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Messages - Shurhaian

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436
DF Suggestions / Re: Quality Booze
« on: October 08, 2009, 06:52:00 am »
Last I heard, the cause of the bug wherein a noble demands "item in {room}" is when they try to demand something that cannot normally be built because it's the wrong material. (Heaven help you, I suppose, if you have a noble with a pref for bismuth or pig iron.) So, you can only satisfy those by spray-and-pray construction, possibly with artifacts.

If artifacts and demands start obeying common sense, both the problem and nonsensical artifacts might disappear. I'm hoping for enough logic in artifacts to avoid the nonsense brew - though the game's current logic of brewing(like cooking) being an unmoodable skill might hold.

(For that matter, is ANY consumable ever an artifact? Bolts can be masterwork, but will a moody dwarf ever churn out some totally awesome named bolts?)

437
DF Suggestions / Re: Tents - building with cloth and leather.
« on: October 07, 2009, 02:11:10 pm »
Tents need fabric for two different things: the walls - which VERY quickly eat up material - and the roof, for which it goes farther. The walls might be one unit per square, but I think the roof should only consume fabric as roads and bridges do their building material - one unit covering several tiles, exact ratio to be determined.

Resizable tents are what I had in mind, apologies for not saying so outright.

Also: Even for dwarves, tents might actually wind up being worth more than a similar size room cut into soil. You can use high-quality cloth with fine decorations on it - but soil can't be modified. If you have an aquifer, this might be the way to go.

438
DF Suggestions / Re: Soil, with Fun.
« on: October 07, 2009, 02:00:17 pm »
I wouldn't want this to happen until there's a way to roof things over without building onto the roof, really. Especially nice would be if you could make a thatch roof - the thatcher might find some undisturbed grass, denude that tile of grass and turn it into bare soil, and with that much material could cover n squares of roof. Thatch roofs aren't perfect, but they actually deal pretty well with water. If you want better protection, being able to make a roof out of other materials - like a constructed bridge, only it's not suitable for walking on and is built from below - would be welcome.

Now, rain does not only fall vertically and then fail to spread, so dirt buildings would still be worn down by water over time - but if they're roofed over, it might give enough time to patch them. Which is something the local builders would do on their own; the wall would have a wear modifier, and if it passes below threshold for any reason(either water or something hitting it enough), it collapses - but if someone comes and repairs it before that happens, it's restored to its normal strength.

Wear during rain is somewhat random, but the walls shouldn't crumble without some chance to shore them up. In torrential rain and with a small building crew, there might not be enough time - but there'd be a chance to try.

439
DF Suggestions / Re: Tents - building with cloth and leather.
« on: October 07, 2009, 01:49:45 pm »
Another possibility might be to have tents be a class of special buildings. For example, sleeping tent(requires a bed - or maybe a mattress if such gets implemented); dining tent(requires tables and chairs depending on size).

This would give an alternative for the things that currently must be placed indoors.

The dining tent is tricky, because it basically needs to contain an even number of tiles. The sleeping tent, however, could just suck in up to one bed per tile. In any case, this selection should be done as weapon traps are now - you select up to n objects to go in the tent, as well as the necessary building materials. Thus, big tents could be made using good furniture and rare hides/cloth for people who want some sort of good accommodation. Hard to make it as good as a proper room underground, and anything that CAVE_ADAPTs might get an inherent unhappy thought from sleeping above ground, but less of one than sleeping without a bed - and it still DOES count as a room.

That said, I do think a general-purpose constructed tent would be better. It just assembles the lining and structural materials into a rectangular, covered room with a single door, and you can then do with it as you will.

Once built, the tents would function as normally-built and -designated rooms of that sort

440
DF Suggestions / Re: Quality Booze
« on: October 07, 2009, 01:39:12 pm »
The timescale can be adjusted. Plenty of things happen in DF much faster than they do in reality - dwarves erecting workshops and the like being a prime example. But I do agree with the base principle.

What I'm not sure of is what to do with the intermediate stages. At the very least, unfinished drinks should be a separate stockpile option. That might be the best solution, really. You can set up a stockpile next to the still - maybe one for barrels and one for unfinished drinks, or just one for both - or you can let the unfinished stuff go in the regular food stockpile, or you could allow it in no stockpile at all, which means it stays there in the still, adding clutter but being RIGHT there when it's time for the next step.

