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 ... 73 74 [75] 76 77 ... 86
1111
DF Suggestions / Re: Anti-Burrow
« on: July 11, 2010, 02:28:48 am »
I think that burrow definition could be expanded a lot.

I'd like to see warning on delete; copying a burrow; and subtraction from a burrow.  (Subtraction might make for a decent anti-burrow: just burrow everything, then subtract the anti-burrow.)

1112
Have you tried resizing the window via your OS (in Windows, clicking on the corner of the window and dragging it)?

1113
There are a number of different equipping problems.  Some of them might be fixed.

In .09, I'm still finding dwarfs upgrading a left gauntlet to a right gauntlet.  Which doesn't work, of course.

1114
DF Announcements / Re: Dwarf Fortress 0.31.09 Released
« on: July 11, 2010, 01:19:55 am »
unfortunately, dwarfs are still upgrading their left gauntlets with higher quality right gauntlets :(

1115
DF Gameplay Questions / Re: decorate with bone
« on: July 10, 2010, 08:44:18 pm »
I've noticed that only cloth goods get decorated with bone.  I'm not sure if this is a bug or not.

1116
DF Dwarf Mode Discussion / Re: Fortress design verticle transport
« on: July 10, 2010, 02:23:26 am »
In my latest fortress, inspired by a recent pathfinding thread, I've just made my hallways entirely out of up-down staircases.

So far, working out great.

1117
DF Gameplay Questions / Re: Suspicious lack of nobles
« on: July 08, 2010, 11:06:27 pm »
The two most common reasons that people aren't offered a baron:

1) They don't have a living emissary to offer the position.

2) They don't have any road.

1118
DF Suggestions / Re: Make dwarfs less imba?..
« on: July 08, 2010, 07:06:48 pm »
10 dwarves?  1 is enough.

I believe the problem is less about skill than about equipment.  Right now, the copper, silver, and iron that the goblins bring is no match for steel, or even for bronze.  Dwarven materials are so much better than goblin materials.  (You know this, if you've been training with upright spikes-- maybe you got the occasional throat bruise, where their armor couldn't protect?  And nothing else?)

I don't think skill is an issue.  (Put those legendaries in copper and watch them die.)

1119
Oh I see. All of these (perhaps except the last one) are what I hate about the current system, what feels weird and "unrealistic" to me and why I bothered to come up with a different solution in the first place  ;D Buying out caravans by steaks and stews might seem like a benefit, I call it an "exploit".

Right, I understand that.  The problem is that the only remaining benefit for cooking is happiness, and the way the game works right now, that benefit is fairly small, especially if compared against something like increased risk of miasma.  So without these benefits, inappropriate as they might be, cooking ends up being pretty much irrelevant to game play-- there's no reason to pursue it.  Under the changes you're advocating, the game might be more realistic, but with the way I play the game, I would just stop cooking.  And I don't think I'm alone.  So then the question is, do you want changes that make cooking irrelevant?

Quote
As for the second one, food would be stored before cooking instead of after cooking, but it would still be stored! The change is almost merely cosmetic and it shouldn't affect the size of your foodstocks in any significant way.

Currently, a stockpile of, say, 500 plump helmets costs me 50 squares and 50 barrels.  After I cook those plump helmets down to roasts, I only need 25 squares and no barrels.  That's because I can store those roasts.  That's why I cook.  That's how cooking currenty affects stockpiles.  If I were limited by some mechanic to a single roast at a time, say, by cluttering workshops, or because of prepared meal degradation, that same stockpile would cost me 47 spaces and 46 barrels.  It probably wouldn't be enough of a difference to justify cooking for me.  I don't consider that a purely cosmetic change.

Quote
If, as a second step, ingredients like vegetables or raw meat were made to rot even in barrels (they don't now), then we would get workshops to smoke/dry/salt/pickle them to preserve them indefinitelly. This might look as more micromanagement, but isn't, because these workshop would replace the current kitchen workshop and otherwise be almost the same. Instead of making roasts that last indefinitely, you'd make dried ham that lasts indefinitely. Not much of a change. The workshops could also be automated for less micromanagement.

I don't think it'd really affect much if you renamed roasts as pickles, or biscuits as jerky.  I don't think it'd be bad to introduce food degradation.  I just wonder if there'd be any purpose to roasts in that situation.

Quote
But I do agree the end result might be that it would be a bit more difficult to keep large foodstocks - even if only because you had to build more workshops and divert some workforce to meat smoking or something. Again, this is what I call "gameplay" because the current system of having 2000 roasted steaks in a cellar sounds too much like an exploit. In medieval times, people were always on the verge of famine. I'm not saying to go this far (and this suggestion wouldn't even come close), but a bit more attention to food couldn't hurt.

Well, what'd you'd have is people storing 10000 plump helmets instead of 2000 roasts.  I agree that feeding your dwarfs is a little too easy right now, but changing cooking doesn't fix that.

Quote
Number three is very dependent on the actual implementantion, and whether we choose "individual cooking" or "communal cooking" or whatever. Dwarves right now use something like communal cooking. If they used my idea of communal cooking even in the new system, nothing in terms of bonuses would change. You seem to dislike the idea of "individual cooking" but please note this is only one of several proposed ways of implementation.

Individual cooking is the worst in terms of the way you changes would affect the impact of qualtity, but your changes would also affect communal meals.  If a meal has to be eaten now, you can't make a dedicted cook and tell him to cook everything in the fortress, then forget about him until he eventually shows up idle.  Doing so would invite famine.  That slows down skill progression, which means less of an effect from quality.


