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Messages - Joker

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1
quote:
Originally posted by Solara:
<STRONG>I can't believe people are giving up so easily - patiently wait nine months just to take a quick look at one screen (a labeled and fairly self-explanatory one at that) and immediately throw your hands up in defeat?</STRONG>

I'm not giving up in defeat, just waiting for proper documentation.

And I haven't been waiting for nine months; I'm part of the wave of people who found out about DF in the last couple months. I had the forums and wiki to help me learn, and it was still a chore. I've been gaming since TRS-80's in the late 1970s, too, so I've seen it all.

I think it might be easy for the core group of folks here to forget how indecipherable the game can be for those who haven't been immersed in it - buried in the wiki and spending months following the daily progress of the hundred-page FOTF threads.

I really do dig DF, and I don't want to come across as slamming the idea. I know a two-man dev team is going to have limits, and I'm glad they choose to focus on gameplay. That being said, there comes a time when you can't make excuses about documentation anymore if you want to draw in new players.

With the massive changes this version made, one expects equal documentation of it all. I understand that discovering how things tick is a big part of the fun, but imagine what it's like for people coming to the game now - the wiki won't be fully fleshed out by the veterans for weeks, maybe months. In the meantime, the only documentation resource is the forums. And in combination with unexplained gameplay elements, figuring out where commands are hidden in 4-deep menus and wrestling with the interface in trial-and-error fashion really isn't fun; it's work. Not a lot of people are going to fight their way up the learning cliff if they have to make a forum post about almost every simple gameplay/interface problem they encounter.

So, I am just sayin'... it's time for a real manual.

[ October 30, 2007: Message edited by: Joker ]


2
Thanks for replies. I somehow embarked into an area with no mountains around (I think) so I abandoned.

I think I'm going to wait until there's more documentation, because I really have no idea of how to get started.


3
Ah, thanks... progressing to new area of cluelessness!

4
The start-up screens in the new Fortress mode are beyond deciphering, and I've been playing the former version for a couple months.

I have no idea what's going on with the three-part world/region/local screen. The tab key no longer seems to take you to selecting skills, though it's still labelled the same. The new options screen has no explanation of the new features/options that I can find.

I don't know if I'm missing the documentation in the help/manual, but I don't see anything explaining how to navigate the changed screens at all.

At least world creation works!

Edit: Altered title

[ October 30, 2007: Message edited by: Joker ]


5
DF Dwarf Mode Discussion / Re: Vittles! : A guide to Food and Drink
« on: October 22, 2007, 10:15:00 pm »
quote:
Originally posted by Entity:
<STRONG>I think the fact that a handful of seeds counts as one unit of food makes cooking seeds a bit of an exploit. But it's also a useful way of freeing up bags from the dwarven habit of trying to give every single seed its own dedicated seed bag, so I count it as a bug workaround.</STRONG>


Yes, without the Economy going (which is just too broken to use for now) there's no way to get rid of the massive seed surpluses that pile up. I don't cook alcohol, and I wouldn't cook seeds if I didn't have to in order to purge them, but for now it's a workaround. Sort of. You still end up with hundreds more than you need even if you try to make your Dwarves eat mostly meals made of seeds. You still have to brew, and grow plants to brew, and gathering plants leaves you with odds and ends of seeds you don't want to plant - the march of the seeds cannot be stopped!  :(

Perhaps the ability to chasm all items should be implemented without having to have the noble/economy for it.


6
DF Gameplay Questions / Re: Starting Out ...
« on: October 29, 2007, 08:35:00 pm »
quote:
Originally posted by Elvenshae:
<STRONG>

Amen!

In my latest attempt, I picked an area which had a biome with dense woods and excessive other plants.  Except, when I got to the mine site, there was nary a tree to be found.

[ October 29, 2007: Message edited by: Elvenshae ]</STRONG>


Yeah, I picked a site that looked to be on the edge of a mountain, but upon arrival I couldn't find a single mountain tile! LOL...

The time has come to have a proper manual to go along with the game. The wiki is great, but it takes time to compile. When I began playing the last version, I had months of information on the forums and a wiki full of tutorials and charts to use and it still took me a good two weeks just to learn my way around the menus.

I don't think it would be possible for a new DF player to get going at all with the level of the default "manual." I've read the new, updated manual and other than being updated for menu changes and gameplay changes, it's not expanded in scope at all. In other words, the manual is still skimpy to the point of being not much more than a quick-reference card with some cursory paragraphs here and there about basic gameplay concepts.

[ October 29, 2007: Message edited by: Joker ]


7
DF Gameplay Questions / Re: Starting Out ...
« on: October 29, 2007, 08:03:00 pm »
There REALLY needs to be some documentation on how all the opening screens work, what every option means, etc. I've been playing the old version a good while now, and I feel completely lost on how to get started, especially in terms of making decisions on all these unexplained options.

8
DF Bug Reports / Re: Outpost liaison goes berserk
« on: October 30, 2007, 02:49:00 pm »
quote:
Originally posted by oolon1:
<STRONG>So... did the liaison just get really cranky that I didn't get around to trading anything with him, or is this overreaction a bug of some kind?  It said he was leaving unhappy, but I get the impression his happiness level went down a little too far.</STRONG>

Whatever the case... rofl.


9
DF Bug Reports / Re: A dog fell in the river. And then it had puppies.
« on: October 30, 2007, 02:53:00 pm »
Evolution!

10
DF Suggestions / Re: Ordering animals with specific gender...
« on: October 19, 2007, 11:50:00 am »
When I first started playing I was getting very frustrated with attempts at animal breeding programs due to the same problems mentioned here: having my animals killed off by monsters, falling into chasms, etc., or getting dozens of the damn things underfoot in the hallways.

