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Messages - GavJ

Pages: 1 ... 170 171 [172] 173 174 ... 189
2566
DF Suggestions / Re: Fences/railings
« on: April 21, 2014, 12:47:40 pm »
So they can be destroyed by building destroyers, but on the other hand save on materials, is the distinction? Sounds good.

Incidentally, it annoys me though how those multitile things punish people who want to build in pretty, organic shapes (you have a lot of 1 and 2 tile long shapes that end up not saving any materials). I don't think it's a very elegant system, so I kind of don't like promoting more of that. But whatever.

Ideally, you would enter a designation "mode" for those, make all your designations, then hit confirm and it tells you the cost and you allocate your materials for the whole bunch, regardless of crazy shapes.

2567
DF Modding / Re: Paralyze body without paralyzing the lungs
« on: April 21, 2014, 12:44:02 pm »
Actually, it might matter still for other fringe things. Like maybe a conscious, but paralyzed dwarf with somebody murdered next to him gets points counted toward "Doesn't feel much of anything anymore" whereas if he is unconscious, he doesn't?  Don't know if that's actually a difference in the game.

2568
DF Modding / Re: Paralyze body without paralyzing the lungs
« on: April 21, 2014, 12:40:29 pm »
Quote
Of course that is a "safer" alternative to paralysis but then why have a paralysis syndrome effect at all in game? Considering some venoms and poisons in RL due cause death by suffocation from causing the lungs to become paralysed and or heart which of course kills you (duh lol)

The reason to have it in the game is what you sort of just answered for yourself in this quote: it kills you by suffocation, whereas unconsciousness does not. That's the functional difference.  So fr instance, a creature with [NO_BREATHE] will not distinguish between the two, whereas a dwarf will. This can matter in terms of real gameplay outcomes.

But as soon as you ask "How do I do paralysis, but without the suffocation" like in the OP you've now removed any functional reason to distinguish paralysis, so just use unconsciousness, yes? Unless you're THAT concerned about flavor.

If you ask "Why have paralysis without suffocation in the game at all?" the answer would be "No reason. That's why it ISN'T in the  game ;)"

2569
Feel free to add to the wiki with clearer text, as long as you're sure it's still accurate, for the benefit of those with the same problem in the future.  It is a wiki after all.

2570
Bizarre.  That totally was it. I still had it open in the text editor, and there was a temp file version therefore in the folder. Closing the editor to make that go away fixed it. Thanks!

Not sure why two text files, neither of which changes any text for adamantine, tetrahedrite, or magnetite explains huge surface adamantine deposits, or tetrahedrite being replaced with magnetite in vein form, lol, but whatever. Apparently it does cause that somehow.

2571
DF Dwarf Mode Discussion / Re: Urist McTrapper wants automation
« on: April 21, 2014, 12:22:48 pm »
Although I would never discourage dwarfy ideas above, if you want simplicity of just dealing with an annoying situation without a new big project, cats are the way to go.

(note that catsplosions are pretty easy to avoid by simply having a pen/pasture on a retracting bridge over a cliff or lava -- allows you to kill pets when desired, i.e. all but one female cat, because pets can be successfully localized to the trap by assigning them to a "pasture." Magma is usually easiest, but a huge drop has the benefit of making their bodies explode into a larger number of bones for crossbow bolts, etc.)

2572
DF Suggestions / Re: Fences/railings
« on: April 21, 2014, 12:20:00 pm »
Now sure how this would work functionally.  If they take up a whole tile, then basically you just have a totally redundant version of fortifications.  Whereas if they take up the border between a tile or something, then Toady would probably have to dramatically rewrite the way information is stored and how the grid works and motion and pathing and everything, just for fences.

If you can think of a way this would work without changing the fundamental nature of the data structure, and that isn't the same as fortifications, then sure, another functionally different option for construction might be great.

2573
If you want sieges, there is a DFhack command to summon them, and killing sieges doesn't seem to stop trading.
That is good to know, thanks! I swear I look over that list of commands like every day and still always miss these things

2574
Note that I'm all for having DEFAULT options be realistic. But pretty much every player wants to customize after just a couple of games, to some degree. Whether it be world gen picking, or making a race made out of copper that doesn't breathe or sleep or have emotions to play.

I'm only asking for more powerful optional tools.  It's a sandbox game, and the topography of the metaphorical sandboxes don't have to follow realistic wind-erosion patterns when 3 year olds are playing in them, right?

2575
Manveru, that game model makes a bunch of often wrong assumptions about gameplay.

"Oh you can just trade for everything!" Well that's nice, but what if I most enjoy traps and military and I want to be at WAR with as many nations as possible, so as to get the most invasions where the fun is for me? This game model is directly counterproductive to me, because I now have to choose between keeping human caravans alive, versus slaughtering all of them in order to provoke sieges, etc.

