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 - Arkose

Pages: 1 [2] 3 4 ... 18
16
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: November 15, 2010, 08:43:05 pm »
Quote
vomiting only occurs once before the creature starts retching instead

It seem strange that every creature is now going to vomit out everything all at once. In my experience, it takes at least two or three cycles to empty out the stomach and start having dry heaves. To better emulate vomiting from a finite stomach, how about if vomiting increased the creature's hunger meter; the creature will retch instead of vomiting if the hunger meter is above some value.

(Vomit verisimilitude is important to me.)

:o
  |
  |
  |
~~~

17
DF General Discussion / Re: Dark Dark fortress
« on: November 13, 2010, 05:50:45 pm »
I've also seen Dark Goblin Dark Fortresses, and occasionally Dark Dwarf Dark Fortresses.

18
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: November 07, 2010, 12:50:35 pm »
Toady, have you managed to throw in some sort of medical support or is it for a next time ?

It would be cool if you could at least go to a village doctor's house and recieve treatment, at least until adventure mode hospitals and self-administered healing and medic companions are in.

19
DF General Discussion / Re: Bluefeild i7 Intel Processor
« on: November 05, 2010, 10:20:40 pm »
I doubt any threading, hyper or otherwise, is likely in the near term. Retrofitting complex single-threaded code to work with multiple threads is VERY difficult.

20
DF General Discussion / Re: Game of Life in DF?
« on: September 06, 2010, 04:17:35 pm »
That's because the soil as a 'water saturation' value, and plants and trees use up water.  To many close together, and there's not enough soil water to support them.

It's a very robust system that naturally leads to drier areas having less vegetation and wetter areas having more.

That's pretty brilliant: physically reasonable and efficently implementable.

21
Atleast one generic world generated Dwarvern Mountain home that dug into the caverns.

Oh hey, I had this happen to me too, I didn't bother to report it since it struck me as a pretty sensible thing to have happen sometimes. If anything I wish the Mountainhomes burrowed into the cavern layers more often, preferably with impressive cavern-gates to keep the riff-raff out. I imagine that'll come eventually.

22
DF Suggestions / Make human farmland on savannahs yellow
« on: September 03, 2010, 04:24:11 pm »
Just a minor cosmetic suggestion. In the northeast of the huge map preview, there is a human site with farms built on a savannah:

Spoiler (click to show/hide)

Maybe it would make sense to have farms built in dryer regions be displayed yellow instead of green? Drought-tolerant grain crops probably make more sense in dry regions.

23
DF General Discussion / Re: Wouldn't it be cool if...
« on: August 23, 2010, 06:15:41 pm »
Or how about a mode where there is one player playing as the overload and demands certain things to be made. Kinda like the game is now except every other player is a citizen of the fort but there is one player who is practically Armok.

There's a game called Space Station 13 that plays kind of like this, actually.

^ That idea would be pretty cool but you just know someone would disobey on purpose.

Yeah, definitely Space Station 13.

24
If there are going to be rules preventing the desacration of corpses in adventurer mode, they should reflect the entity ethics of their parent civilization.

25
DF General Discussion / Re: What is the underground ecosystem based on?
« on: August 14, 2010, 07:37:21 pm »
Boys, boys, boys. Don't you know that every time when you try to scientifically speculate about fantasy game, God kills one catgirl?

Maybe the mushrooms grow on dead catgirls!

26
DF Suggestions / Re: Ability to attack yourself
« on: August 13, 2010, 02:57:56 pm »
I bet magma would stop the bleeding.

Apply directly to the wound.

MagmOn; apply directly to the dorf's head.

27
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: August 05, 2010, 05:35:51 pm »
Quote from: Baughn
I mean market economics. Supply and demand.

As an example, currently if you build only luxurious bedrooms, the poor dwarves don't get to use them at all yet most bedrooms will stay empty. That's of course not realistic; the price will be what the market can bear, and no more - basically, the dwarves should bid on bedrooms.

(As an aside, "and no more" only applies where there are no ongoing maintenance costs, but since such things aren't in the game yet.. well, if the market couldn't bear the maintenance they'd go derelict, not just stay empty.)

Of course, bedrooms are just the most obvious example. This applies to everything that enters the economy, including money itself; minting more (without a corresponding increase in economic size) should cause inflation, minting too little deflation - and as real life shows, both can be very bad things (though especially deflation). Insufficient money would cause the economy to not work properly, too much.. well, that depends on how, exactly, the new money is distributed.

I can think of plausible exceptions to the economy, like nobles not wanting the rabble to have rooms as good as they do, but they should be exceptions - not the rule. Which is to say, first make the market economy work, then consider noble/personality-driven exceptions.

Yeah, supply and demand are up for the trader role, and they'll start once we have the amount of things counted up on sites and the availability established through trade connections.  Demand is a bit trickier, but it'll be more clear once the resources are in use.  That will propogate over to your fortress vs. the caravans.  The specific elements of the dwarven economy that exist more in isolation could be handled once that's up, but I'm not sure which of them will survive.  The introduction of sprawl around the fort could change the rental situation drastically, but the overall price setting would apply there, assuming rooms in your fortress aren't so rare and the outside population so vast that they aren't all the exceptions you mentioned.  It's hard to say how it'll turn out.

Does this mean that members of the fortress could rent housing off-site, sleep in their country cottages and commute to the fortress to work?

What about in the other direction; could we optionally rent out rooms to dwarves and other civilized creatures that don't belong to the fortress's labor pool?

What about being able to designate certain other buildings as available for use by visitors, possibly for a fee? (Allowing off-site farmers to visit and use your infrastructure to mill their own grains, for example.)

28
DF General Discussion / Re: How to run Mac version
« on: July 30, 2010, 04:24:03 pm »
You can start it by just double-clicking the file named "df" in the folder. Don't try running DwarfFortress.exe directly.

29
DF General Discussion / Re: Uhm...drinking vomit? Why?
« on: July 30, 2010, 04:13:01 pm »
<glub glub glub>
 
"YARGLYUCKBARF"

Geshud Ralolon has been forced to drink vomit lately

Antmen should definitely be able to share food like this, without negative thoughts. Maybe birds and birdmen should feed their young like this, too.

30
DF General Discussion / Re: Coward Civilisations
« on: July 26, 2010, 12:21:36 pm »
Also they won't live in savage areas.

Is there any way to get civilizations to live in Savage areas? The way I see it, Elves shouldn't have any problem living there (they're flagged as being "at peace with the wildlife"), and Humans have always had a thing for setting up strongholds in the harshest locations as the first step in bringing 'civilization' to it.

Pages: 1 [2] 3 4 ... 18