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Messages - Shurhaian

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466
DF Suggestions / Re: Metal beads and metal plating
« on: September 30, 2009, 11:02:55 pm »
Oh, I entirely agree with that. You still want the heft behind a hammer, or as you rightly say, you should use a small weapon that you can then wield with agility. Fencing weapons are the epitome of that, though, granted, I don't think they were intended as weapons of war. Great for dueling(and they can wrench a heavier sword out of its wielder's hands by wrapping around it and being used to pull at an odd angle), but the pinprick wounds they do, don't inflict much raw damage.

In the hands of a master, well... two words: crit boost.

But yes. The weight of a weapon figures into its raw damage; the surface can affect other attributes(additional damage types, crit boost, pierce armor) but isn't as likely to do much for a hammer.

467
DF Suggestions / Re: Interspecies breeding
« on: September 30, 2009, 10:53:42 pm »
Once magic gets introduced, things get... Interesting. With a capital I.

I think it would be really neat if you could order an attempt to make a custom hybrid, among other magical projects. Select what traits you want to breed into it, and your wizards will do their best. The more things you specify, rather than leaving to chance, the harder it is and the more failures are likely.

But they may require... breeding stock. And there may be all sorts of unhappy thoughts to being involved in such a project, especially if one of the involved parties is sentient(and doesn't have a specific entry for not minding that perverse sort of thing in the raws). Even if they can be compelled to comply - if that control ever slips...

For natural breeding, though, things would probably be relatively subtle. Breeding only within a "genus", for instance - defining the term loosely, and with, at least, dwarves, elves, and humans probably in the same genus.

Although I still think it would be better to make entries for these hybrids, A) having the support for a "blend" would allow for magic to come and muck with it later, and B) so long as you're not trying anything drastic like differing body structures, there probably is some room to leave it to chance.

Especially if there's going to be in-species variation beyond attribute gains in their current, simplified state.

If any hybrid had, by default, low or nil fertility(i.e. if there's not a viable species listing for it in the raws which would trump the auto-genned figures), that could help keep the hybrids from coming to rule the world - not that it isn't fun to sometimes see other races in a goblin raiding party, for instance, but anyway. For hybrids of sentients, there might be prejudice against them in most races' preferences, making them unlikely to breed and certainly unlikely to become a major portion of the populace. On the other hand, they might also get shoved into military roles, so a fortress might see a disproportionate number of them...

468
Run Dwarf Companion from a command prompt(under Windows XP: Start -> Run -> 'cmd', don't know if Vista is different; cd to the appropriate directory, type it there) and you'll have a chance to see what that black screen is telling you.

469
DF Suggestions / Re: Interspecies breeding
« on: September 30, 2009, 03:40:23 pm »
Y'know... I must have somehow missed encountering the fantasy settings where any random farmer could just toss any two creatures of the opposite gender together and have them produce a hybrid.

I'm not saying some commonly-encountered beings that are quite similar to one another shouldn't be able to reproduce. (The sentient races in vanilla, for instance, possibly not including kobolds, depending on just how different kobolds are supposed to be.) But the dramatic hybrids that are fantasy icons - griffins, centaurs, and the like - in every setting I've seen, have either been just "there" independently with no explanation offered, or were works of great magic or divinity that then survived on their own. They didn't come across by random breeding.

470
DF Suggestions / Re: Partial Reveal
« on: September 30, 2009, 02:38:39 am »
I've always felt that the proper way to handle revealing-without-mining is by core samples. ...
A decent notion, but what about fluids? There needs to be some way to represent that the rock is no longer solid, and which direction that breach is in.

This would make it safest by far to core from above. Possibly with a constructed derrick of some kind. There might also be a limitation on how long you can make a single drill - without careful work making couplings, it'd have to be one piece, so you can only drill as deep as your derrick is high. (Well, not exactly; but even if the drill shaft extends above it, it does need to be adequately supported to keep from wiggling in its hole. Maybe twice as deep as your derrick is high.)