Being able to send soldiers out to make wars happen more is nice, but doesn't fix that inherent conundrum -- if I go to war, now I can't build anything I want to build, because I don't have all my resources on my own map.

Quote
a lot of those features don't really go together naturally that often.
This assumes I give two hoots about natural realism. Same goes for having all resources, that's not realistic either. So what? I'm playing the game because awesome crap happens like a badger being thrown 2 football fields off a bridge, exploding, and its arm bone killing a nearby dwarf. Or babies punching dragons to death.

Not because I was jonesing for one bad*** geology simulator...

Quote
I can be the same with regenning a thousand times for the "right map" at times, but that's the price one has to pay for being picky.
It's only the price one HAS to pay currently because of the world gen system. Hence the point of the thread to make it no longer necessary to pay yes?

2576
To kill water pressure by the way, simply have it go through a diagonal only connection at the top level of the cistern, and it will then A) no longer insta-fill, and B) only fill up to the top of the cistern and not any higher, even if the fill source is higher.

2577
DF Suggestions / Re: Turn off "Digging designation canceled" in-game
« on: April 20, 2014, 08:20:43 pm »
I don't think it's very useful feature, unless you feel particularly suicidal. However, I would like to not have dampness/warmness cancellation to occur if source is visible and is safe. It's annoying to be unable to just dig under your pool, because water is above. Even if was was also sideways, if wouldn't stop me.
This is a really good idea. The "if a source is visible to the player" thing. It solves pointlessly annoying alerts, yet still (realistically) allows surprise floods when you think the tile is damp cause of your pipe, but actually there's a whole new cave pool on the other side also.

2578
DF Suggestions / Re: Low hanging UI Fruit (Main Menu)
« on: April 20, 2014, 08:15:35 pm »
Your list still doesn't seem very close to actual frequency of use. Maybe it just depends on playstyle, but for me it's something like:

1) Q building thing
2) Designations
3) K look
4) V look at units
5) Building

then it gets murky (stockpiles? zones? z status? not sure). But having K and V underneath burrows? Come now. Especially for newer players.

Although perhaps this just highlights that there is no one solution. I do agree though that designations at least should be much less cryptically named.

2579
DF Modding / Re: Embark Anywhere Mod?
« on: April 20, 2014, 05:13:26 pm »
Confirm that dfhack has a version of this that works with the most recent DF.

You just type in > embark -e     during world gen, and it will no longer gray out the embark option when you're on other civilization cities or mountains or oceans.  You do kill all your dwarves instantly though in ocean-only embarks.

2580
World gen seems 90% focused at the moment on realism and worldwide maps and consistency, but fortress mode players don't have any great reason to care about that when they're playing on 0.1% of that world map. So I end up spending like 50% of my time trying to generate worlds, and not having much fun.

As a fortress player, I want a specific map, and don't want to generate 75 worlds on the off chance of maybe finding something kind of like it.  For example, let's say I want:
* A volcano, with a high magma level
* Steel making ores and flux
* a coast
* steep interesting cliffs
* elves humans and goblins, at war with humans and elves.
* An aquifer
* some sand and some trees

This is almost completely if not literally impossible right now. Even with world painter, your brush only goes down to a resolution several times the size of a fort, which doesn't help ensure any sort of diversity like I am looking for, or to make the shape map I want. It's like trying to paint a picture with an 8 foot wide paintbrush only.

Instead, I'd envision a process something like current world painter, but for one fortress embark, instead of a whole world. I.e. world painting individual embark tiles in a single world square. The rest of the world doesn't even really need to be genned at all, although it could be if it's easier to just leave that code there and not have to solve all the problems with where migrants come from etc. that would result. In order of desired value:

1) Make the resolution of the worldpainter tool be able to go down to a single EMBARK square, not a world gen square. This solves most issues. It might require smoothing algorithms etc. to change, and be more computer intensive for the same size world, but you don't NEED the world, so who cares? You would always be doing this in a pocket world or even a smaller option, so the algorithm using much finer grained nodes is fine.
2) Include layer type (or whatever it is called - metamorphic, igneous extrusive, etc.) as one of the painting brush options on world painter.
3) Instead of 1-100 volcanism, just be able to paint volcanoes, and the number of the parameter can be height of the lava instead, which would be more useful/convenient (the actual worldgen can then smooth from that height more or less, to make it not stupid looking. I.e. the volcano height basically = the height of the node on that embark tile)
4) Ideally, be able to just force whatever combination of civs and war statuses directly (harder probably), without having to have them be part of some long story. But this would probably require a lot more under the hood changes than #1-3. #1-3 could still be part of a world, but you're just simply only micro-designing the small area you plan to embark in, and you don't care if there happens to be a world outside still, but more of the same code would work.

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