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Messages - GavJ

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2221
DF Dwarf Mode Discussion / Re: Graphics, need your opinions
« on: May 20, 2014, 04:14:18 pm »
Quote
Inability to "Figure out what I am looking at" is subjective, and fully bidirectional.
Everybody starts out with default and spends probably some decent amount of time learning it before they figure out how to change tilesets.

Even if not everybody, a huge majority, such that the most efficient standard is clearly default. 90% of people understanding at a glance is better than 10% understanding at a glance, yes? Unless you're in a subforum or a thread involving a mod where everybody uses the same nonstandard tileset or something. In which case, you should post in that.

Nothing to do with morality. Just making sense to the most people with the least effort.

2222
DF Dwarf Mode Discussion / Re: That one clown
« on: May 20, 2014, 03:52:33 pm »
Yup, Axedwarves for HFS next time. They don't have armor, so hammers are extremely inefficient (hammers being weapons almost entirely specialized for fighting armored opponents).

Also I believe that if the body is made out of something tough like metal, the brain is too, making it unlikely to trivially tear even when the skull breaks? Not an expert on that stuff.

2223
DF Community Games & Stories / Re: The Nudist Colony Challenge
« on: May 20, 2014, 03:37:29 pm »
I think that your main problem with this wouldn't be your dwarves surviving a fight, it'd b your dwarves going insane from the combined bad thoughts they'd get from not wearing any clothes, plus the thoughts from getting drafted, long patrol duty, getting attacked, etc.
None of the other bad thoughts you mentioned are guaranteed for military.

* Getting drafted is only a negative thought IF they have zero military skills and only IF you draft them not during a siege. The guys who come to your fort with "competent swordsdwarf" etc. you can draft with no negative consequences in peacetime.
* Long patrol duty - Actually not 100% sure about this, but I think if you manually give them a break (by doing "s" "a" then "i" or whatever inactive button is), they won't get this thought. If you use an automated schedule to give them breaks, they still will. I never Science'd it carefully, but I often manually turn squads on and off and rarely get this thought.
* They stop getting bad thoughts from being attacked with some experience. You can wean them on easier foes potentially, like caged goblins with no weapons, sponges, bronze collosi with no limbs, etc. It may take more planning and preparation, but sooner or later you can get them to where they get POSITIVE thoughts from fighting ("took joy in slaughter recently") and then they're ready for prime time.

2224
DF Suggestions / Re: A handful of new ideas
« on: May 20, 2014, 03:31:25 pm »
At least #1 I know is planned already, too. So good news for you on that.

Not only does he plan to let you have that level of control, but he even said somewhere on the dev webpages that he wants to give you full control over ordering your dwarves to specifically build a limestone piccolo, and then specifically encrust that one piccolo with gems, and then specifically sew an image of the fortress' logo on that piccolo, etc.

2225
^ That would be even better, but even still I'd say throw it in the raws, as just a parameter "exponent by which doing stuff decreases in experience given over time" rather than trying to tweak it all in defaults or hardcoding.

Set to 1, and it's like it is now.
Set to 2, and experience gets quadratically HIGHER the more you do stuff
Set to 0.5, and experience gets quadratically LOWER the more you do stuff

Whatever you want, yeah? (In addition to being able to modify the tiers of experience per skill)

2226
Sounds complicated, but not difficult. Just a lot of micromanaging fairly straightforward decisions, I imagine.

The trickiest part is going to be making sure that all of your random dwarves that do one thing better than anybody else have backups that can fill their job when they're training or on duty. Like if you have one BEST armorer, you want to make sure you have another damn good armorer, more so than you normally might worry about.

Either that, or be prepared to wait 3 months for your armor order to get filled.

2227
DF Dwarf Mode Discussion / Re: Graphics, need your opinions
« on: May 20, 2014, 03:17:05 pm »
If you want to write a treatise, I would aim it more at "POST SCREENSHOTS using a default pack." more so than "PLAY with a default pack."