471
DF Suggestions / Re: Metal beads and metal plating
« on: September 30, 2009, 02:33:46 am »
Well, even a "blunt" weapon can be spiked for extra effect - I think warhammers often have some convex projection or other, and maces are often studded, flanged, or, in the case of morningstars, even spiked.

However, it may still be worthwhile to have a heavy-cored, adamantine-sheathed weapon to get the best of both worlds.

472
DF Suggestions / Re: Partial Reveal
« on: September 29, 2009, 08:44:36 pm »
Y'know what...

If you're not even going to consider for one moment that anyone else's suggestions here have merit, why should I consider yours?

There was some genuine potential here, but as far as can be told from your reactions, anything that doesn't match your notion exactly just isn't good enough.

I did read the OP, and I think that degree of map-wide knowledge doesn't make in-game sense. It's basically knowing, magically, where things are. Within a few tiles, perhaps, but still knowing. Your comments since then haven't been discussion so much as reiteration. You have yet to address the objections presented in any meaningful manner - only tried to steamroll over them.

Perhaps the people who first scoped out the side could have figured where things were likely to be close to the surface(in terms of the "mining skill based" suggestion, treat the whole surface as scoped out by, say, proficient miners, or the best skilled miner you bring with you). That would give some notion of where to look for the earlier rewards - things within a few z-levels of the top layer. But how exactly are they supposed to know what's 15-20 z-levels below the surface?

473
In addition to the points already made, there is no need to build a workshop JUST to control the labors that otherwise don't need one. The <o>rders -> <W>orkshop orders menu could be expanded to cover such things.

Although there is merit in streamlining what can be an excessively complicated production chain(clothes are bad for this, involving so many steps), there are arguably better ways to do it than to just have the dwarves pick up the work at random. For stone, the main issue is storage space; any of the other raw materials, however, are sharply limited.

Now, there is a good thought that, for instance, if your wood stockpile is less than a set figure, dwarves will find the nearest uncut tree and cut it down. However, this should A) be a configurable option, not the default, B) give way to specific designations(if I've told them to cut down THIS tree, they ought not to go cut down some random OTHER tree), and C) have a corresponding no-cut designation.

A system for standing orders will be good and helpful, but it should still be under the player's control.

474
DF Suggestions / Re: Sheild walls
« on: September 29, 2009, 04:30:44 pm »
A Siege weapons (such as a Siege Crossbow) would devistate them anyhow.

That would be a "ballista", yes. They're there, just kind of slapdash right now.

If siege weapons get improved in the future - say with the army arc - so they can be more easily moved around, brought with armies, and aimed with more precision than currently, they will assume their historical proper purpose: to attack, rather than the defensive structures they are now.

475
DF Suggestions / Re: Partial Reveal
« on: September 29, 2009, 04:28:02 pm »
There's a world of difference between "there's valuable ore somewhere underground here" and "the rock underground follows these exact shapes".

You get your basic assay at the embark screen, where you're told of the different layers present; from this, if you sort through available information(e.g. the Wiki), you can tell what sorts of ores are likely to be present.

Finding minerals is, as far as I and anyone can tell, SUPPOSED to be one of the game's challenges, and the only way to MAKE it challenging is obscurity. As it is, if you happen to strike a magnetite cluster you're pretty much set for life, and once found, digging out the entirety of a vein or cluster is not hard(tedious at times, but not hard). If you knew exactly where to dig at all times, where would be the challenge? That you don't know exactly what's in that vein is irrelevant, because you KNOW it's going to be valuable.

If you personally want to make it easier on yourself in that way, use the utilities available to you, but I have yet to see any valid justification for making this standard.

476
DF Suggestions / Re: Interspecies breeding
« on: September 29, 2009, 04:22:44 pm »
Just because it's fantasy doesn't mean it shouldn't follow rules.

The best fantasy I've ever seen was always consistent - with itself, and, where the fantastic elements didn't SPECIFICALLY override it, with the reality we know.

