Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Nil Eyeglazed

Pages: 1 ... 72 73 [74] 75 76 ... 86
1096
DF Dwarf Mode Discussion / Aquifer? Thank Armok!
« on: July 11, 2010, 07:06:18 pm »
So I was playing this 2x2 on a glacier for a couple of years before I realized a pretty significant problem:

The underground didn't have any connected sources of water.  My water source was just an isolated underground lake.  I was going to eventually run dry.  Then: no more farming.  No more healthcare.  No well, no obsidian trap, no ice trap.  I'd have to rely on trading for all my booze.

And just when I was digging into the blue stuff, my last legendary went fey, wanting shells.  I'd amassed a collection of FBs, but the miner wasn't satisfied with the steam monster's shell, and there clearly weren't any lobsters or mussels around.  Oh well.  Time to train up another miner.  So I went digging into the loam that was just under the ice.

And lo and behold, there was an untouched aquifer!  Hallelujah!  Guess I'll be training that miner up on a plumbing system....


1097
DF Gameplay Questions / Re: Can Walls act as Supports?
« on: July 11, 2010, 06:31:56 pm »
Did anybody ever actually get a building destroyer to destroy a support in 2010?  I tried doing this, but the FBs weren't interested in my support.

1098
I made a really nice post and then accidentally hit back on my browser :(

1) I would stop cooking by not making kitchens.  Just like I don't make dyer's workshops.  The cost to eating raw food is a small unhappy thought.  The benefit to eating raw food is decreased preparation time, increased fortress space from no kitchen (or pot), and overall simplicity of the fortress.

And I want to emphasize this, because I feel like I've been going around in circles: happiness, as it stands, is insufficient reason to cook food for many of us.

2) Changing the space requirements of raw food does nothing to change the relative value of cooking to not cooking.  If my raw plump helmet stockpiles take up half the space they used to, there is still no benefit to stockpile space from cooking.

3) I was mistaken regarding skill quality and communal cooking.  I generally make a dedicated cook and turn off all other labors on him until things are cooked.  That wouldn't be possible, or rather, would leave him idle frequently, under your proposed changes.  So skill progresses slower, time-wise.  But the quality of the 1000th prepared meal is the same either way.  (It would be kind of a hassle to find make-work for my cook, but I could live with it.)

4) I have had a hard time understanding parts of your proposals.  I'm going to describe how I currently describe it.  I am going to be very specific, more specific than my understanding warrants, because it sounds like you want to know how to make things more clear.

When a dwarf gets hungry, he will check for the presence of prepared food.  If there is no prepared food, he will try to cook food.  If he can't cook food, maybe because of no pathable kitchen, he will eat raw food.  He will do this regardless of whether cooking is enabled on his labors.  Only after cooking (if possible) will he eat.

There will be a new kind of building which we'll call a pot.  When a built pot is empty, it will generate a cooking job at a kitchen.  This job will only be accepted by a dwarf with cooking enabled.  Once cooked, the food will be moved into a pot.

There will be no option to manually (through the manager or through the workshop) create cooking tasks.  If you want a cooking task, place an empty pot someplace.

Prepared food will disappear from stockpile settings.  Prepared food that is not in a kitchen or pot will rot.  Prepared food will not be able to be brought to a depot, or else it will rot quickly enough that there's no point to doing so.

How accurate is that?  (I translated a lot of things like "Dwarfs should do this" into exactly how they will behave-- I think that sort of thing is necessary to really evaluate proposals like this, because the devil is in the details-- or rather, it's easy to miss exactly how things play out unless you spell out the details.  For instance, after writing this, I wonder: well, why not just make a stockpile of pots to store tons of prepared meals?)

Now, like I said, my problem with this is that I don't see a point to bothering with prepared meals under your system.  To be useful, cooking needs to solve a problem.  Here are some potential problems:

1) Gives dwarfs significant bad thoughts for eating raw foods.
    As has been said, if you do this, you need to make other changes to happiness as well.  You don't want to screw up beginning fortresses.
2) Require diversity in diet for health, which is easiest to provide through prepared foods.
    You've said you don't like this idea.

There's something else I see on review, which may be what you originally intended:

Kitchens are necessary in order to preserve food.  Once you have a kitchen, dwarfs will insist on using it to cook their food, whether you like it or not.  So the problem solved by cooking is rot, but prepared meals (and the labor they require) are an unavoidable cost of kitchens, rather than a function served by kitchens.

I know I've been wordy, especially considering losing my earlier essay :)  That's because I think that you and I probably play very differently.  I think it's important to see how a wide diversity of players would see these changes.  I represent a faction that would, for instance, see food preparation, in the absence of all current functions of cooking except happiness, as a net loss to my fortress.  It feels like you don't believe me when I say that.  Do you see how I could feel that cooking wasn't worth the benefit?

1099
DF Suggestions / Re: [For or Against] Tunnelers units
« on: July 11, 2010, 04:39:59 pm »
It's perfectly reasonable for the megaprojects folks to turn off invaders.  It's not what they want to deal with.  But invasions are a significant part of this game, for a lot of players, probably for most, and apparently for Toady.  Even for sandbox players, invasions give significance to fortress design, give a reason to come up with creative new machines.  The problem is that there's an endpoint to that purpose, because sieges are so easily and completely foiled by a few different defense designs.