Quote
I'm not actually suggesting dwarves should eat more food units in a single meal. I was suggesting to limit the supply of food in fortress mode by dividing all food sources by 10. The end result: a single cow gives 1 to 2 meat and a single dwarf still eats 1 unit of food per meal.

That would work.  There's details to be taken care of though (stuff like, do you make a dog give a brain 1/10th of the time, or what?)  I think that would also have a massive effect on the early part of the game.  A lot of strategies that involve putting off farming, trading for food, or bringing reserves would stop working.  I don't think glaciers, coasts, or deserts would be viable starting biomes anymore.  I think 2 of your starting 7 would have to be farmers.  So it would have a really radical effect on the rest of the game.

To answer Kohaku: I disagree.  I believe that currently, cooking has a minor benefit to dwarf happiness.  If  food changes involved increased risk of rotting, that benefit wouldn't be worth the cost of miasma, which can be a major cost to happiness.  (You get to eat only four times a year, but miasma is continuous.)  As I said, if these changes were implemented, I would not pursue cooking, and I don't believe that I am the only one.

Why do you cook food?  For the happiness?  Because you can?

1120
Additional costs to the system you propose:

1) You can't use prepared meals to buy out caravans or increase the value of your fortress.  The meals will rot too quickly.

2) You can't use prepared meals to consolidate food stockpiles, since you can't save prepared food.

3) You can't take advantage of quality bonuses as easily.  both because you have individual, non-specialist cooking, and because with the dangers involved in degradation, you can't put a single dwarf on just cooking duty.

Regarding hauling: I'm speaking about the requirement for more than a single unit of food at a meal.  I fail to see how the hauling costs could ever be lower.  You argue that hauling costs could be lower by not requiring intermediate stockpiling, but this option already exists; you're free to leave your prepared meals in the kitchen, after all.  The additional hauling cost comes from a dwarf needing two units of food rather than one, say.  In some situations (by no means all situations) this would mean that a dwarf would have to visit multiple areas to gather his food.  (Like for instance, if your pot is down to a single unit of stew.)  I'm not saying this is a huge price-- as you say, there are only eight meals a year.  Still, with those eight meals a year, there are already situations where we holler at our dwarfs to finish their meal already and get to the depot.

My concern with prisoners/wounded isn't about cooking, which seems simple enough to me, but to your suggestion that dwarfs ought to require multiple units of food for a single meal.   If you do that, you increase the risk of jobs being abandoned and dwarfs going hungry, which already happens very easily.

The costs of your suggestion aren't game-breaking or anything.  But I'm concerned that they're significant enough that people would just stop bothering to cook meals.  The way I play, the only reason I have a cook is to make my food stockpiles smaller.  Your suggestions would just make me abandon cooking, and use an extra dwarf for hauling or military instead.

As I've said, a good way to test the largest of your suggestions is simply to ban prepared food from all of your stockpiles, and treat a kitchen as a pot.  How would this affect the way you play?

1121
I have concerns about how this might play out....

Right now, you could kind of simulate what you propose by enabling cooking on all or most dwarves and forbidding prepared food from all stockpiles.  Then you have food sitting in kitchens (your "pot"), degrading, and waiting to be picked up; you have dwarves making meals for themselves or others, then eating.

The problem is that cooking is already of pretty minor benefit to a fort.  Sometimes you can get some small happy thoughts; you can sell meals, but then you can sell anything; and it saves some food space.  If you remove these benefits, or add new costs, I don't think it's very likely that any player will bother with cooking at all, not unless you expand on this idea-- you have to make cooking the solution to a problem that doesn't yet exist.

I kind of agree, regarding how much food a cow gives; the changes to butchery have led to an explosion of food.  And a mature fortress has no trouble maintaining enough food.  But I wonder how requiring multiple food items might affect a beginning fortress.  Starvation is a real risk in that first year, and the risk has been the object of a lot of careful adjustment.  Doubling food requirements would throw everything out of whack.

And what about the time requirements?  A dwarf would definitely spend more time eating were he or she to require more items-- at least in time spent hauling.  In some situations, that'd be significant.  Or prisoners, or the injured?

1122
DF Gameplay Questions / Re: Removing annoying ramps in moats
« on: July 07, 2010, 08:02:22 pm »
If you dig out the middle tile, then the edge tile, the middle tile ramp will disappear since there's no wall supporting it.

I don't think freestanding ramps automatically collapse anymore.  Even without a supporting wall, the middle ramp will remain.  Not that it'll matter for any reasons other than aesthetics.

1123
It's not that hard for me to break early sieges/ambushes via military, but part of that's how I play.

a) I always try to bring a proficient armorsmith and a proficient weaponsmith with me.

b) I bring raw materials. I don't find it too expensive to bring enough tin, copper, and wood to make a full set of bronze armor, and a bronze axe, in my first season.

c) I bring a military dwarf-- typically, high levels of dodge and armor user.  One of the first things I make out of stone is a weapon rack.  My military dwarf begins training in the first season as well.

d) Getting magma workshops and steel is a priority for me.

A single good dwarf can break the goblins, with the way it works now.

1124
DF Gameplay Questions / Re: Forgoten Beast Diplomat?!
« on: July 04, 2010, 04:55:08 pm »
Forgotten beasts all have trap-avoid, which means they don't set off pressure plates.  To design a trap for one, you have to be sneaky.

1125
That dam is awesome!  I don't understand what the water source for it is though-- don't see a river?

Pages: 1 ... 73 74 [75] 76 77 ... 86