If you're going to go the route that just because it's fantasy and has some things that wouldn't exist in reality, that means that any effort toward making it otherwise match reality is wasted, well... Toady's work on the injury system, poisons, tissues, and the like, would seem to disagree with you.

The standard for Dwarf Fortress, the ideal toward which it's growing, seems to be that a breach of reality is intentional, not something thrown in willy-nilly. Thus, any flagrant violation of it should be weighed carefully indeed. Simplifying physics for the sake of a good game experience(including speed of play, i.e. not bogging down the world excessively) or easier coding is one thing. Going through specific effort to make the game less realistic...

Well, use with caution, anyway.

Hybrids of the sentient races - the ones which would in D&D terms be 'demihuman' - are not that objectionable(though I still think some thought to what said hybrids ought to be, rather than just putting it through a code blender, is the way to go). But some of the things being suggested are just... really out there. Things which have wings(EXTRA wings, at that, not modified forelimbs) with things that don't? Um.

Loosely speaking, if two creatures don't have analogous body parts(barring some variance for vestigial parts), they're probably not close enough to breed.

Moving on: I can't agree with tying body parts to tags. Ostriches have wings, for instance, but they don't fly; some animals walk on all fours and would be helpless if they lost any two limbs, others can lose one without much loss of mobility. It gets interesting in borderline cases(chickens, for instance, can't fly FAR, but can get aloft for a short time, probably depending on how fat the bird in question is), but in the end, putting that adjudication to an algorithm is iffy at best.

477
DF Dwarf Mode Discussion / Re: Sober Fort
« on: September 29, 2009, 04:04:59 pm »
It may be wise, early in your fortress's life, to go into the Stockpile menu (p) and use the controls there to reserve barrels, maybe 5-10 of them. That way, those barrels will not be used for stockpile duties - they'll be saved for tasks that specifically require a barrel(brewing, plant processing, and construction of an ashery or dyer's shop come to mind).

Running out of barrels while out of booze indeed stinks, and I usually forget to reserve them until it happens. Maybe that should be a configurable setting in the init - the default Reserve Barrels setting for a new fortress. (And Reserve Bins, but I don't think there's much point to doing that as it stands, since no tasks explicitly use bins and they're ONLY for stockpiling.)

478
DF Dwarf Mode Discussion / Re: Sober Fort
« on: September 29, 2009, 06:15:49 am »
I've also had a few forts wind up sober - mostly back in the 2D days. In modern times, a fort that goes sober is actually much more likely to have problems - simply because it takes a LOT more effort to get a well working in most cases, and if you're not using a well dwarves could get upset(or killed by wildlife on the way to the brook).

Even forts that are starting to go sober can be frustrating to work with because of the more/longer(not sure) breaks the dwarves start taking. Breaks can be frustrating enough in a fort that has booze enough for every dwarf to swim in, never mind dwarves that can't remember what +dwarven wine+ tastes like anymore.

479
DF Dwarf Mode Discussion / Re: Mayor demands an "item in Bedroom"?
« on: September 29, 2009, 06:12:33 am »
As mentioned, dwarves that have impossible demands aren't really candidates for unfortunate accidents. They'll gripe at someone, but they won't get anyone hammered over it(or otherwise punished) - save that, if there aren't happy thoughts enough to overcome the unhappy thought from the unsatisfied demand, they might turn around and issue more mandates.

Then it's time to decide whether you want to satisfy those mandates, or - for instance - make them (briefly) happy with a private waterfall.

480
DF Suggestions / Re: Partial Reveal
« on: September 29, 2009, 06:02:46 am »
And you seem to be missing a major point.

Highlighting the different minerals from embark is cheating. Even if you can't see exactly what they are in advance.

No, exploratory digging isn't pretty. And it does present something of a hazard in terms of attack routes and the like. But some manner of prospecting is necessary to find out where things are.

If you want the veins to be marked, look into Dtil; I think it has something of the sort.

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