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Messages - Shurhaian

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226
DF Suggestions / Re: Urist is more experienced at *what*?
« on: January 07, 2010, 07:40:30 am »
I think heroes can use artifact weapons now, but I might be mistaken on that.

Yes, you get an assortment of attribute boosts from pump operation, but by and large, the strong dwarves either won't hit much(agile partners) or won't do as much subjective damage(tough partners); worst case is if you get a pair of strong dwarves, I'd think.

By and large, the assortment of attribute boosts you get will still make them somewhat tougher sparring partners. Saying that you'll have recruits get killed after a pump-operating regimen is moot, because that'll happen without such a regimen, too. By and large, though, it lets them get a head start for when they do dive full-time into military training; not so much in time taken(and the exhaustion spam can get tedious), but in reducing the casualty rates.

227
DF Suggestions / Re: Suggestions Forum Organization
« on: January 07, 2010, 07:35:16 am »
Even if the warning can't be toned down / altered for this particular forum - especially in that case, actually - a note at the top of the forum that thread necromancy is the way to go if you have an actual contribution to make could be a good idea.

That same warning crops up elsewhere, and carries the connotation "don't post here unless you've got a really pressing reason to do so". Assuming that forum newcomers will see that same message and get the forum-specific subtext of "and contributing to the suggestion is a pressing reason" isn't exactly fair to them.

And to argue it from another direction - what would it hurt? Tangential thread necromancy may still be less of a nuisance to sort through than the same idea being brought up 10 times because the original thread(s) went stale.

228
DF Gameplay Questions / Re: Farming soils?
« on: January 07, 2010, 07:30:07 am »
It may be a simple enough concept, but even in Dwarf Fortress, I don't think anything which occupies that much text to detail(even not counting the ASCII art block can straight-facedly call itself not an advanced topic...

It's advanced in the caution it requires to do right. It's advanced in the degree of dwarven labour required to set it up. It's advanced in the math needed to make efficient use of it.

Advanced enough, in other words, compared to finding a patch of soil and digging around in it.

229
DF Gameplay Questions / Re: Farming soils?
« on: January 06, 2010, 08:14:19 pm »
All this is true, but there might ONLY be one region tile's worth of soil. Knowing where it is can be a great help to setting up your initial farms.

230
DF Gameplay Questions / Re: Farming soils?
« on: January 06, 2010, 05:28:44 pm »
When you're at the embark screen, use the F keys to look at the different biomes. Specifically, see where the biome with soil is within your chosen embark rectangle. If the soil-bearing biome only touches one corner if your chosen site, it'll only be in that corner when you get there - and it's hard to predict exactly where the wagon will wind up, sometimes.

Irrigation is a fairly advanced topic in my mind; but then, I make a complicated mess of it. Some people may know easier ways to go about it.

231
DF Suggestions / Re: Urist is more experienced at *what*?
« on: January 06, 2010, 04:30:07 pm »
I think the main advantage to training pump operator to legendary before drafting is the additional skill gains. A few levels in toughness especially can help prevent tragedy when the dwarves get to sparring. Maybe not eliminate, but reduce, at least.

This will of course become less useful in the next version with the overhauls to sparring.

That said: very much in agreement with notification of legendary skills. Especially since there's only going to be one champion per fort in the new version, generalizing it to any skill, military or civilian, that hits legendary would be welcome.

Granted, what's really being signalled in the case of champions is a profession change; honestly the skill would be more useful to me.

232
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: January 05, 2010, 02:22:33 pm »
Well, yes, that's what I meant; a mathematical rather than a programming no-op.

All right, good to know, thanks.

233
DF Suggestions / Re: Murder Holes
« on: January 05, 2010, 01:32:02 pm »
Arrow slits aren't straight holes cut in the channel, AFAIK; they're tapered, spreading out on one side. Sure, someone who gets right up to it can still fire through them, but they might not be able to do so as well as people standing on the correct side.

The argument that this only does so much to someone right up against the slit would be an argument for multiplicative rather than additive benefit/penalty. Then it's up to the defenders to keep the enemy from GETTING right up to the slit.

A trench makes sense for outer walls, but somewhat less sense for a gatehouse(and to the best of my knowledge, trapping the enemy between two portcullis with the defenders able to shoot through arrow slits and murder holes was not uncommon, though I can't recall the name for this structure offhand).

234
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: January 05, 2010, 01:26:32 pm »
...Right. I was hoping that an init option to turn off zooming would be a fairly quick way to get around requiring either a moderately ugly hack on the user's part or using a nonoptimal render mode that's already been stated as being slower, but apparently I was mistaken. Sorry for bothering.
Geez. Well, what about setting the zoom setting to 1 in init.txt? That should turn it into a no-op.

This thought occured to me, but:

Quote from: init.txt
Use this to set how fast the game zooms.  The default corresponds to multiplying by a factor of 1.1 each time the zoom action occurs.  You can set it anywhere from 1.001 to 1.999.

I didn't know how it would respond to an input out of those bounds. If it indeed handles it as a no-op rather than wigging out(or using the minimum factor of 1.001) that's acceptable.

In general I think a 1.0 - 2.0 range would be good; 2x scaling is likely to be clean, a decimal might not yield an acceptable result depending on display and tileset.

