not extremely frustrating manner.  It's similar to the problems Dwarf Fortress has in adventure mode when Toady added the new emotional states: at some point you have to decide what the player is in control of and what they aren't, and it's not always clear cut where this should begin and end.

An example of that in an internal politics rewrite would be leaders who have their own agendas.  It's realistic to have a governor aspire to lead a rebellion and leave your empire, and even interesting.  But it's annoying, especially if you have other problems in your empire to deal with.

A more direct example might be if the empire's leader had a personality separate from the player's.  That starts to break down the meaning of who you are as the player and what you're doing, even if it's again realistic and could help to bring things like dictatorships more into line with reality where sometimes you get an idiot who inherits the throne for 100 years and derails an empire.  Or you elect an idiot in a democracy who ruins it for their political term.  It's realistic but nobody is going to want to deal with that as a player.

Simply turning sectors into pseudo vassals with no special core sector is probably what I'd vote for.  They could have different levels of contribution to the empire, could potential revolt, and may have political conflict over ethics even.  It would be interesting if sectors could be treated as mini empires like vassals in that regard, where ethics drift was a thing you had to actually manage.

333
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: January 12, 2023, 01:58:44 pm »
That bugs me too.  I've wanted to play as robots that survived their creators, but weren't linked together in some gestalt super intelligence.  Can't do it with out mods.  There are probably balance concerns they'd have to work out, but it can't be that hard.

On that note, it also bugs me that there's no way to change the portrait of robots to look like organic species.  I get that it's a minor thing and you can RP it however you want, but I kind of hate how the mammalian robots look and especially once I research synthetics I'd like to be able to make them look like my other species.  Even if there was some indication on the portrait that they're robots, like a symbol or colored background or aura or something, that would be fine.

334
Other Games / Re: A Thread about the Pokemans: POKEMANS ON MOTORCYCLES
« on: January 12, 2023, 10:13:01 am »
No, I meant Hassel, since funnily enough I'd forgotten about Geeta entirely already.  I had no pokemon to counter dragon types, with just my ampharos that randomly had a fairy type move and nothing with any ice type moves.  I was a little worried his baxcalibur was going to keep trashing my pokemon before they could do more than a small amount of damage since most of my pokemons' moves were resisted by dragon types, but thankfully I had a lycanroc that took it out with rock slide.

Geeta wasn't difficult at all by comparison.  In the end none were really that hard since I had 5-7 levels on them with my pokemon, but it wasn't quite the steamroll I hoped for.  Same with Nemona afterward.

I think Arven was the hardest battle I had overall in the game, since I didn't have quite that much of a level advantage over him at the time.

335
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: January 12, 2023, 10:06:04 am »
A dev diary today seemed to confirm that the next DLC is going to focus some on primitives, which... could be interesting since that's a pretty barebones mechanic right now, but I'm not sure what exactly they can add to make it worth a full DLC release.  It may end up being something like the vassals changes in Overlord, but I can't think of how they'd add much to that.

Also a little frustrating we still aren't getting internal politics, but at this point I don't think Stellaris ever will.  They'd have to rework so much that that may have to wait until Stellaris 2, when / if that happens.

Also also, yet another mechanic that isolationists won't interact with, but oh well.  I guess it's not as bad as playing hive minds, where like 1/3 of the game doesn't apply.

336
DF Dwarf Mode Discussion / Re: Stuck new invaders (minor spoiler)
« on: January 12, 2023, 09:52:14 am »
It's been years since I've played older versions of the game, but this is a long standing problem isn't it?  I believe it has something to do with pathfinding not working for underwater creatures, so they won't actively seek anything out if they're underwater and just wander aimlessly until they randomly reach the shore and suddenly have a path to a target.  I don't know if there were any general solutions or workarounds.

337
Other Games / Re: A Thread about the Pokemans: POKEMANS ON MOTORCYCLES
« on: January 12, 2023, 12:20:30 am »
I caught a shiny makuhita randomly, but it's the only shiny I've seen so far.  Not sure what the odds are in the current games, so that may not be unreasonable.

I also just finished everything up through Area Zero and just entered there.  Haven't lost a battle yet, but I got a little nervous with the last Elite Four battle due to a lack of good counters.

I'm curious to see where the Area Zero stuff is going, and if there's a legendary pokemon at the bottom of it all.  I hope the game hasn't been foreshadowing one, because if it has I've been too dumb to notice.

338
DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: January 06, 2023, 03:06:53 pm »
Pretty sure it depends on the specific job and sometimes the skill level of the dwarf doing the job.  So, in short, there's no easy way to calculate it.

339
A fairly short answer:

With a game with a codebase as huge as DF's, it would be very hard.  Essentially, every code block that touches anything that more than one thread might want to operate on needs new multithreading guards to be added to it.  This is notoriously error prone, and if done badly can make the game run slower than it already does.  If done wrong it can also make the game behave in interesting and unpredictable ways, not all of which are obvious like crashes.

