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Messages - Buoyancy

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1
DF General Discussion / Re: Next On The Dev List!
« on: June 08, 2012, 05:41:19 pm »
I'd rather see him make the game as it stands now work instead of wasting time on adventure mode. This is likely to do nothing more than add more simulation (and thus slow down processing) of stuff that the player will never see.

2
I believe that fertilizer changes the stack size produced by a plant instead of reducing growth time.  Do the various farmed trees produce more wood with greater stack size from skilled farmers?

3
The easiest way to automate it is to put the three types you need on repeat, and then use the workflow commands in dfhack to keep a set amount of each type in your stockpiles.

4
DF Suggestions / Re: Input Stockpile for Trade Depot
« on: May 08, 2012, 02:49:39 pm »
'd much rather have some sort of Tavern-style of change where merchants come by the fort constantly, and you just have stuff marked for trade, and have a menu where you set what sort of things you want to buy.

Something like this would be great.  I usually have certain types of items I want to buy, and certain types that I want to sell, and if something special is brought, then there would be a reason to go to a trade menu.

5
Here's the thing I can't understand why you won't acknowledge: That IS adding something to the game.  That is exactly what SHOULD happen.  Having to put the mass you remove somewhere else in the game IS adding depth and value to the game. 

Part of the reason your ideas receive so much hostility is that you want to take a game that is already extremely slow paced and make it even slower paced.  Right now, the game runs at around half to a tenth of the speed that it would need to run at to be truly enjoyable.  If I could simulate a year of game time in ten real world minutes then I wouldn't care so much if building a functioning fort takes years of game time.  But since the current speed is closer to a few hours per year, that's just not workable.  I have about five-ten hours a week at most to play games, I'm not about to spend an entire real-world year on a single fort.

The second reason you're receiving so much hostility is that you're openly hostile to those players who value DF as a sandbox, and don't really care about making it a better game.  Games are commonplace.  Sandbox simulations are rare.  Rarity is valuable.

The third reason you're receiving hostile responses is because you're treating people as though you are a teacher and they are students instead of treating them as your equals.  You don't get to tell people that they don't know how to have fun, or rail that they shouldn't find the things fun that they do.  You are not the universal arbitrator of fun.

People already spend all day in their working lives dealing with economics.  They don't spend all day dealing with military conquest.  That's why the military is treated as fun.  Since you don't understand even this most basic part of the human psyche, it leaves me wondering what else you fail to understand about what people enjoy.

6
DF Modding / Re: Black Powder Firearms
« on: May 01, 2012, 04:48:44 pm »
To speed world generation up for testing, just make pocket worlds with a 5 year long history.

7
Why would you want more migrants? Lack of dwarfpower is never a problem in DF.

Lack of dwarfpower is always a major problem if you're trying to run a metalworking industry that never has to stop production because of a lack of smelted metal.  A single metalcrafter, for example, keeps at least 5 dwarves perpetually busy making crafts, smelting the ore, and hauling away the three crafts made per job.  Making steel items takes 6 dwarves per finished product (4 smelting jobs (12 for breastplates), one hauling, one smithing).  If you have too many idlers in your fort, then just add some extra forges and enough support staff to keep them operating continuously.

Or you could make full sized squads for each weapon type and use up 60 dwarves that way.

8
DF Dwarf Mode Discussion / Re: Stupid migrants...
« on: April 26, 2012, 04:58:36 pm »
Within a year, two at the most, those fourteen dwarves will be legendary at whatever jobs you decide they should have instead of what they came with. Adding a single stonecrafter, for example, will keep (at least) four dwarves employed.  One to make stone or toys, and three others to haul away the products of each job.

9
DF Dwarf Mode Discussion / Re: Speardwarves?
« on: April 20, 2012, 08:12:28 pm »
Silver penetrates armour best, steel crits more (with blunt weapons). Against armoured enemies silver blunt weapons are always your best choice it would seem (Not sure how they work against Titans and FB due to body composition etc)
Steel warhammers tend to glance off of a bronze colussus, while steel spears and axes can chip parts and chop them off.

10
DF Modding / Re: Idgarad's DFHack Workload Script
« on: April 20, 2012, 12:46:50 pm »
It's BAR/SOAP not BAR//SOAP  I don't remember what the specific difference is between the commands, but having only a single / is necessary.

