Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - MDFification

Pages: 1 ... 16 17 [18] 19 20 ... 121
256
DF Suggestions / Food Preservation
« on: January 18, 2015, 08:33:27 pm »
So I've seen quite a few threads proposing ways to make feeding a large fort more challenging. Most of these consist of making farming harder, more complicated or just increasing the rate dwarves eat. However, I think there's a way to increase the challenge of sustaining a fort without making the learning curve harder for new players; food preservation!

The idea behind this is that in DF, once food has been gathered (and sometimes cooked) it functionally never rots in the stockpile. This isn't to say it never rots, just that it rots so slowly that while you're playing the game it never actually is noticeable. Also, prepared meals stay fresh forever, mysteriously.
I propose raising the rate the food rots in a stockpile. Food, including prepared meals, should only last around 1.5 seasons (to allow for mods where there's a winter season without crops) before it starts to rot and is reclassified refuse. It should also rot faster on warmer maps. To get around this, players can craft a preservative; salt (Inspired by this thread). Salt can be ground at a mill or quern from rock salt, imported in bags from caravans, or gathered from the sea using a tool in a new gathering zone. Jobs are automatically queued up in the kitchen to salt edible, non-prepared meal items. Salted foods will rot slower, and meals that contain them will also rot proportionately slower (plus have higher value - however, this actually makes sense; a caravan would pay more for food that would stay edible on their journey). Food bought from caravans should be pre-salted.
Secondly, vermin should become more of an actual threat to your fortress. It's calculated that today, about 1/10th of human produce is consumed by mice or other animals before it reaches our plates. This was probably worse in ancient times, before pesticides and systematic rat poisoning. Essentially, the game should keep track of how many edible items there are on the map (it already does this so that you can have stocks). As your stocks get fuller, the rate vermin naturally migrate onto the map should increase proportionately to model them breeding more rapidly thanks to greater available food. This causes players to have to redesign their forts; food and seed stockpiles now need to be surrounded by animal traps if you want to remain efficient, and a sizable cat population is much more important than it currently is.

Now, this makes things considerably harder, but only adds challenge as your fort grows larger; early-game forts should be fine by virtue of not attracting large swarms of vermin. It also adds a new, optional industry (salt), adds incentive to trade, and allows for players to combat the added difficulty through design strategies. Based on this, I think it's a reasonable addition to the game; it adds difficulty and complexity, but makes the learning curve less comparatively steep (the game gets harder as you go on as opposed to easier) and is something players will quickly learn to adapt to.

257
DF Suggestions / Re: Salt
« on: January 18, 2015, 08:14:42 pm »
I'm pretty sure in the standard game there aren't any spices, but there is tallow and seeds which I guess are kind of similar in how strange it is that you can get meals made entirely of tallow or seeds.
Barrels containing fruit from trees are called "spice barrels"  so the idea is there at least, although a typical processed snack would be more like salt, salt, sugar, oil...
Quarry bush leaves are spices.

I'm not sure what the justification is for calling them spices, since they're used as solid meal components.
I like the idea of spices being an extra modifier you can put on your food (season meal as a job in the kitchen; consumes spices and prepared meals to create a meal of a higher value with another component). But what I like even more is the idea of using salt as a preservative. Basically everything that can go in a food stockpile that's solid can be preserved with salt - if we made food rot quicker in stockpiles, it would a) increase the challenge in terms of feeding your fort b) introduce a new industry and valued trade comoddity, increasing the incentive for trading and c) create new cooking jobs; salt solid food.

258
DF Modding / Re: More abominations, taking requests.
« on: January 18, 2015, 05:34:15 pm »
Ooh, how about if we made a creature consisting of 'shadow', a material that basically falls apart when faced with anything, but have the creature be a blob of such size that it can tank a few hits?

Make it temperature immune and make the 'shadow' boil at extreme low temperatures. Then, make the creature constantly expel shadow gas. The gas gives targets a syndrome that gradually makes them numb, then causes them to go berserk (or transforms them into a minion which goes berserk).

It is terrifying.

259
Other Games / Re: kingdoms: web-based RPG
« on: January 17, 2015, 02:11:01 pm »
I'm considering getting into this game  :D

Is there any large-scale PvP? Is the mighty dorf nation going to reclaim its lost glory, despite a 3-year absence? That would be precisely the kind of motivator I'd need to get into this

260
DF Community Games & Stories / Re: Demongate: Wrapping up the Loose Ends.
« on: January 17, 2015, 10:01:49 am »
Perhaps, but having official main writers could discourage other contributors, and leaves the story a lot more vulnerable to stagnation. I mean, I didn't contribute much to Steelhold before my turn and then I turned the place into a vampire city. I'd like new players to keep the freedom to do stuff like that, and having a board of directors with a plan of how the story should be going would impede that.

