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Messages - Misterstone

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571
DF General Discussion / Re: Worldgen cookbook
« on: July 16, 2008, 09:44:50 pm »
So, does "Not enough entity placement locations" generally mean that there are enough suitable locations for placing civilizations, or is it an issue with caves?  I've made some pretty nasty worldgen params that I want to share, but they have a hard time genning due to this problem.

572
DF General Discussion / Re: Figuring out the world-gen parameters
« on: July 15, 2008, 02:18:08 pm »
Here's some things I found:

You can't gen a world when savagery is too high. Here's the error log:
Code: [Select]
Duplicate Object: shape DESERTHH
Duplicate Object: shape DESERTHH
Duplicate Object: shape DESERTHH

Also, creature raws affect their fights in some way, but not fully. My enders do appropriate burning damage and fireball attacks in the legend duels, but they can still die to things like bleeding to death when they can't bleed. Go figure.

I realize that I should probably be able to figure this out, but I haven't been able to... how do you produce/where do you find the world gen error log?  Thanks for your help...

573
DF General Discussion / Re: Figuring out the world-gen parameters
« on: July 14, 2008, 08:04:01 pm »
I've been messing around with it a bit and discovered that it is possible to create extreme worlds.  I made a map that was mostly desert, by setting almost all of the other biomes to no minimum(0) And generating a very dry world.

Unfortunately however it seems to freeze a bit into th civ generating.  Not sure if it has to do with my modding, my below average system, or the elves nagging the world gen for some forests.

I came across the same problem with world gen.  I got the thing to whip up a nice hellish desert world, but when it started initializing civs it would reject and start over.  I guess it might involve a lack of forests.  What would be the best way to have a few oases of forests appear here and there, while keeping the map mostly desert?

574
DF General Discussion / Re: Naked Mole Dog Warrior, IN 3d!
« on: June 22, 2008, 11:52:48 pm »
I got dibs on tha avatar!

575
DF General Discussion / Re: Future of the Fortress 4
« on: June 19, 2008, 01:12:01 pm »
Tunnels are a cool idea.  But it's gonna be funny when you are walking around in a tunnel and you come across exposed diamonds or platinum nuggets something.  I guess there needs to be something in place to prevent this? :)

576
DF Suggestions / Re: Fix the Fish
« on: June 16, 2008, 02:14:32 pm »
Just make it so they can't drag people under water from the shore, and I think it should otherwise be OK.

577
DF Adventure Mode Discussion / Re: Aweme Romimiluthama, dragon
« on: February 23, 2008, 02:34:00 pm »
This whole discussion of honor vs no honor is idiotic.  The question is about FUN.  When the game has unbalanced stuff in it, it is not FUN.  Even if you self-consciously avoid doing stuff that is overbalanced, it is not FUN, because you have FUN in video games when you are forced to push your creative and strategic faculties to the limit in order to overcome a challenge.  This situation does not exist in a game where you have to limit your own actions in order to create a challenge, because the whole idea is that the game should be what limits them, not you.  That way, you can push your brain to the utmost WITHOUT the challenge collapsing too easily.  Sure, it might be OK to put a few specific limits on yourself, as long as they are clear-cut and you know exactly how to keep the limits in place, but for the most part the game mechanics should be what does this.

Personally, I look for a game to provide a challenge; I don't play video games because I want to "roleplay" with my computer.  There's really no difference between that and playing with barbie dolls, imho.


578
DF Adventure Mode Discussion / Re: Aweme Romimiluthama, dragon
« on: February 19, 2008, 10:49:00 pm »
quote:
Originally posted by nunix:
<STRONG>And yet, people seem to have no trouble carrying around a bunch of statues...

