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Messages - zkenyon

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1
DF Suggestions / Re: Ice worms
« on: July 01, 2013, 01:59:30 pm »
they can just be critters, but I think they would also make a good megabeast template for freezing environs, since they can be killed with !!science!!. and very little else can.

2
DF Suggestions / Re: Coinage reform
« on: July 01, 2013, 12:14:40 am »
I feel like inventions of leonardo fall slightly after the game's arbitrary historical cutoff, which seems to have been specifically chosen to avoid the renaissance. That said I am always in favor of more details.

3
DF Suggestions / Ice worms
« on: June 28, 2013, 03:32:26 pm »
These are real things, https://en.wikipedia.org/wiki/Ice_worm.
They melt at 41 degrees Fahrenheit.

4
DF Dwarf Mode Discussion / Re: High Boots
« on: May 10, 2013, 09:35:03 pm »
each piece of equipment is treated as individual in the uniforms. so if you want your dwarves to equip a pair of boots, you need to have the uniform look for two boots.

I'm a control freak with my military usually. so typically I will manually assign each piece of armor. I recommend this, as it doesn't take too long and it's easier to do quality control.

5
DF Suggestions / Re: Improved flight
« on: March 20, 2013, 12:07:04 am »
without very largescale AI modification, I bet that birds would constantly be flying into mountains.

although that would yield some interesting messages in game.

Serves them right for stealing that artifact wooden bracelet.

6
this is a very minor fix. but in the menu where it asks if you would like to Play now! or prepare for the journey carefully, I don't think the options should scroll through. 20% of the times I try to create a fortress I will accidentally hold the down key for a little too long, and it will go back to Play now! and I will have already hit enter.

I actually don't mind being forced to occasionally take on hostile environments with 7 surgeon soapmaker tanner butcher miner dwarves. But this has happened to me a stupid number of times, and it would be so easy to fix. Has anyone else done this?

7
DF Suggestions / Re: improved mining realism
« on: March 05, 2013, 08:25:23 pm »
the point is not to add fun, but to contribute to the model, in the hopes that the aggregate will be fun...

and it doesn't interfere with pathfinding as much as you think.

8
My hope regarding this, is that workshops become unnecessary. Once cheesemaking is incorporated into the physical model of the game, adventurers should be able to make cheese just by adding acid to milk and putting the result in a cave and waiting.

professions are an abstraction necessary to running a fortress, but not necessary to adventure mode.

so I think the change you are advocating for is more dynamic professions?

9
DF Suggestions / Re: improved mining realism
« on: March 05, 2013, 09:11:21 am »
you mine, you get a boulder. that's it, no rubble. no extra stuff to track.

The only thing you can't do, is haul a boulder over another boulder. You can crawl around them just fine.

if a dwarf wants to dig right to the magma sea and then come back, that would be totally fine. but he can't bring back his loot without clearing the passage.

another thing, to help the hauling AI, two carried stones may occupy the same square.

10
DF Suggestions / Re: improved mining realism
« on: March 04, 2013, 11:02:22 pm »
OP here: I want to be clear, There are very real computational barriers to making mining more realistic by adding rubble and physically realistic mining products. Tracking rubble, and pathfinding through rubble is not really in the spirit of the game. Additionally Toady himself has said repeatedly that he doesn't want to commit to defining the size of a tile which I understand as the choice of someone writing a game.

So I was suggesting a very specific mechanic. Mining products are all standing up, no two can occupy the same square without falling.

This is a very simple substitute for volume. It does not require taking spoonfuls of rubble away from your dig site. everything about the game would be the same except the order in which your dwarves haul stone, and maybe stonefall traps.

so

The realism added is like, a whole physical law. it's a good compromise between the minutia of adding and managing gravel managing rubble and the utter ridiculousness of a dwarf just mining by himself to HFS and bringing back what he found.

The whole point of having an AI do the hauling for you is so that the game can feel realistic, without feeling tedious. It stands to reason that a barrier to adding more realism, is the inability to add corresponding AI.

so I'm curious where this rule could break the AI, and what might be possible solutions in that case, because I think it's worth hashing out a little

11
DF Suggestions / Re: improved mining realism
« on: March 04, 2013, 03:29:40 pm »
thanks, didn't think to look for "rubble" in previous posts.

The mining/hauling mechanic does not have to change dramatically to include this rule. And your dwarves still haul stone out of your fortress at a reasonable rate, but there is some emphasis on clearing hallways before you can access valuable stone.

solutions involve digging wider shafts, making efficient use of minecarts, dropping stone into caverns, and all sorts of clever stuff I can't think of at the moment.

anyway, I just want to gauge the feelings here, because realistic mining problems are something I would very much like to see.


12
DF Suggestions / improved mining realism
« on: March 04, 2013, 03:00:38 pm »
I've been thinking about how I would try to improve mining realism, and encourage the use of mine carts.

because I think you lose a lot of the potential difficulty/ interesting problems to solve in your fort by equipping your miners with matter destroyers.

simple rule, Any tile containing a mining product can not be traversed by someone/thing carrying a mining product.

would anyone hate the game if they had to work around this constraint?

13
DF General Discussion / Re: Problem with ASCII visualisation
« on: February 16, 2013, 05:10:27 pm »




14
DF General Discussion / Re: Something odd about DF geography...
« on: February 03, 2013, 10:53:14 pm »
it's a sphere, clearly dwarves get smaller as they walk away from the equator. This effect is particularly noticeable at the caps. where size, and therefore momentum of the water molecules is decreased enough to become ice.

I think that's how it works on earth too.

15
DF General Discussion / Sagas of Rapture and Loathing
« on: February 03, 2013, 09:09:08 pm »
he masons his sword of molybdenum
and shatters his garment of rock,
his owls and peacocks are all at the ready
beards drawn long and fewer atop.

his threadbare financials are void of an ending
the boundaries volunteer themselves thin.
dusty dim-witted advice vies attention
but the elephant fits cozily within.

colleagues collectively file coffins
and carve the soap into walls
his masons forgo his swords of molybdenum
and go swimming all through the halls.

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