11
DF Gameplay Questions / Re: About immigrations
« on: April 19, 2012, 08:13:33 pm »
Dormitory = yes, but that's waaaaayyy too much food production.  He's going to end up with withered plants, full stockpiles, and barrels will be used for food as fast as they can be made and stockpiles designated.  potash fertilization is nice but completely unnecessary unless you're ready to specialize optimize your farming industry (not necessary).

Oh, it's definitely too much food.  In the last fort I was able to run before 34.07 started everything crashing constantly on me I had a stockpile of 3200 drinks and 1600 prepared meals from that setup.  That's when I turned hauling back on for all the food producers.  But for somebody who's having trouble with not enough food, it's a workable starting strategy with unskilled dwarves. It's also really tough to fill up a 30X30 food stockpile, and your plants will only wither if you turn off "All dwarves harvest".  You might as well have your children doing something useful, and deconstructing buildings and harvesting is all they can do.

I'd say the point of having skilled dwarves working on labours without quality modifiers is that they are much, much faster at it.

12
DF Gameplay Questions / Re: About immigrations
« on: April 19, 2012, 08:39:07 am »
In my game, I constantly get waves and waves of immigrants. I barely manage to build rooms and furniture for them or get enough food for all these hungry dwarfs. And it's not one or two at a time, it's five or more! So I don't have enough space for them, because I can't manage to build fast enough.

Make a dormitory with 20 or so beds.  That's about enough beds for a 200 dwarf fort so that it will be rare for any to sleep on the ground.  You can build bedrooms after you've got the rest of your fort dug out.

Pick seven dwarves who will supply all your food.  Give each of them one of farming, milling, plant processing, cooking, brewing, wood burning, potash making.  Turn off every single other labour on these dwarves.  Make a farming area that has about 81 total squares divided into 3X3 plots.  Set up plots so that all the food plants are being grown, with at least two plots of quarry bushes in every season they are allowed.  For your first plot, make sure you are growing plump helmets.  Turn off cooking of plump helmets until you have so many that even a legendary cook making lavish meals can't get rid of them all fast enough to run out of seeds.  Eventually, you'll have so many seeds that you can turn cooking of them on.  Turn on seasonal fertilization.  You should be able to feed over 200 dwarves and run a small dying and clothing industry once you've your farmer is legendary.

13
DF Modding / Re: Idgarad's DFHack Workload Script
« on: April 17, 2012, 09:46:16 pm »
The only one I'm having trouble with is the constraint on cloth from pig tail thread. CLOTH//GRASS_TAIL_PIG seemed to work, but it wouldn't recognize the job. I've been using the generic cloth constraint, but I just had a tantrum episode since apparently my clothiers were only using plant cloth, so I've been trying to tighten this up.

You need to separately input the command
Code: [Select]
job item-material 1 GRASS_TAIL_PIG[/end] while you have the relevant job highlighted in the farmer's workshop for the constraint to function.  Otherwise the workflow system can't find the job.

14
Seriously though, if you're still buying consoles in the year of our Lord 2012, the silly bullshit that happens to you is your own fault. Why would you want to spend your money on a weak box with hardware that's out of date at launch just to get more restrictive system architecture?

Because the console costs less than a netbook and will play every game ever made for it in the past six years without having to deal with system configuration, while the PC costs four to ten times as much, and needs to be replaced every two years.  That's the primary reason to play games on a console.

15
If you honestly expect that, you don't know Toady...

Well, hopefully he'll give control over the project up to somebody with actual programming skill at some point.  The whole thing obviously needs to be completely rewritten almost from the ground up.

Quote
The game can only add meaningful decisions to the game when your resources are limited, and as such, you must learn how best to triage your needs with what little resources you have.

That assumes that the goal of this project is to develop a game and not a sandbox.  Games are common, sandboxes are rare.  Rarity is valuable.  making dwarf fortress more of a game and less of a toy would destroy the whole reason it's interesting to play with.

Further, since the real-world time investment in running even a single year of a single fortress is tremendous, there is very little need for greater difficulty leading to more abandoned fortresses and wasted time.  Make a year of fortress activities happen in ten or fifteen minutes of real-time, instead of several hours, and then you might be able to simulate a ten-year fortress within a reasonable amount of leisure time instead of it taking several months in the real-world.

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