Who cares what somebody else plays with? Obviously, all the people using non-default saw what default looked like at some point, and decided they didn't like it as much. They're adults, they know what they like.

But for posting images, default is actually more of a "right" choice, for people to know what the hell's going on in them. It would also be helpful if there were a utility that briefly switched to default for purposes of screenshots. Is there such a utility? If not, perhaps making one or convincing somebody else to make one would be a more efficient investment of time than passionately arguing to newbies in a paper most of them won't know about or read.

2228
Simple fix to make everybody happy all at once--military and non-military skills--with barely any need for playtesting for Toady, and zero need for tweaking balance:

Just add the experience amounts per skill level per skill to the RAWs.

Spoiler (click to show/hide)

Done-zo.

2229
DF Suggestions / ACTUAL forbidden movement designation
« on: May 20, 2014, 01:55:24 pm »
Not "higher cost traffic."
But a designation that actually says "No you cannot path through here, period, ever, no matter what, not even through it on the way to a sock." I.e. designation that is treated like a wall to pathing algorithms of your dwarves.

This feature would not give overseers any more power than they actually have. Because using burrows and civilian alerts in a painstakingly micromanaging fashion, you can still theoretically make your dwarves fully respect any boundaries.

But it would take what would be a 15 minute micromanage and turn it into a 5 second designation.

* Do not ever path onto this minecart track
* Do not ever path into this chamber that exists for magma to flood into and evaporate occasionally.
* Do not ever path into this megabeast cave or around it, even if I designate trees cut there.
etc.

Again, not giving any extra power. I could (and often do!) already make a burrow, select the entire world, deselect my minecart tracks, set up a civilian alert, put that burrow on it, then add it to every alert state. But it should be vastly simpler (and unlike the preceding method, new players would know how to do it earlier than 6 months into playing DF, lol)

2230
DF Suggestions / Re: Dwarf Fortress for the Blind.
« on: May 20, 2014, 01:45:18 pm »
You're making most of those problems too complicated. You can solve a lot of thing by just doing the exact same analogue of what the actual game does:

Important announcement: drops all pins to the floor and have the message raise in braille in the middle until acknowledged. Like normal game, basically.

Find nearest creature (like the V key normally): The nearest one that it is selecting at the moment just has its glyph flash (i.e. drop to zero, then reraise, drop to zero, re-raise) which makes it very easy to locate if, while reading the info off to the side, you see it's the one you want. Same goes for buildings, etc. Also, the actual sound of the pins "flashing" adds a second sensory cue to the location, without even havign to build anything special into the system at all. Merely a happy side effect.

Tracking a creature: Already a vanilla game feature that translates just fine: use hotkeys follow creature option. Now you just hit the hotkey and ta da, the display centers right on them (lots of ways to make center tile special and easily found which should probably be in place anyway. Simmilar to the little nub on the "5" key on most cellphones. Cheapest would be to just have the center glyph use pins made out of a unique material, as long as materials aren't overly used elsewhere).

If you want, give an option to either recenter or just make the relevant dwarf flash (you'd want the former in most cases, the latter in cases like directing a whole squad of military)



Quote
Also, what method is this going to use for detecting the tactile input of the user's hand? Pressure? Proximity Detecting laser grid?
Yes pressure. Pressure sensors are robust, unambiguous, and cheap. You don't even need to have a sensor/button for every glyph if you combine it with another dirt cheap mechanism like capacitance to see where your fingers are, and use staggered sensors and stuff.

But probably a pressure button for each individual glyph even would pale in cost to the pin mechanisms anyway, so whatever. Just a switch for each one.

2231
DF Dwarf Mode Discussion / Re: Dwarfy Rooms
« on: May 20, 2014, 01:22:07 am »
I made a bedroom for my baron once that was like... the personal Vatican of dwarves for all of his specific personal tastes. I kept embarking till I found a dwarf who could be fully satisfied with resources available en masse. I got one who liked mangowood and brass and marble, in an embark with marble layers and zinc and copper and mango trees.

