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Messages - Witty

Pages: [1] 2 3 ... 62
1
DF Community Games & Stories / Re: Mong Kima - The Nation of Pearls
« on: January 01, 2021, 08:41:07 pm »
Creations like these are what Dwarf Fortress is all about. Very nice work. 

2
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: December 28, 2020, 11:01:18 pm »
Odd experience.

For all my horses, there would always come a point after a battle where they would run away and cower in fear - forever. Nothing I did could console them. They just had the blinking terrified icon in perpetuity. I was about to pack up the save to send over to the Mantis, but on a whim I setup DFhack and did a bodyswap.

Turns out, the horse was just a complete coward. No bravery whatsoever. Using DFhack, I modified his personality to be the opposite, a fearless stallion. I assumed the terrified status wouldn't go away - but lo' and behold it did. Horse was back in action. Now, he fights about as well as I do with his kicking and biting and all.

I'm glad I got the bottom of the mystery, but I am left questioning if my actions were ethical. Completely rewriting the personality of my pet to better suit my battle-bathed lifestyle.

3
DF General Discussion / Re: Future of the Fortress
« on: January 02, 2020, 12:11:00 am »
You mentioned on Dwarf Fortress Roundtable podcast that you and Zach had a multi-day Transport Tycoon session. Could you elaborate a bit on that? I'm curious as to how you got that started and what the ultimate end result was.

4
DF General Discussion / Re: *We need your help to save the noobs!*
« on: October 31, 2019, 07:54:43 pm »
first time players aren't going to gnash their teeth at something like that.

I disagree. I nearly quit the game when my first fort fell to werebeasts, and I think many players were in the same boat. You spend all this time digging out your fort, only for one of the most dangerous creatures in the game to show up one year in, bite somebody (which you can't always feasibly prevent, werebeasts can show up anywhere on the map and all it takes is one woodcutter to get bit), then if you figure out this person needs to be quarantined you need to either figure out the hospital system or the military system, neither of which are very penetrable to new players. If you try to station a bitten person to lock them up, only for them to stand on the opposite side of a wall because militia dwarves have a very lax approach to actually stationing themselves on the tile you tell them to, you just lost a fort because of the god-awful military UI that no new player could possibly be expected to understand. Werebeasts show up before semi-megabeasts, even though the latter is way less dangerous than the former. That's not a good learning curve.

That's fair, but I think that's more a testament to how weak semi-megabeasts are when they should be quite a lot tougher. It's true that werebeasts demand an immediate and intimate knowledge of certain hard to crack systems all at once, and having that occur so early is probably not for the best. I still though maintain that a single failed fort shouldn't cause game-quitting rage. It's a beginner fort, it's going to fail. Hell, werebeasts attack would probably be a good incentive to learn those difficult systems.

Those systems should be streamlined and made more usable for players, but I still maintain that earlyish werebeasts attacks aren't going to have new players running for the hills. If that's enough to make them quit, they'll more likely leave anyway after they see the mountain of bugs workarounds they need to memorize to maintain a proper end-game fort. 

it's insanity. How is there not a 'forbid/allow all' command when selecting things on the ground?

That actually does exist. (d)isgnate-(b):item properties allows to mass forbid/allow for grounded items.

5
DF General Discussion / Re: *We need your help to save the noobs!*
« on: October 31, 2019, 06:30:49 pm »
I personally don't think the werebeast issue is as extreme as it looks. Yes, they do arrive early and will almost certainly wipe out an early noob fort - first time players aren't going to gnash their teeth at something like that. It's a neat story that will teach them to make armored dwarves. Hell, most first time players will lose their forts to something far more mundane anyhow. Hopefully that werebeast trigger is brought out into the raws or advanced worldgen, I wouldn't want something like that hardcoded.

A strong benefit I think you guys will have is the natural reputation Dwarf Fortress has. New players, even with the fancy new graphics, are going to immediately go to youtube/reddit/wiki to find out where to get started, what they need, and what they should look our for. I don't think a fully fledged internal tutorial is a realistic expectation, so this existing system will do fine. Even the newest players will understand this just from word of mouth.

That said, there are definitely some things that are just annoying no matter what, most of which has been covered by other posters. For Fortress Mode, I would say that (besides from the stress system issues) the military screen could use a UI overhaul. For example, having the default minimum train number hidden away in the schedule screen, and always at 10 no matter what is not very helpful. It should instead match the number of people in the squad by default.

Setting generic armor settings also can cause major headaches. Lets say I tell the squad to wear iron armor. Why does the green check mark appear even when they aren't actively wearing that specific armor piece? I know its to indicate the possibility of it being equipped, but that's very unintuitive. You also run into what I like to call the 'armor dance', where military dwarves will constantly equip the next best quality piece of armor, even if they actively training or already have an adequate piece of armor on already. I think adding a maximum preferred quality setting could help alleviate this little issue, because right now I avoid it by just manually assigning each individual piece of specific armor. It works, but it's very tedious and certain new players I doubt will tolerate frankly.

I think the real trouble will come from Adventure Mode. Right now, a lot of things just don't really work. I'll get a job to kill a bandit camp for example, and arrive only to find that the bandits aren't there at all, the bandits are all asleep and won't wake up even as I start attacking them one by one, or all the bandits are awake and fine - but aren't hostile and will instantly run away or start crying once I start attacking them. That isn't fun, and wasn't the case in earlier versions of DF. There's also the issue of people recognizing your achievements. If someone tells me to kill some night troll, I'll go out, kill them, bring word back about killing the creature - but it basically does nothing if it isn't specifically a hearthperson quest. Hell, I've had lord say things to the effect of "X Beast has terrorized our people, you must hunt it down. In 250, you killed X".  It's just this weird combination of bad phrasing, bugs and inconsistencies that makes doing even basic things in Adventure Mode just odd. That'll definitely leave new players scratching their heads, wondering what the heck is even happening. 

