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Messages - GavJ

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2551
DF Modding / Re: How do I mod dwarves to not care about being naked?
« on: April 23, 2014, 01:33:46 pm »
Do they actually get upset over not having mittens or hats? I don't think so?

According to this chart, it looks like Chausses (modded to let dwarves make them) + robe would be a good minimalist outfit to keep them happy with very little micromanaging.

2552
DF Dwarf Mode Discussion / Re: The Great Dwarven Plug (Megaproject)
« on: April 23, 2014, 01:22:14 pm »
This makes me think of a pretty good weapon against demons, actually, using the same concept in a more serious, practical way:

1) Find the adamantine tubes
2) Dig a huge 60+ z level 4x4 (2x2 inside) wall around where you know the connection tube is.
3) Leave 2x2 natural stone (or cast obsidian) at the top on a support pillar.
4) Breach hell with a sacrificial miner, wait a few moments until all the demons are in the tube on their way up, and then pull the lever, and the same 4 blocks kill every one of them on the way down, yes?

Pretty cheap and easy, too.

Or do you have to actually be in the LANDING tile of a cave-in to be insta-killed? In which case that won't work, but an only slightly more difficult entire pillar type of thing (like a magma piston) would.

2553
Sorry to triple post, but no other threads were bumped between anyway...

Also, a convenience feature for embark map hunting would be to just list the metals etc. that are available, and possibly the layer types (e.g. igneous extrusive, sedimentary, etc) at embark. There's not even a roleplaying reason not to do this -- how are the dwarves supposed to somehow know that there are "deep metals" but yet not even know what the metals are, or the basic geology of the rock strata is that is clearly visible right near the surface?

Either they're prospecting or they're not. The weird "Well we know some info but inexplicably don't know other info that would be obtained in the exact same way" business doesn't add anything to the game other than frustration and lots of unnecessary map loading and abandoning.

I'm sure this detail has been suggested many times, but it goes along with the rest of the thread.

2555
I understand that, but I don't think this has to at all be inconsistent with that framework.

First of all, 3/4 of the idea CLEARLY isn't inconsistent, as simply having a finer grained terrain customizer has nothing to do with whether the world has a greater context or not. You might say that the manicured embark site is "unrealistic to occur in a world," but be that as it may, it can still just exist anyway and function just like any other embark site in world context. The dwarves just happened to stumble upon a garden of Eden (or a garden of Pain, depending how you designed it...), simple as that. The only complaints you could have here are role-playing ones, not code inconsistency or feature-limiting ones. And roleplay is in the eye of the individual player.

The other 1/4 of the idea (control over invasions and wars), either:
a) Can be ignored. It's much less important IMO than the terrain customizing fine grain control.
b) May become moot with sufficient numbers of future features that allow control anyway (being able to easily provoke wars like by sending invasions, etc.)
c) Unlike the terrain issue, is more easily addressed by modding scripts and things anyway.

2556
Quote
No, this suggestion undermines concepts behind Dwarf Fortress.
1: You aren't supposed to be given everything you'll need for a site, otherwise all forts would play out the same way.
2: This is supposed to be a generator, not a canvas.

What do you care if I use non-default options to make forts that tend to play out too similarly for your tastes? They're my forts, not yours.

Quote
Dwarf Fortress will eventually be greater than almost any person at making fantasy worlds, so why should a mere human influence anything beyond blunt topology?
I don't WANT a fantasy WORLD that's perfect. I want a fantasy **embark site** that's perfect, because that's all I actually significantly interact with.

You may be entirely correct that it will be better than humans at making entire worlds, which is great for adventures and legends. Pointless for fortress mode. Unless dwarf fortress ushers in the singularity (I don't count that out!), it's not going to be better than me at imagining a merely fort sized area that I most desire.  Even the humble minecraft VASTLY outperforms DF currently at making small scale interesting/quality landscape features (although no, not world-sized landscape).

2557
DF Suggestions / Re: Choice to dig for max or min # of boulders
« on: April 23, 2014, 11:23:09 am »
What needs to be "completely revamped" about mining?

2558
I threw a cat into a volcano to test its abilities as a cushioning material, and the cat stayed on top of the lava until it vanished.
Unlike Goblins, cats have [SWIMS_INNATE]
So it was swimming probably on the lava until it passed out by which point it was probably so close to (or already) burned up that you wouldn't see it fall a bit.

