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Messages - GavJ

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286
DF Suggestions / Re: Speed Affected by Terrain
« on: November 03, 2014, 04:17:11 pm »
Okay, well toady could just measure it if he really wanted. Get a couple friends. Don't tell them why. Stopwatch them over equal distances of fields and roads. Simple enough.

287
DF Suggestions / Re: Speed Affected by Terrain
« on: November 03, 2014, 04:03:04 pm »
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would give them a completely unrrealistic time saving advantage from what it should be very minor.
???
No. it would give them a 20% time savings. Half an hour off of what would otherwise be a 2.5 hour long trip.
Versus in real life, also a 20% time savings. Half a minute off of what would otherwise be a 2.5 minute long trip, or whatever.

Sorry, still not seeing the problem you have with this. 20% speed boost has the exact same affect on gameplay regardless of the SI units involved and also regardless of the distance traveled... I simply don't understand your objection. Physics does not know how long you intend to travel for -- it applies instantly from your first step to your last.

288
DF Suggestions / Re: Speed Affected by Terrain
« on: November 03, 2014, 03:04:27 pm »
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I'm just arguing that it wouldn't make that much sense for paved roads to always make dwarves go faster.
You said short distance.

Distance doesn't matter... if a road is 20% easier to walk on, it's 20% easier for 30 feet or for 30 miles.

It might be the case that in your fort, the tiny savings from that 20% of 30 feet makes it not worth it to build a road for such a short distance. Absolutely. But it doesn't remove the fact that it would indeed still be slightly easier to walk on if you did. I.e. the feature should be implemented, but you may not choose to care about it in certain situations.

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If it only saves the dwarves a few minutes every week,
No you're making the error of only considering the time compression on ONE side of the equation, instead of both.
Dwarves don't walk at 4 mph like humans do in real life. They walk at about 1 meter per 12 minutes (0.003 miles per hour). Therefore, even for a 30 foot stretch of road saving you 20% walking time, that equals almost a half an hour saved for ONE TRAVELING of that super short road.

289
DF Suggestions / Re: Speed Affected by Terrain
« on: November 03, 2014, 02:10:28 pm »
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In their regular work days it wouldn't save them any real time. So in the way dwarf mode passes the time( one day for every couple of clicks), making them go faster wouldn't be justifiable to me.
So then don't build short paved roads in your forts... what's that have to do with the suggestion for the game? You're just talking about individual fort strategies, which the suggestion does not contradict.

Yes, clearly pretty much ANY feature in the  game will be considered important by some people and not by others, strategically, based on specific fort circumstances. That's actually a hallmark of a good suggestion, not a bad one. Something everybody would always have to do would be less fun and less interesting, and more busywork.

(Also time compression has nothing to do with this -- whatever way walking is being abstracted now, it would be with this, too, so actual number of ticks to move 10 tiles will still be 20% less over 20% less effortful terrain. Method of abstraction used doesn't matter, since it cancels out of both sides of the equation.)

290
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A current one-year world already has a enormous amount of history jammed into it that you're FORCED to miss.
And having that not be true would require an enormous amoutn of history that Toady would be FORCED to spend time programming, even though the large majority of players would probably skip over it because they want to have caravans and invasions and things.

That is likely wasteful effort, from a gameplay perspective. I do like the concept of being able to play this way, but the minor novelty of it compared to the huge relative effort means I'd think it should go a ways back on the back burner, personally.

291
DF Suggestions / Re: Speed Affected by Terrain
« on: November 03, 2014, 11:20:39 am »
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You could say that pathing from a to b without a road takes 20% more effort. So maybe the dwarf gets a bit more tired by having to use some extra energy to go through it, but not enough to make a difference, since they just don't go around running at full speed everywhere and its such a short distance.
I'm confused why you think that running = fixed effort, but you think walking = fixed speed? It seems much more likely that BOTH are fixed effort: walking is usually at the local max efficiency point for that terrain, and running is at the maximum physical fitness allowance for your body.

And even if you COULD physically possibly walk across scrubland as quickly as pavement, that doesn't mean you will, because you'd have to adopt a weird, less-than-locally-efficient gait for one of those two surfaces for your speed to remain fixed, which would be wasteful. When expending equal effort, you'll walk more slowly on the scrubland, because you have to spend more energy watching for bumps and moving more steadily and lifting your feet a bit higher to clear uneven obstacles, etc.

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The pathfinding algorithm would have to be updated to take terrain into account, which could slow things down a bit.
I don't think so. Pathfinding uses a map of costs already. Adding terrain adjustments would be a one time very small delay (like probably 1/3 of a second) when you first make your map, and then would just be there and be as fast as normal, since it's still looking up costs like before. As you change the terrain, there'd also be a brief microsecond to adjust to that new road right as it's built, but imperceptible.

292
DF Suggestions / Re: Specialised Veterancy
« on: November 03, 2014, 01:31:07 am »
Kill lists! Good call.

1 - ((number of species killed) / 6) = penalty to military skills of some sort

Or thereabouts

293
DF Suggestions / Re: Specialised Veterancy
« on: November 03, 2014, 01:05:58 am »
This basic concept could probably be simplified and perhaps even made more realistic by keeping track of general variety of experience, period. Not bothering to keep track of experience with every single species (tons of bloated memory and detail).