235
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: January 04, 2010, 02:49:38 pm »
What I was getting at would be a much more complicated function than the difference between fullscreen and windowed: it would be using different tilepages for different portions of the screen. Perhaps the same logic that goes into switching between windowed and fullscreen modes could be used to change tilepages on the fly in general - this would be a boon for trying out new tilesets, even if the changes are not persistent without going in and manually editing the init.txt.

I don't run DF in fullscreen(I don't like the effort my system goes through to switch graphic modes, and I like having utilities visible as I play), so a way to make this work in windowed mode, not just fullscreen, would be appreciated.

But yeah, so would opening up the graphics in general; allowing graphics for not just CREATURE:{CREATURENAME}, but e.g. OBJECT:BED. Maybe even trees, if someone is feeling really ambitious. And allowing dyes to be shown in their full colour, for that matter. Or just opening colours into RGB values in general; that might be better and/or easier than handling dyes as a special case.

236
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: January 04, 2010, 01:09:20 pm »
A tilepage-switching "zoom" function is a neat notion indeed, though it may be beyond the scope of the d## series and require more of Toady's intervention, and may be liable to wait for a presentation update.

I like the notion, and it could also imply that you could use a different tileset for the world display than for the menus(thus reducing/eliminating the readability problems of graphic-heavy tilesets), which would only be for the good.

237
DF Suggestions / Re: Automated exploratory mining
« on: January 04, 2010, 12:58:06 pm »
Being able to designate an area for digging according to a set pattern would be nice. This would allow for not only exploratory mining(you set the corners of the zone, ideally on all three dimensions, and the "anchor" point, and it fills in the little passageways for you based on a tiled pattern), but also living quarters, workshop spaces, and the like. The ideal such system would include all mining-related designations - digging, stairs, ramps, channels.

I'm not sure how well I'm explaining this. Basically, you could define a tileable pattern of some sort. This pattern would have a base level, and maybe a few options for vertical levels(top, bottom, interior). You would also set where, on the periphery of the base level, the tile is anchored, and, if appropriate(mostly at corners), which direction the "anchor" passageway goes. Then you go to dig by template; you set the region you want to dig by x, y, and z, you set the anchor point, you say which direction the anchor passage goes, and bingo, the game fills in that region, repeating the pattern if necessary, going up and down as need be. This would GREATLY save on labour for, say, digging diagonal passages for that particular flavour of exploratory mining, which otherwise needs the player to press "move on diagonal, enter, enter" for every single tile and get carpal tunnel(augh, the pun) repetitive strain injury.

Macros are well and good, but for mass designation they are inefficient, and somewhat limited in scope. This would be a refinement of the same general idea, but a little more scalable.

238
DF Suggestions / Re: Murder Holes
« on: January 04, 2010, 12:44:18 pm »
That problem will always be there, too, until such time as special wall designations(engraving and fortification) can have their "active face" specified. For engravings, this is the engraved face(one side, other side, both sides, plus treatment of corners); for fortifications, this is their bias(one way, other way, no bias/straight channel). As it is, dwarven preferences for which side they work from will almost certainly screw up your attempts at getting the right face carved unless you do crazy micromanagement(which might not even be practical if you're trying to treat walls along the main entry to your fortress).

Not sure if fortification bias should work additively(impose a penalty of X tiles for people trying to shoot form the wrong side) or multiplicatively, but I think additively makes more sense. The mechanic as it stands could be largely reused - just with there being an advantage to the people hiding on the right side due to the specific manner in which the slot is carved.

With murder holes, it's pretty much a given that you want to shoot down, so getting the designation right isn't the issue, but that notion of bias does still need to be there. It also needs to restrict vision pretty much to the vertical - people standing right over the hole can see anyone in the tile beneath(and maybe the surrounding tiles), and maybe vice versa, but anyone who's on the next tile over gets no benefit from the murder hole at all(and, conversely, cannot be attacked through it except by e.g. dragonfire billowing out).

239
DF Suggestions / Re: Suggestions Forum Organization
« on: January 04, 2010, 12:13:46 pm »
Rather than make up a whole new thread for it when it seems relevant to this one - might it be worthwhile to, at the top of this forum where the guidelines are posted, say under the "search for existing thread", note that thread necromancy is not only permitted but encouraged/expected in this forum? I've seen a number of times that people are reluctant to revive old threads - and in many forums it is considered bad etiquette to do so - but, hell, I've seen Toady himself do it, what more confirmation could you ask for that it's the way to go here?

Putting it right on the forum's index page might encourage at least a few more people to find and resurrect an existing thread rather than making a new one - it is a rather nonstandard approach to things, after all, so it's understandable that people would go with the usual and let dead threads lie. Without specific examples to the contrary, I can imagine a lot of people would interpret "Search for an existing thread" as implying that the existing thread be recently active.

240
DF Suggestions / Re: Garbage Bins
« on: January 04, 2010, 11:44:56 am »
A mini-stockpile as it stands is missing one very important detail: the use of bins to reduce the number of hauling jobs. A two-tile stockpile with the bins alternated would help with that.

That said, it looks like some of the refuse problem won't remain in the next version - fishes will get deboned when they're prepared at the fishery, for instance. Still leaves plant seeds, but those aren't refuse anyway.

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