2559
DF Dwarf Mode Discussion / Re: Surviving broken skulls?
« on: April 23, 2014, 11:18:07 am »
Solon InchedDike The Dank Year. The brain injury never healed, by the way, but it doesn't seem to affect him.

Well, that beats my story of a legless militia commander who still managed to get ten or eleven kills over the course of eight years...
You should totally be able to wheel around other squadmates in wheelbarrows! Why is Toady not devoting 100% of his time to this feature?!

2560
DF Modding / How do I mod dwarves to not care about being naked?
« on: April 23, 2014, 12:28:49 am »
Why anybody finds micromanaging socks fun I will never understand (+huge FPS drain), and I don't want them in the game at all (except maybe shoes for syndrome protection, fine). I took them out, but then all my dwarves freak out about being naked

I don't want [NO_EMOTION], I just want them to not care about CLOTHES.  How can I do this?

Thanks!

2561
DF Suggestions / Re: 'Artifact' Engravings
« on: April 22, 2014, 10:46:31 pm »
+1 to the idea of having to have the wall designated for engraving first. If there are none, he just sits there, like a leatherdwarf without a leather workshop and a mood, etc.

That way it will never accidentally happen in the middle of your smoothed magma tube or something like that. And similarly to other moods, if you WANT to super micromanage it once announced, you could by canceling all designations etc. etc.

2562
DF Suggestions / Choice to dig for max or min # of boulders
« on: April 21, 2014, 10:50:56 pm »
Simple - in the designations menu have two options:
#1 (The current / classic version): Dig for a maximum # of boulders ideally. Higher skill = more boulders gained per tile dug.
#2: Dig for a minimum # of boulders ideally. Higher skill = fewer boulders per tile.

At zero skill, either option gives you the same baseline amount, which could be any number.

For option #2, possibly include a toggle to "exclude economic rock / ores" during actual designation. I.e., get maximum ores still as an option.



Sometimes you want a quarry, and sometimes you just want a dining room and don't plan on building much stuff, and the boulders are a nuisance. Surely legendary miners should be able to accommodate either wish.

2563
DF Dwarf Mode Discussion / Re: Necromancer pets
« on: April 21, 2014, 07:46:49 pm »
Standard use for necromancers is military practice. Especially marksdwarves. You just forever have a live target (place to stand > fortification > area with critters > bridge > fortification > necromancer) then use the bridge to turn on/off his line of sight.

Or build a trap where you get gobbos in a room and then can dump a bunch of hooves and hair and stuff from your refuse on top of them, which a captive necromancer then sees in line of sight and animates repeatedly until the goblins are all strangled to death by yak hair.

2564
I know this is an ancient thread, but I have a new idea for potential complete automation of piston pumping.  Basically using a 3x3 tube of air, only the center column of which is "outdoors" in a freezing biome.  Pump pressurized water in, instantly filling the whole thing to the precise level of the first bridges (measured reservoir size, and you would close off the aquifer refill at the same time the valve is opened to the column), ice forms in a column which than collapses down and pistons some magma up, a small amount of which flows off into holding tanks.  Then the ice collumn is swallowed by the semi molten rock, along with all the obsidian that results from the draining water.  Aquifer refills tank. Repeat, on an automated timer, and those tanks halfway up will be always replenished with magma.

I haven't tested all the parts of this, but I do know that even if the piston gets swallowed by the SMR, the magma it pistons up WILL still flow to the sides before falling, at least some of it. I just did that on a map just now.

The question is more whether the whole ice column will form prior to collapsing or not. Not sure about that.

IMAGES:
Spoiler (click to show/hide)

2565
Perhaps pathfinding doesn't seem significant to you mainly because you already intuitively design forts in a way that is good for the pathfinder? For me this is the case: doing traffic designations etc. only increases pathfinding by 50% or so usually, because it's already built in a reasonable way.

But if you go build a crazy swirly rabbit warren of a fort, the difference becomes much more acute when you designate it, etc. versus not.  You might just never do that.



There does seem to be some sort of unknown factor that just makes it slower almost no matter what you do over time.  Maybe the slow accumulation of traded goods, or dead things whose deaths are kept track of, or worst case: some sort of memory leak that finds its way into the saves, not just the RAM? I don't know.  But with good design, proper management of pathing and atomsmashing thousands of leftover socks, you can usually get GOOD ENOUGH to last so long that you'd just get bored anyway much longer.

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