I finally figured out to put a big holding room behind my kitchen/tanner/leather shops. This room holds the butcher shop and the rest of it is used to pen up ALL animals except war dogs using ropes and chains. Door off the room to minimize bad thoughts due to watching sausage-makin'.   :eek:

Also make sure to put a refuse pile that accepts bones/shells/skulls/raw hides nearby. Combined with a closeby craft shop, this takes care of a lot of centralization.

I know this is sort of off-topic in regards to ordering animal gender in trade, but this deals with the problems related to it. It keeps the animals safe, out of your way, and close to the shops they supply. I have never had a problem with feeding my fortress since using this obvious-in-hindsight technique.

Before, I adandoned several fortresses when my dog or horse breeding program was killed off early. It's a huge hit to lose such an easy supply of food, bolts, crafts, leather, and protection.


11
DF Suggestions / Re: permanent farm
« on: October 02, 2007, 12:58:00 pm »
(First post! New DF addict here.)

Anyway, I have to agree with the suggestions to look to your hauling assignments and job specialization as the problems if you are having any trouble with food.

Related to hauling and VERY important is stockpile customization. Dwarf Fortress mirrors real life in this demand for success: logistics, logistics, logistics.

Keep barrels in reserve for brewing and stash them right beside the still. Don't have long walks among the farm/still/kitchen/stockpiles. Sort stockpiles to the finest level of detail, i.e., only seeds, only barrels, only "output" food (next to dining area), etc.

I usually use a slightly enlarged version of the "food-at-the-centre" layout found here: http://www.dwarffortresswiki.net/index.php/Design_Examples

I make the workshop areas deeper and use a horizontally-aligned dining room, but the idea is the same: Nobody has to walk more than maybe 10 squares at any point in the food chain from farm/fishing to dining room.

I am still pretty much a newbie to DF and I find food production trivial to the point of leaving farms fallow for seasons at a time. I don't even cook booze, either. Nor do I use hunting/trapping. With farming, fishing and plant gathering I can generate TONS of food with just 3 or 4 dwarves doing the work, and without using cheesy booze-cooking tactics. All I really have to do with those dwarves is make sure they aren't hauling stone or wood and there's usually no downtime or waste in my food chain. Sometimes I have to scramble a little to keep up with booze demand, but food just piles up.

Edit: Almost forgot livestock. Get a horse/cat/whatever breeding program going, and restrain the animals you plan to use for food/bone/leather in a room behind your butcher/tanning/leather workshop area so it doesn't take forever to haul them to slaughter. This has an added benefit of getting all your livestock out from underfoot and slowing Dwarf movement. I find horses to be especially fruitful if I have 3 of them to start, and before the first winter is done you can have a nice meat-farming operation going.

[ October 02, 2007: Message edited by: Joker ]

[ October 02, 2007: Message edited by: Joker ]


12
DF General Discussion / Re: Where did you start in?
« on: October 29, 2007, 08:48:00 pm »
quote:
Originally posted by Deto:
<STRONG>Or if I ran out of beds, I can always put dwarves to sleep in human beds... Infact, I just noticed I can just designate human beds as dwarven barracks   :D Or better yet! I can just remove them from their rooms and put them in my fortress! Free defence! Free stuff! Dwarven heaven!   :D</STRONG>

LMAO... Dwarf Gypsy invasion.


13
quote:
Originally posted by Solara:
<STRONG>Oh God you're right, this illogical belief in magic is CLEARLY depraved and dangerous, quick let's take all their children away and reeducate them in order to avoid the Icelandic jihad that will lead to WWIII!

[ October 29, 2007: Message edited by: Solara ]</STRONG>


Funny you mention World Wars.

As I seem to recall, a strong belief in the supernatural and religious hatred were prime motivating factors for both the madman who started the second one, as well as the millions who followed him.

There is no harmless application of irrationalism. Garbage in, garbage out.

It isn't just the countless hundreds of millions of direct deaths and acts of violence, either; it's the chilling effect on thought. There has been no greater bane to humanity than irrationalism, most specifically mysticism.

You see a story about elves and people who leave boulders in roads because of them and think it's cute and have happy dreams of Santa Claus. I think of Galileo under house arrest and libraries burning.


14
quote:
Originally posted by WillNZ:
<STRONG>Don't look down on people because they believe differently from you. Fortunately, science cannot prove which religion or spirits are right or wrong, true or false. It saves a lot of bloodshed. Apparently, it doesn't spare us from ethnocentric arrogance.

[ October 29, 2007: Message edited by: WillNZ ]</STRONG>


Mysticism saves a lot of bloodshed???? Please tell me I'm misunderstanding you.

I would argue that more blood has been spilled over superstition/mysticism/religion/whatever else you want to call belief in the supernatural than anything else.

Whenever you teach people to believe in magic, you teach them that there are no human rules that matter - that there is no objective standard for human rights outside their set of fairy tales. That's when people start launching crusades, burning witches and flying airplanes into buildings.

It isn't warm and fuzzy and it isn't cute. It's depressing that so many of our species still howl at the moon like frightened monkeys.

Edit: typo.

[ October 29, 2007: Message edited by: Joker ]


15
DF General Discussion / Re: End of the World
« on: October 29, 2007, 11:14:00 am »
quote:
Originally posted by Thallone:
<STRONG>Myself i've yet to too-deep a fortress. i usually get about 4 years in when I realise that I could have done <insert> so much better, and start over. Right now I'm working an elephant fort. Who knows, maybe this one'll go the distance.</STRONG>

rofl... I'm exactly the same.   :p


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