Some of the perfect defenses can be worked around by non-sapper means: better flyer pathfinding, better building destroyer AI, bridge-layers, etc.  But some of these perfect defenses can only be foiled by sapping.

I like the military part of this game.  It seems reasonable to me to try to do everything I can to deal with invasions.  The problem is that if I do that, invasions aren't any challenge.  And the only way to challenge a player who doesn't want to impose arbitrary limits on him or herself is through sappers.  (Maybe in conjunction with pumpers, if anyone is actually serious about building a cube of magma around their fort.)

1100
DF Suggestions / Re: [For or Against] Tunnelers units
« on: July 11, 2010, 03:36:30 pm »
I think the problem is that there are too many "I win" buttons right now.  Bridged ramps, bridged moats, obsidian traps, ice traps.

To me, the obsidian trap entrance is the ultimate defense, and I think it's kind of lame that once you have one set up, you're on easy street.  The problem is that there's nothing short of digging that's going to bypass a well designed trap entrance.

I wouldn't put sappers in until constructed walls could be engraved somehow, though.  Engravings are too important to people.  And I wouldn't make sappers a common siege component.  Maybe starting at year ten, and not with every siege.  A player SHOULD feel proud of making a well designed obsidian trap, and should get some use out of it.  It's just that they shouldn't be able to rely on it to the exclusion of everything else.

1101
DF Gameplay Questions / Re: Can Walls act as Supports?
« on: July 11, 2010, 02:46:13 pm »
They do support other constructions.  The main point of a support is that you can link it to a lever to destroy it.  You can't do that with walls.

1102
The tiles in the default, non-graphics version are always a little stretched....  I'm assuming you mean that they're really stretched.

I wonder if maybe you messed with some stretch setting, before you realized that it's only the menu that doesn't resize?  Maybe you should restore your init to the default, launch the game, and see what happens, if you haven't already.

Maybe you should also try not running full-screen, but just windowed, and resizing the window to be big enough for your tastes.  I suppose there's the potential for fullscreen on an unusual aspect ratio to behave wonky.

1103
DF Gameplay Questions / Re: DF 0.31.10 blunt weapon materials
« on: July 11, 2010, 01:49:44 pm »
I've read that adamantine war hammers still aren't very effective.  That suggests that density is still the most important factor, making silver the ideal material.

1104
I can't imagine it being too difficult to have a scalable nutrition system.

Creatures get something like, "NUTRITION_TICK:PROTEIN:100" and the meat default gets "NUTRITION_SOURCE:PROTEIN:120000".  If somebody wants to get into more detail, they just add "NUTRITION_TICK:B12:50" to their dwarfs and makes a few foods supply B12.

With the way DF works right now, though, I can't imagine much room for a lot of complexity.  There just aren't enough different food sources to get much beyond basic food groups.

Then, we'll need to figure out a way to make polar bear liver poisonous :)

1105
DF Suggestions / Re: Alpha tester group
« on: July 11, 2010, 01:07:22 pm »
I was only talking a day or 2 prior to release, jus to sweep for big gamebreakers like the psycho rabies the animals had in .09

It all depends on what you count as game-breaking.  If you have a less dramatic idea of what counts as game-breaking, the principle still holds-- if you want to avoid certain bugs, don't download a new version until you've read what people have to say about it.

I have this feeling that you think that a team of testers would mean better releases, without any cost to the release schedule.  Adding a more careful QA process means slower releases.

1106
I like nutrition as a problem for cooking to solve.

As in real life, specific nutritional deficits could take years to develop, which is perfectly appropriate-- it gives you time to get on your feet.  All of this could be done within the frameworks that already exist in the game, maybe as part of a syndrome expansion, or as part of the development of stat improvement.  I'm afraid I don't quite understand Kohaku's suggested implementation :)  I can't imagine how quality would increase the number of food groups involved, other than through more easily making lavish meals.

It would, however, hurt some of the more extreme forts out there.  Farming isn't always possible, and neither is trade.

I'm not as fond of the idea of requiring multiple units of food based on size.  It ends up making smaller races more productive, just because they spend less time hauling.  This doesn't seem right to me.  On the other hand, it doesn't really seem right to me either that larger races could store more food in a single square than a small race could.  I think there's room for some abstraction in the game.

1107
DF Suggestions / Re: Alpha tester group
« on: July 11, 2010, 12:34:05 pm »
I think the only people who grab the download on the day it comes out understand that they do so at their own peril.  Very few people would prefer the significant delay in releases that this would mean, and if they do, they can follow the forum, maybe check in once a month, to get a feeling about release stability.

1108
DF Gameplay Questions / Re: kay so, if this belongs elsewhere say it
« on: July 11, 2010, 04:00:55 am »
You don't have to make a new world.  Just copy over the df/data/save folder.

1109
DF Gameplay Questions / Re: Newbie: Miners die of thirst
« on: July 11, 2010, 03:59:30 am »
It sounds like you don't have a path to the miners.  Have the remaining miner dig a new staircase up to your fort.

If your dwarfs can path to it, they should pick up the pick if you just enable mining on them.

1110
DF Suggestions / Re: Anti-Burrow
« on: July 11, 2010, 02:39:25 am »
I was going to ask you how, but I just figured it out-- lol, I never knew :)  That's cool.

Pages: 1 ... 72 73 [74] 75 76 ... 86