6
DF General Discussion / Re: *We need your help with game ending stress*
« on: October 30, 2019, 02:38:51 pm »
As someone who has played DF on and off for at least 9 years now... I have only just learnt this from reading this thread right now.
I never knew that complaint was for the food pref.

I'm fairly certain this was a relatively recent change (possibly corresponding with the personality rewrite). In 34.11 at least I know dwarves would receive hefty happy thoughts from masterful lavish meals, regardless of components.

7
DF General Discussion / Re: *We need your help with game ending stress*
« on: October 29, 2019, 10:12:09 am »
- A lot of people mention corpses as being too severe.  I think it's set ok as it is, and turning off corpse/refuse hauling on almost all dwarves should leave you with a couple more stoic and resilient individuals who act as undertakers. It's a gruesome job, and should take its toll on one's mental health.  Even the corpses of enemies are horrifying.  Yes, there's a little mitigation in knowing you are safe now from said enemy, but that doesn't remove the impact of seeing a gore spattered passageway strewn with blood and entrails.

I disagree on this point. First off, corpse hauling is very low priority. Even if you have a group of dedicated haulers, they're going to take their sweet time to move the bodies. Plenty of time for others dwarves to see the corpse and get the negative thought. Mind as well make everyone a hauler, the end result is going to be the same.

And while it's undeniably gruesome and harrowing to see, it will become less so with each encounter for your average dwarf. Seeing your first dead sapient would be a lasting experience. Seeing your 154th isn't. But the game currently treats that one with the same severity as the first. Some dwarves will never grow to cope with it obviously, but I imagine most would.

8
DF General Discussion / Re: *We need your help with game ending stress*
« on: October 29, 2019, 09:37:04 am »
As many others have already said, three years is still a young fortress. I think ~7-8 years is roughly when you'll start to see the stacking problems the stress system has, depending on how regularly sieges arrive.

I'll use this thread to hawk an old comment of mine. The comment is about dwarf socialization problems, but I think the problem extends to the happiness issue as well. Dwarves will have strongly unmet needs and have no initiative to fulfill them. Most common example I've found are full-time soldiers who need to pray. Despite being devout worshipers, they'll use their off months to read, sit in meeting halls and whatever else that isn't praying. It's like the recreational activity zones command dwarves to attend them, rather than dwarves looking at their needs and acting on those.

Negative thoughts are regular, easy to acquire and potentially long lasting. Equally powerful happy thoughts require strong micro-management of the individual's needs (made worse by their lack of initiative), and that becomes unmanageable/tedious/boring after >50 dwarves without third party tools.

I understand not wanting to make dwarves war-mongering monsters that most players assume dwarves to be - but I would advocate some system to reward players for overcoming a siege. We have a personality and value system that have dwarves that generally honor martial prowess and don't really care about peace. Why do dwarves have no thought for seeing their enemies stopped unless it's their corpse? I imagine that at least some dwarves would be relieved, if not thrilled to see a siege lifted. Some would be upset regardless, but I personally think a great deal of long term stress comes from siege waves that provide only negative thoughts (corpse hauling) even if your constantly victorious in defending the fortress. That's pretty discouraging for any people to be effectively punished for defending their fort.

9
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: July 15, 2019, 03:27:52 pm »
Anyone have any idea how to increase the odds of some hillocks or other sites to spawn as linked to your fort? It feels totally random from my past few fort experiences (usually getting either a bunch of sites in the first two years, or none at all ever).

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 13, 2019, 02:56:12 pm »
Tragedy, a werecat assaulted a group of haulers who were gathering wood. While thankfully a good portion of the others ran off, three foolhardy dwarves stood their ground for the brawl. All three were bitten.

The militia killed the cat, and two of the victims were exiled successfully. One however cannot be exiled due to the child not present bug/limitation.

He is now walled in the hospital, for the rest of his days most likely. I was hoping starvation/thirst would take them with time so we could at least bury them with some dignity, but it looks like those timers reset with transformation.

11
DF General Discussion / Re: Future of the Fortress
« on: July 13, 2019, 09:03:35 am »
How exactly does a historical figure choose to divorce their spouse in worldgen? Is it based on their current relationship 'status', civilization ethics, general personality, or something else entirely? Are all divorces now 'mutual' in the sense that both parties wish to end the relationship, or is it possible for only one partner to end the marriage?


12
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 02, 2019, 11:09:08 am »
Is there anyway to define a specific deity to an entity?

13
Creative Projects / Re: ASCII-based game about sailing ships.
« on: April 04, 2019, 11:43:59 am »
Looks neat, looking forward to see this grow.

14
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 07, 2019, 06:49:40 pm »
Naw, its single entry in legends mode is the killing of my adventurer. Its entry also appears directly after my adventures' so it only came into record during play.

I recall this particular bug (underground critters popping up to the surface after exiting fast travel) has already been reported. I'm pretty confident it was just that. Particularity because there was another identical type of demon with the one that actually did the killing.

15
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 07, 2019, 04:09:12 pm »
Did you breech hell in some fort?

Nope, a fresh new world first time played.

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