I choose to think of the @mode characters as a kind of cross between your more brutish cartoon heroes ...  It's not "realistic" and that is okay. If you want something approaching the natural physical laws of the universe you're going to just have to stop playing games, because it's impossible to program. You're asking, essentially, for another copy of the universe. And unless you know some fantastically intelligent mice that no one else has met, that's pretty much out of the question.
[ February 19, 2008: Message edited by: nunix ]</STRONG>


The whole "it's just a game!" or "its fantasy, anything goes!" is a lame cop-out.  A game such as @mode is fun because it is a challenge to develop a formidable fighter based on a fixed and well-balanced set of rules.  The point of a video game is that it poses an inflexible system (while in play), thereby forcing the player has to apply his skills (in this case, brains in the form of strategy and resourcefulness) to overcome a challenge or series of challenges.  You might say "limit yourself to doing the things that you think are fair", but that is also a copout, and it ruins the game in question.  You should not have to limit yourself, the game itself should limit what you can do.  When you start limiting yourself, when you are successful in overcoming a challenge, you don't feel any satisfaction- because you don't know if it is just because you didn't set enough limits on yourself, or if you really did come up with a winning strategy.  In order for there to be a satisfying gaming experience, you must be forced to compete with an antagonistic force, either another player, the computer, or in an adventure game, the author of the game.

This of course is assuming that overcoming challenges is what you want in a video game.  These days, it seems like people sometimes just want to watch a pretty graphics or exercise their creative powers at whim (the whole sandbox mentality)... to each his own.  But I believe that this particular game mode, like most roguelikes, is meant to pose challenges.

It is fair to say that the dragon is super-powerful when compared to the PC, and if the game was not broken in this regard you probably still would want to use a strategy that does not involve running up to it and whacking it with a sword... but wouldn't it be more fun to have something that isn't quite as easy as an instakill via thrown coin?

Regardless, I'm not trying to give the OP a hard time... I just don't like the whole "it's a video game, it doesn't have to be realistic" defense for bad balance/bugs/poor game features.  The point isn't about realism, it's about a consistent level of challenge.

In any case, it is pretty obvious that the throwing feature is broken, and we know that some day Toady will get around to correcting it.  Until then, adventure mode is in super-alpha mode as far as I am concerned.

[ February 19, 2008: Message edited by: Misterstone ]


579
DF Adventure Mode Discussion / Re: a bug ?
« on: November 17, 2007, 03:23:00 pm »
Well, you could always just go to sleep in the general area.  That usually brings them out to see you...  :)

580
DF Adventure Mode Discussion / Re: Revisiting sites in 27.169.33b
« on: November 17, 2007, 02:57:00 am »
They had a pet hydra, and they didn't take it with them when they left?  St00pid dwarves...

581
DF Adventure Mode Discussion / Re: Traveling
« on: November 17, 2007, 03:26:00 pm »
The whole > to enter a local area has a long tradition in roguelike games.  And, I suppose, it might have gotten its start from the Ultima games and the like, which are the granddaddy of the world-map feature, if I remember correctly  :).

Anyway, now you know, so it shouldn't be "unfriendly" any more  :).


582
DF Adventure Mode Discussion / Re: Need....Water....
« on: July 28, 2007, 03:11:00 pm »
Is it possible to get boozed up on dwarf-made alcohol?

583
DF Adventure Mode Discussion / Re: Feeding a monster
« on: July 27, 2007, 12:21:00 pm »
Hey, this is a cool idea.. let us know how it goes.

Also, talk to the local villagers and see if they have heard of Catpaints. I know that they learn the names of sentient creatures that murder humans, but I don't know if they'd do the same for animals.


584
DF Adventure Mode Discussion / Re: Some Strong Armor
« on: July 26, 2007, 02:45:00 am »
I once managed to avoid losing my character by dropping all of the buggy items next to a tree, setting it on fire, and going off a ways to sleep while it all burned up.  I'm pretty sure the game did not crash after that.  As for getting new loot, I suggest picking up all of the stuff dropped by the townsfolk killed in the fire, and selling/trading it.

585
DF Adventure Mode Discussion / Re: Need Help beating hard dungeon
« on: July 31, 2007, 01:18:00 am »
I've found that if you are really fast and have a legendary wrestling skill, armor is not absolutely necessary.  I've cleaned out entire dark fortresses, killed hydras and titans, and done all kinds of crazy stuff with a character wearing no armor other than a helmet, boots and gauntlets, and no shield.  Being fast and having a high dodge skill is enough to stay alive, though I am sure that using armor doesn't hurt if your skill is high and you aren't slowed down.

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