Besides, how do we decide who's a main writer? I mean I basically stopped writing halfway through this thread, Gnorm is banned for protecting us all from the LIBERAL MENACE... that leaves Asmoth and Rhaken as the only regulars from Steelhold.

Central planing ain't gonna work.
You forgot me lolz.

But yeah, I dissappeared twice, once in the middle and then right at the end...

Sorry guys...

Edit: Wait, we're not done yet?

CAN I HELP!?!?!?

I have brought shame to the thread.
I must commit sudoku.

261
General Discussion / Re: MSPA Homestuck
« on: January 16, 2015, 03:37:18 pm »
Did John just take the entire panel?
More like "the entire unstuck-in-canon dimension".

The next update will probably consist of a shitty curtain and the advent of PURE ART SKILL barrage.
And then we will be left hanging for a pause, since that seems to be looming in the horizon.

And so begins Gigapause II

262
DF Dwarf Mode Discussion / Re: Temples!
« on: January 15, 2015, 11:07:49 pm »
The "temples" don't need to be large, either. You could build a Pantheon analogue with different sections for different gods or install prayer niches here and there in various hallways.

Even better. You could build a 'Temple Quarter' for a surface fort; a walled off section just filled to the brim with temples, priest dwellings, and dormitories for poor migrants.

263
DF Dwarf Mode Discussion / Re: Temples!
« on: January 15, 2015, 12:10:11 pm »
IT_BEGINS.JPG

 :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D

264
General Discussion / Re: MSPA Homestuck
« on: January 14, 2015, 08:54:03 pm »
And now Vriska is alive and her and john will live happy ever after JUST LIKE MY FANON

Mandatory posting to bring back sadness

265
General Discussion / Re: Space Thread
« on: January 14, 2015, 08:50:24 pm »
I actually have a snazzy book that covers things like this (got it signed by the author too!). I'm working from memory here, but IIRC the basic outline for a "shield" like the kind you see on spaceships in science fiction would be a combination of a few different things, notably a sphere-esque shape of carbon nanotubes to deflect solid objects combined with a fast-transition lens type of thing that would nigh-instantly opaque on contact with a focused light beam (i.e. laser weapon).

Yay, physics of the impossible!

266
DF Suggestions / Restrict Reactions to Creatures
« on: January 14, 2015, 08:46:44 pm »
This isn't something that's valuable at the moment, because it needs a lot more features to be implemented first, but I think it should be eventually possible to restrict certain reactions so that they can only be performed by one creature.
This would make things more interesting once multi-race entities are properly implemented; players can be incentivized to have small numbers of other races in their forts to enable them to use race-specific interactions. For example, someone playing a human fort (when possible) could build a 'dwarven quarter' to house dwarf migrants (should they be lucky enough to get them), gaining the player the ability to forge steel.

267
DF Suggestions / Re: Urist the Vampire Slayer
« on: January 14, 2015, 08:36:29 pm »
Eh, the way I'd like it to be implemented is have adventurers visiting your tavern sometimes hunt down and expose vampires, kind of like what player adventurers already do. But this should be rarer than vampires showing up anyone because otherwise it's pointless.

268
DF Dwarf Mode Discussion / Re: Holes in my roof
« on: January 14, 2015, 07:35:24 am »
Trees: King of Beasts in DF2014

269
Other Games / Re: Crusader Kings 2 is released.
« on: January 13, 2015, 09:25:41 pm »
This is clearly not a proper Serbian run; you have yet to remove the kebab.

270
DF Community Games & Stories / Re: Demongate: Wrapping up the Loose Ends.
« on: January 13, 2015, 05:10:02 pm »
Perhaps, but having official main writers could discourage other contributors, and leaves the story a lot more vulnerable to stagnation. I mean, I didn't contribute much to Steelhold before my turn and then I turned the place into a vampire city. I'd like new players to keep the freedom to do stuff like that, and having a board of directors with a plan of how the story should be going would impede that.

Besides, how do we decide who's a main writer? I mean I basically stopped writing halfway through this thread, Gnorm is banned for protecting us all from the LIBERAL MENACE... that leaves Asmoth and Rhaken as the only regulars from Steelhold.

Central planing ain't gonna work.

Pages: 1 ... 16 17 [18] 19 20 ... 121