Then build these huge lofted 4 story 10 tile diameter marble ribbed rooms with solid mangowood ceiling and wall panels and heated brass floors and furniture. Like royal quality rooms 50x over (even though the ceilings don't count as part of his room technically), and all in his favorite things. It really amused me for some reason.

2232
DF Suggestions / Re: Dwarf Fortress for the Blind.
« on: May 20, 2014, 01:15:26 am »
You don't need as many glyphs as DF has, as somebody else pointed out. Like, you can have just one for all grass, for instance. One for all trees. One for all farmable ground, another for all rock.  You can lump tons of inconsequential animals together into a single glyph (one for capybaras and giraffes and benign things. One for all animal men. One for aggressive or dangerous fauna but not actively seeking you out. Another for active hostiles like GCS or yetis, trolls and such. One for all FBs and titans. etc.). To get more info you can ping them for more, but most of the time these are enough to be able to safely gloss over, is the idea.

All smooth or constructed walls could be one glyph, regardless of direction... same for tracks. On and on.

I'm too lazy to actually go come up with a set of abbreviated needs just for the sake of a hypothetical forum thread, but you could if you wanted. The resulting number might be pretty reasonable.  Like, around 100 or so?  Or it might still be huge, I'm not sure.

2233
DF General Discussion / Re: DF has a SHALLOW learning curve
« on: May 19, 2014, 11:28:54 pm »
The hell are you talking about? You don't draw a separate curve every time any little variable changes! Economists can and do draw demand curves for entire industries, all the time. Can you name a single industry that has identical circumstances in every way across every situation? Neither can I. Yet they draw the curves anyway.

That's because they're not functions, and so niggly little details changing between each transaction don't invalidate anything at all. Unlike a function, you don't NEED to control all other variables. You're merely reporting correlations of numbers that actually happened or typically happen. You simply add consumers all up and you get your industry graph, the end.

If they tried to treat it as a function, they'd be paralyzed based on exactly what you're saying - each customer's individual purchase would have to have a separate graph, rendering them utterly useless. The fact that this is not what happens is just yet another piece of evidence that they aren't function graphs.





And when you average a bunch of individual circumstances that have swept out areas instead of a curve, you still get areas. Then when you add a bunch of consumers' average areas together, you still get summed areas.

2234
DF General Discussion / Re: DF has a SHALLOW learning curve
« on: May 19, 2014, 11:13:40 pm »
...? The definition of price that economists came up with includes my example of variable taxi fares, since it is defined as the actual exchange of assets that takes place.

2235
DF General Discussion / Re: DF has a SHALLOW learning curve
« on: May 19, 2014, 11:06:36 pm »
The real nail in the coffin though is that you can even have graphs that turn back on themselves or have areas swept out and not just lines, or all manner of other shenanigans, in special circumstances.

For example, actual effective taxi fares amongst people who are in too much of a hurry to wait for change will have weird, non-line area shapes on such a graph, because they will depend on randomly varying factors like "what types of bills customers happened to have in their pockets at the time." And these would even be lawfully predictable, based on bill carrying statistics, despite making absolutely no sense as an ordered function.

Yet makes absolutely perfect sense when you treat it like what it is: a correlation plot of pairs of observed or predictable values. Not a function.
It also makes perfect sense when you treat it like demand as a function of price for a fixed set of conditions.

Yes I agree. If you define a new type of conditional graph designed to make the answer you want true, then you'll get the answer you want.

I'm talking about NON-conditional, all price, all demand curves, for the whole industry (I don't have to specify only those types of customers, anything greater than 0% of them averaged in will still achieve all I need), i.e. what we've been talking about this whole time... will have non-function-compliant areas swept out in them, not proper lines.

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