For example, you could store the most recent species / individual fought or sparred with only, and every time the individual changes, you get 1 variety point, every time the species changes you get 10, or something. Build up 255, and you're maxxed out, good enough

Then to apply the value, if whatever you're fighting now is different than the last thing you fought on file, you get a penalty to your skills if your experience variety is < 255, proportionally.



Sort of like, "learn a few languages, new ones come easy" "Fight with a few different people/species, new adaptability comes easy"

294
DF Suggestions / Re: Creature armour/keeping a beaten horse alive.
« on: November 03, 2014, 12:55:56 am »
I like this idea!

I also don't see any reason to make minimum sizes. If the player doesn't think it's worth his time and resources for how easily something dies, the player can choose not to bard it... Sandbox game shouldn't impose arbitrary restrictions on it because it knows best.

Personally, I usually have a dozen at least jobless dwarves at any given time, and my furnaces only run like 10% of the time, and I have tons of excess metal. So yes I would bother to bard war dogs, since their breeding (or more like the FPS drain of too many breeding stock) is the bottleneck, not the armor materials.

Also, armored war rabbits. Enough said.

295
DF Suggestions / Re: Don't Overhaul the Menus - Just Add Descriptions
« on: November 02, 2014, 09:12:05 pm »
This is nice and all, but I don't think it really fixes the main problem, which has less to do with understanding the categories and more to do with them being organized crazily such that I still can't remember where track stops are in the menus after years of using them...

So yeah, this AND overhauling the menus, perhaps.

296
DF Suggestions / Re: Speed Affected by Terrain
« on: November 02, 2014, 01:19:24 pm »
Agreed, not gamey at all, makes perfect sense for walking or running.

Oddly, you didn't seem to mention going uphill (ramps) or stairs. That is part of the same concept. Flat  is fastest for any terrain, downhill is slightly slower for the same terrain, uphill slowest of all (stairs probably a bit faster than ramps).

In addition to the terrain types as mentioned.

Also, blocks faster than rough materials used in constructing the floors or stairs or whatever you're walking on.

297
DF Suggestions / Re: Hybridisation: Mixing races.
« on: November 02, 2014, 01:11:44 pm »
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humans have no issue electing the descendants of goblin slaves into leadership positions. Race just isn't an issue in DF.
Your conclusion simply does not lead from your premise. Yes, a FEW random goblins that earned their trust after years and years with the civ, are sometimes granted citizenship and then have a chance of being elected purely because they are historical figures that the game tracks unlike large chunks of the rest of the civs population, so they are disproportionately represented. Basically a coding bug that they then get elected more often. Really they're just equals.

So what? What we can conclude from that is that "racial minorities that have proven themselves aren't an issue in DF." NOT "Race isn't an issue in DF." A stranger goblin is still a creature that you would be stupid not to fear by default, with no other information.

298
DF Suggestions / Re: Randomness in general
« on: November 01, 2014, 08:23:33 pm »
I don't understand why this needs to be a game feature. If you don't like your semi-random initial map position as sufficiently random (it does abide by certain rules), then close your eyes and mash the arrow keys a bit, then hit "e." There ya go, random starting location. It takes literally 2 seconds longer than a built in randomizing feature would.

but if toady wanted to add it anyway, whatever, sounds fine.

Anyway, the issue here is NOT going to be that it's "insanely difficult."  The issue is going to be that it's "insanely BORING." 90% of the time you'll end up in a big flat field of all one biome and some trees and shrubs. Yawn.

299
DF Suggestions / Re: Deities limited by land.
« on: November 01, 2014, 08:18:27 pm »
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ETA: And let's cut out arguing about humanity and what we've done, please. It's completely irrelevant here.
That's not the discussion. Nobody is arguing that on Earth, monotheistic religions started more wars and spread more rapidly and have been gradually gaining popularity, etc.

The discussion is whether that was a coin flip situation (next simulated world might have the opposite happen), or whether it is an inevitable result from the fundamental nature of religions (such that it would be in every simulated world).

Evidence of both types of things having happened on earth in more obscure examples points to it being happenstance. No evidence of anything else ever happening points to it being inevitable.

300
DF Suggestions / Re: Hybridisation: Mixing races.
« on: November 01, 2014, 01:26:37 pm »
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The game as it is now bases reactions off of civ membership rather than species.  In a future version where civ membership isn't a flashing hologram hovering over your head, species and "race" and location and equipment would figure into the AI's attempt to categorize people.  In that future version, creatures may well harbor mistrust for specific species (or generally all out-groups) and combinations would be possible.
Agreed. I guess I'm just saying that racial features like hybrids, prior to the game being at the stage you describe, are just meaningless window dressing. After, they have some really cool practical impacts, so it's something I would suggest for afterward, or an update doing both in a more monolithic toady style.

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