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Messages - Adrian

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151
DF Suggestions / Re: Adventure Mode: Attack patterns/custom combos
« on: July 28, 2013, 09:16:39 am »
If the macro were high level enough to understand that actions #1, 2 & 3 need to be preformed on creature X and to move closer if those actions wouldn't connect, i would accept that in my Dorf Fort anytime. Because it'd be an extension of regular combat, rather than some half-assed way to save time on button presses.

Also, if macros become an extension of regular combat there needs to be some benefit to using them in conjunction with regular attacking. Maybe you'd gain an X% combat-speed bonus when attacking through a macro as opposed to using targeted attacks. (which would make sense in roleplay terms as well, since your character has prepared that tactic beforehand and is not making it up on the fly.)

In the end, i can see these macros take on the same role as the quickslots at the bottom of the screen in any mainstream mmo.

152
DF Suggestions / Re: Adventure Mode: Attack patterns/custom combos
« on: July 28, 2013, 03:54:40 am »
What i meant was that whose macros follow a fixed set of instructions. And should a gobloon dodge out of the way during the macro you'd be wasting time trying to disarm empty space. And more skilled players could get the same results using targeted attacks without the risk of losing track of their target.

Don't get me wrong, i like the idea of not having to go through endless menus during combat. But i don't think using macros would work throughout the entire learning cliff.
More detailed combat preferences would be much more useful IMO, since they would take the pressure off of the newer players while giving the veterans more control over the flow of combat.

153
DF Suggestions / Re: Migration Control
« on: July 28, 2013, 03:43:52 am »
The whole idea of migration size comes down to how you view your dwarves.

I for one want all of my dwarves to be happy, useful and alive, so i let my fort grow slowly and make sure everyone has something to do. As a consequence i would benefit from small migration sizes, because i cannot accommodate the 20+ migrants that rush into my fort eating my food and drinking my booze.
On the opposite side of the spectrum is the player that views their dwarves as expendable. Throwing squad after squad of lightly armed militia at angry badger boars. They would benefit more from larger migration sizes to account for the losses taken.

It's all player preference, really.

154
DF Suggestions / Re: Adventure Mode: Attack patterns/custom combos
« on: July 27, 2013, 12:06:27 pm »
This hotkey system seem too difficult to effectively set up for new players and veteran players can get the same results faster by using wrestling and targeted attacks.

What i'm getting at is that it'd take time for player to get used to it, only for them to abandon it once they get comfortable with the normal combat system.

155
DF Suggestions / Re: Making artificial limbs
« on: July 23, 2013, 11:04:03 am »
PowerGoal45, MEET THE CYBERFIST, (Future): You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.

Strangely enough, prosthetic are already planned.

156
DF Suggestions / Re: Primitive Explosives
« on: July 21, 2013, 12:44:41 pm »
Isn't booze explosive?

157
DF Suggestions / Re: Another Clothing Wear suggestion
« on: July 20, 2013, 10:09:56 am »
Maybe it would make sense to give materials a natural decay rate in the raws. To account for rusting and whatnot.

158
DF Suggestions / Re: Libraries in cities.
« on: July 15, 2013, 01:01:18 pm »
In Liamar's defense, EVERYTHING is planned.

159
DF Suggestions / Re: Military "Styles"
« on: July 14, 2013, 02:17:54 pm »
I think we're still several brain-upgrades away from invaders using military tactics.

160
I can get behind everything except this bit:
A procedurally generated race that survives a few(hundred) years into world gen but always dies out before the end date of history generation.
Because having them be part of history generation defeats the purpose of them being a precursor civilization.

I think all they should leave behind to the world are ruins spread everywhere, showing that they once ruled the world.
And those ruins should be made from slade, showing that they at one time had developed the means to mine and construct with slade. (And maybe they were the ones that constructed the Curious Underground Structure as a way to imprison the Clowns in their Circus.)

In general, such civilizations follow a few rules:
-They disappeared ages before the start of the story.
-They were the masters of their world.
-The knowledge they possessed at the height of their civilization could drive most younger civilizations to self-destruction.
-Despite their power and knowledge they were overcome by a more powerful enemy.
-And they leave behind tons of ruins and artifacts that no one can understand or sometimes even recognize.

161
DF General Discussion / Re: Future of the Fortress
« on: July 09, 2013, 03:35:22 pm »
How do you decide the order of the arcs to work on?
Do you have everything planned out, or do you just start on whatever suits your fancy at that moment?


162
I don't think it'd take up any CPU time during play, as everything happens right before embark and after the fortress fell. It certainly wouldn't take up as much time as the last 10 years of history generation.
In addition, both references can be written to a file as to not take up any more memory than necessary.

The biggest hurdle would be editing the fortress layout to appear more aged, right before subtracting it from an embark's blank reference at the start of a new game.

163
DF Suggestions / Re: Semi sentient items
« on: July 06, 2013, 04:06:13 pm »
Like this you mean?
Spoiler (click to show/hide)

164
I was reading through some of my old threads and had an aha-erlebnis when reading this:
So, how about this: in the save folder there would be a new subfolder where player ruins would be stored. Around every ten years or at the moment of abandonment/retiring the game creates ruin template by simplifying/removing the engravings and smoothing excessive architectural details and places this template into aforementioned folder (or updates the one already present).
When a new world is created, the game looks into that folder and randomly places them around the world.
I doubt that layout of a couple fortress levels plus several engravings without links to history files would take up a lot of memory.
This way we'd get plausible ruins instead of another set of those fractal tombs.
I think this can be done in only a few steps.
-First a snapshot of the site is taken directly after embark (so we have a blank reference).
-Then, after the fortress is overrun or abandoned, another snapshot of the site is taken (a fortress reference).

Note that 'snapshot' in this method is a 3-dimensional picture of the entire embark site from the magma up to the surface, though the only information that needs to be stored is whether or not the tiles contain unmined stone. So it will be something like a 3-dimensional, binary map.

-Then, the fortress reference can be subtracted from the blank reference, and the result will be a negative fortress layout of everything that was excavated during play. And because the cave layers are present in both the blank- and fortress reference, they won't show up in the layout.

At this point both references could be deleted as they would no longer necessary be, and the fortress layout can be written to a file (probably somewhere in the /save/ folder, but outside the current /region/ folder) for future use.

Now imagine you do an embark in a new world and the game decides
Quote from: Dwarf Fortress
hmm, this embark could use some more ruins
The game would snap the embark's blank reference,
access a randomly chosen fortress layout and edit it's z-levels so that it would appear somewhere underground,
subtract the fortress layout from the blank reference and
retake the blank reference (so that, if this new fortress would ever be chosen for ruins, you could excavate progressively deeper ruins)

165
DF Suggestions / Re: Goblin Prisoner Medical Center.
« on: July 05, 2013, 09:47:14 am »
Urgh.

Yeah, i guess that's a good reason _not_ to implement prisoner 'healthcare'. Bay 12.
Dwarven 'child care', Obok Meatgod, mermaid farming and this thread.

Prisoner 'healthcare' is one of the milder ideas we've had, actually.

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