441
Right, so... I'm going to issue an apology.

I wasn't aware that there was a portable version of .NET(which, after all, is very visibly branded as Microsoft .NET), thus my frustration with it being invoked.

So... sorry.

As it is, if you do go ahead and work with .NET, so long as it works under the Mono build of it I'll be happy.

In that case, it'd be helpful to provide a link to their download page here so other people who are unaware of it don't only see the MS .NET download and give up.

442
DF Modding / Re: Dwarf Therapist (LATEST 0.4.1 10/6/09 see first post)
« on: October 07, 2009, 02:13:12 am »
This is looking several flavours of awesome. :) Can't wait!

443
DF Suggestions / Re: Quality Booze
« on: October 06, 2009, 05:34:02 am »
The more I think of it, the more I think that making brewing require some thought would be a good thing. As it stands, so long as you have spare barrels and a few farms it's a no-brainer.

This is partly tied to farming in general being overpowered now, but it's a separate concern on its own, too.

I do think basic brewing should be fairly straightforward. There should be some liquor which is simple to prepare - I suggest beer or ale, which in its simplest form might only need wheat(longland grass or cave wheat) and water.

From there, though, you can get into the intricacies. Wine takes longer to mature(I think? Might work for game terms); spirits need to be distilled, possibly requiring fuel or magma. Perhaps there will be different grades of alcohol, depending on what you add to it, like there are grades of prepared food now. Basic booze varies largely in how much time it takes to prepare. But if you want good beer, you grow and add hops. If you want good wine, perhaps you get a more exclusive crop that doesn't work so well as food(Civilization Forge's glow caps come to mind). Liquers and spirits might have other things added to them - other spices, say, extending that category beyond its current extent of 'quarry bush leaves'.

Another possibility is that just-prepared booze might actually not be drinkable until a few days have passed. This would bring brewing closer in line to how it is in reality; each individual barrel takes a while to be ready, but nothing keeps the brewer from preparing several in a row. A still could become something like a farm, with spots in it for a number of brews to be worked on; as they become ready, they get "harvested" by the brewer and released for the stockpiles. Clutter limitations would put a cap on how many dwarves a single still could care for. Want to cover a big fortress? You'll need a bigger distillation operation - i.e. more stills built.

Along with this, though, I do think it'd make sense for crops to be tagged with their season of maturation. If drinks have exactly the same ingredients, right down to the season of harvest of everything involved, they can be "stacked" in barrels of up to... whatever the maximum capacity of a barrel should be. This wouldn't exactly hamper the effect of skilled growers, but it would make them less essential for brewing, because the dwarves wouldn't magically be able to shove more booze into a barrel solely because the plants all came from the same square of soil. Barrels hold, let's say, twenty-five units of booze, and that's the same whether you fill them up with five one-high harvests, or use a massive pile of ten to fill two barrels' worth at once.

But item stacking is a separate issue anyway.

444
DF Suggestions / Re: Partial Reveal
« on: October 06, 2009, 05:21:57 am »
Perhaps - since one common thread to the suggestions is that it not be full detail, just a sense of the overall layout of the rock - it might be an option to only have this information be visible when you're designating mining.

I wouldn't want it to be an init option, though - needing to save, tweak the file, and reload every time I do want to see it wouldn't appeal.

Note, too, that as it stands, things are too far the other way. Dwarves have NO sense for what's in the rock around them, only what's exposed. Prospectors should be able to do better than that - and things like the underground river should be relatively easy for a dwarf to detect through solid rock. The more sensitive they are to stone, the better they are at picking up subtler cues - the way the rock resounds when struck with a pick, the inclinations of the surrounding veins and such, subtle differences in the very temperature of the stone.