The fundamental problem with DF is that it uses a ton of huge central and global data structures that would have to be protected this way, and it limits what multithreading can do to benefit it without a significant amount of architectural changes.

And even then, it's hard to get it right in a way that speeds things up.  Pathfinding is actually one thing that might benefit from multithreading, but as Putnam recently discovered it's really not a major contributor to the game's speed so there wouldn't be much point..  You can use it to do things like temperature calculations on tiles in parallel, but then you have to handle complex border cases where your divided workload touches on bits from other threads and that may nullify any speedup.  The examples are endless.

I'm not sure about worldgen.  I'd guess that some of its work could be broken up, but most of the time is spent in history generation, which is another example of something that is hard to split up because of how interconnected the pieces are.  You can't hand two separate threads the job of generating historical events and just let them go, since they might create events that impact what the other threads are working on, so you're back to needing synchronization.

I'm sure there are parts of the game that could be sped up with multithreading, and probably even in its current state, but it also comes down to a question of how the programmers' time should be spent.  So far, Toady has decided it wasn't a good use of his time, and that's probably reasonable since he has a better understanding of the code than anyone.  If the game were rewritten from the ground up with parallel work loads in mind it might be a different story.

340
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: January 06, 2023, 02:19:58 pm »
You can turn the number of AI empires down to 0 and you'll get none.  I've done it a few times to do peaceful precursor style games, where I'm the only empire who gets jumped by the crisis at the end.  You can turn the crisis off too if you want, as well as marauders, caravaneers and fallen empires.

341
DF Dwarf Mode Discussion / Re: Best embark combat skills for one dwarf?
« on: January 06, 2023, 01:18:46 pm »
Someone with more recent experience can probably chime in, but I always embark with a soldier with at least 4-5 levels of dodger skill.  That's helpful under any combat circumstances, and as the saying goes an ounce of prevention by dodging attacks is worth a pound of cure by needing armor or staying in a hospital.

That soldier usually gets 4 levels of a weapon skill, and a level or two in teacher depending on how I spread the skills exactly.  I don't know if teacher is actually that useful, but I was under the impression that it was good to help train new recruits up.  I wouldn't be surprised to learn that its impact was minimal though, especially at levels 1-2.

342
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: January 05, 2023, 03:45:18 pm »
Some day I should try creating enough empires that I can force spawn so that I get galaxies made up of empires of my design.  I gather that a lot of players do this, and it's a cool idea.  Right now I only have 3 set up that way, but I usually play on less crowded maps of about 10 empires so I wouldn't have to make too many.

343
DF Dwarf Mode Discussion / Re: BUG: Ammo is broken
« on: January 04, 2023, 02:13:19 pm »
There's still no bug tracker, but does anyone know if this has been reported on the Discord or wherever they're trying to get bug reports now?  This is the one bug that's keeping me from really playing seriously right now, since it cripples the military.  The workarounds are clunky enough that I'd rather wait for a patch.

In my case, it didn't look like just equipping a weapon caused them to pick up ammo.  In my case I was using modded creatures with bows instead of crossbows so maybe there's an extra bug there, but they were scheduled to only wear their uniform part of the year and despite dropping and picking up bows, they didn't restock ammo.  They did pick ammo up when I first drafted them, but after firing all of the arrows in archery practice they never grabbed more even after several years of going on and off duty and changing equipment.

344
Other Games / Re: A Thread about the Pokemans: POKEMANS ON MOTORCYCLES
« on: January 04, 2023, 10:31:37 am »
Yeah, as much as I've been enjoying it as a whole I concede there's a lot of room for improvement.  Outside of the obvious lack of polish and bugs, more stuff to do in the world is a big thing that I hope they improve in the next generation of games.

As an example, every time I hit a new town, I literally do nothing but go to the gym, beat it and move on.  The towns look nice, but... I have zero incentive to even look around.  I don't really know what the point of restaurants is, and they seem to be about the only thing to do.  There's sometimes an NPC that wants to trade pokemon.

Between towns, there's a lot of pokemon catching you can do, but that's not really something I can do for hours at a time without something to break it up.  Admittedly this is how it's always worked, but it would be nice if there was more to do.  Maybe they could include mechanics like from Pokemon Snap or Legends: Arceus so that there is more you can do with pokemon in the field.  Or maybe there should be tasks given by NPCs that do things like lead you to rare pokemon or give you rare or unique items.  I don't know.

Anyway, I am at least encouraged that the overall direction is an improvement and have hopes that the next generation will have a good foundation to build on.

345
Other Games / Re: A Thread about the Pokemans: POKEMANS ON MOTORCYCLES
« on: January 04, 2023, 12:03:32 am »
I think I agree.  They look reasonable and fitting for school outfits, but I do really wish I had other options.

Kind of hypocritical since I stayed with the default outfit in Shield for the entire game, but this game made me want to change it...

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