One thing I do agree with is the use of the current generic "unknown rock" symbols. There might still be the random sprinkling - but around something your dwarves think is present but yet hidden in the rock, it could be concentrated. Certain features would, as mentioned, be easier to spot. A vein of ore, the dwarves might have to cut fairly close to; small clusters, maybe even adjacent(though I think some geodes and igneous intrusions wind up leaving more-or-less hollow bubbles; those might be correspondingly easier to sense by the behaviour of the surrounding rock, for a skilled dwarven geologist); but major fluid-bearing features might have the overall shape picked out some distance away.

No, being able to see through the rock would not be realistic. But having some sense for it would be. Unless mining gets MUCH harder than it is now, there's no reason to do any dedicated prospecting - so prospecting as they dig makes for some degree of sensible compromise.

(If mining does get more time-consuming, possibly requiring regular bracing for even narrow tunnels - unlike the, I think, 7x7 limit that existed in the 2d version, any sufficiently large tunnel would need to be braced with regular supports, or possibly arched by "smoothing" - then a separate task for prospecting would become viable. Designate spots of ground, much as trees/shrubs get designated now, and prospectors will go there, putter around for a time, and give some sense for the shape of the surrounding rock. Possibly with a zoom-to notice if a major feature is detected.)

445
DF Suggestions / Re: Partial Reveal
« on: October 05, 2009, 07:30:17 pm »
Let me get this straight.

You lash out at me for maligning the way you wish to play. For arguing that maybe, just maybe, Toady has the mechanical difficulty of the game at more or less the level he wants it for the target demographic. For daring to suggest that what has become an ever more involved practise, and has always been a major part of the game - finding and exploiting buried wealth in whatever form - ought not to perform a sudden and drastic reversal for no better argument than "I want an easier game".

And then you turn around and spout this:

Changing the sitewide radar to something short ranged and varying per dwarf ... ruins the whole point of the idea.

Put the hypocrisy down, and maybe I'll take you seriously. Until you're willing to follow your own conditions, any discussion is pointless.

I am trying to be civil and say what I don't like about this suggestion - and what, on the other hand, I think has merit and could add to the game. It is, in fact, easier than we have it now - and I(and, I think, others, though I won't name names; people can speak up, for or against, for themselves) have backed this up with in-world justification to go with the gameplay concerns. Most of what I'm seeing from you is denunciation. It's not exactly what you asked for, therefore it sucks.

I am willing to compromise. Until you are as well, there is really no point in carrying on.

With that - barring a shift to a more civil tone - I withdraw.

446
DF Suggestions / Re: Quality Booze
« on: October 04, 2009, 09:32:24 am »
Wine's not distilled either. It just gets more alcohol in the fermentation. :) Which might itself have something to do, in the real world, with grapes being sweeter than wheat and not locking the sugars away in starches. I'm not sure.

Introducing actual distilled liquor could get interesting, though, certainly... Hm.

447
DF Suggestions / Re: Quality Booze
« on: October 04, 2009, 04:05:54 am »
The "{year} vintage" is all I've been referring to - what year was the booze made? Since DF doesn't handle crops the same way the real world does, that and the quality of the brew are about all that would set most drinks apart.

True, vintage year doesn't automatically tie to quality. In game terms, though, as discussed earlier in the thread it's probably an acceptable simplification to say that age has an effect on quality that's consistent for any given type of booze. Use of different tags could affect the shape of that curve - maybe it slopes downward, or upward; maybe it starts going up, gets to a certain age, then [plateaus and] drops, or maybe it starts going down, hits the nadir, and then goes steadily up.

In reality it'd be more complex than that, of course; the growing conditions would affect the crop. But that degree of complexity might be a little much to ask for in-game.

448
DF Modding / Re: Question on making rock Beds
« on: October 04, 2009, 02:58:22 am »
Yes, you want to make sure the product has a matgloss - whether it be wood, stone, gem, or whatever - or you get a glitchy generic. Look in the matgloss files for the proper tag.

449
DF Modding / Re: Dwarf Therapist (LATEST 0.4.0 10/3/09 see first post)
« on: October 04, 2009, 02:54:10 am »
Any word on the next Linux build? Been looking forward to crashing my computer some more seeing if I can get it running stable for a while now. :)

450
DF Suggestions / Re: New material: pykrete
« on: October 03, 2009, 02:59:43 pm »
Eventually, yes. That assumes the defenders will give you time.

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