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Messages - Jackboot

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16
DF Dwarf Mode Discussion / Re: nonofficial 0.40.01 naming ceremony
« on: July 09, 2014, 04:13:35 pm »
Haha that's neat: everyone likes my name for it.  :D

It's officially unofficially official?

17
DF General Discussion / Re: A Genuine Thank You
« on: July 09, 2014, 03:19:19 pm »
It is terrific!

18
DF General Discussion / Re: Not impressed
« on: July 09, 2014, 03:18:11 pm »
I removed some posts.  I'd appreciate it if people could go through the release period with their chill intact.

Sometimes the people who deny the chill are the ones that need to chill the most.

And to OP; geeze man. This was barely released; all the features and bug-fixes aren't even implemented yet. You should play an older version and come back in about a week~month when everything else for the update is put in. IMO this is a huge update and I don't understand how it's "lacking" - .34 adventure mode is what seems lacking after running around in this update.

19
There should only be three types of chairs in The Sims: one shitty but cheap chair, one mediocre chair and one decadent chair. Anything else is just detracting from gameplay.

Oh, that furthers MY point.

I've always hated that in The Sims what you wear is completely ignored and makes no difference mechanically. You could go around in underwear but no one would show any kind of reaction. An example of variation that is merely cosmetic when you instead expect actual depth.

And then I do think chairs can have different stats on them? I don't know how much granularity, but I guess it's variation that DF doesn't have.

This thread is winding down because everything that can be said has already been said, but I thought I'd throw my two cents in because the dogpile isn't big enough.

Cosmetics doesn't have to have a concrete mechanical purpose. It's cosmetic. That's the point of a simulator: It simulates and throws in all the cosmetics and fancy fluff. If you want a game where every single object is necessary and no fluff is permitted go play one of the Dwarf Fortress spiritual successors like Gnomeria. If you took out all the extra couches from the Sims it would strip the player of choices and the ability to customize his house. If you stripped all the clothing options (Even though you get bare bones stuff to begin with unless you inject money into their simpoints...) and made "YOU MUST WEAR SOCIALLY ACCEPTABLE CLOTHING OR BE SHUNNED" mandatory the game would be terrible. I WANT my sim to have a wedding in his tighty-whities with his bright purple and pink mohawk and no one bats an eye. It's funny and I enjoy it.

The same can be said of Dwarf Fortress. It's got all these cool geological features that make it seem like these are actual mountains with geological history. I don't just dig into "stone" and "dirt" until I hit "ore" like this is Minecraft. I dig through a mountain that was simulated to be an actual mountain, and I can colour-coordinate my fort with the rich dwarves getting marble doors and statues while the plebs get mudstone doors and rickety wooden chests. I utilize what's in the fort and have enjoyment in all the variation. (My only dissent to this is when I have a lovely brown fort then suddenly strike this huge bright yellow mass in the mountain and my OCD makes me abandon.)

Heck, I even enjoy doing it without DF therapist; the only utilities I used in .34 were soundsense and DF hack for mass-obliterating rotten clothes. I find equal enjoyment in ASCII and tiles, and equal enjoyment from vanilla and mods. I'd rather these mods not become mandatory parts of the game, but I don't have to worry about that because this thread isn't going to change the way Toady has been developing the game.

20
IIRC I saw elsewhere that we'll be able to do delicious things with these fruits in a following update.

21
DF Dwarf Mode Discussion / Re: nonofficial 0.40.01 naming ceremony
« on: July 09, 2014, 03:30:30 am »
Well I'll throw out a few ideas.

"Bird Detonation Simulator"

"OH GOD THE TREES ARE SO PRETTY Simulator"

"It Was Inevitable."


22
DF Dwarf Mode Discussion / Re: .40.01: It was inevitable.
« on: July 09, 2014, 12:01:44 am »
It was for the best.

23
DF Dwarf Mode Discussion / Re: First Impressions .40.01
« on: July 08, 2014, 09:59:28 pm »
In Adventure mode I walked into a goblin site as a human, claimed it, then decapitated the goblin leader there. Everyone was horrified and started to flee, even the macemen. One archer actually fired a shot at me and I quickly cut him down. I fell asleep there after giving my title to a random goblin surgeon, then inexplicably woke up to being attacked by about 12 human recruits.

I tried the same thing in a human hamlet after I left but got a bolt in the skull for the effort, I love that when I spawned a new adventurer in the same place I found the town talking about it.

Fortress mode looks gorgeous, though flying creatures seem to be spontaneously exploding; a large group of ravens tried to travel across the site and exploded all around my woodcutter, who was horrified.

24
Yeah, this is totally wrong. The UI is a problem. It's inaccessible, inconsistent and organized badly. This is a noted problem. An intentionally bad UI is what is known as "fake difficulty". The UI isn't the reason the game is hard.

With 'Intentionally bad' you went a little too far. You say UI is bad, I say it's not (or I don't care for an improvement, which means the same thing for the purpose of this discussion). You say graphics are bad, I say DF needs no graphics.  It's all opinions and preferences - if Toady starts revamping the UI and adding real graphics, it won't stop me from playing. The point is, this game is complex and requires using your brain to enjoy it. It's not meant for the mass audience, and that's good.

I think we're missing the point here that DF is in super early alpha stages. The UI is not really something developers fix in the early alpha stage. If he fixes the UI now, he'd have to code around it later, rather than chop it all up and repair it much later on. Have to look at it from choosing between immediate gratification and a long-term improvement.

25
You have to dump water on the tiles you want plots to be on so they have mud, and in most cases this lets you build the farms. In rare cases this doesn't help, so all you're left with is a big ugly muddy field.

26
The UI is a bit messy, I must admit. But if you can get used to it, it's fine. I'd really love to see improvements made to it, but I'd rather that waited until Toady was closer to having all the coding completed.

Besides, if it was easy then all sorts of casuals could play it and we wouldn't have the prestigious right of being able to brag to people who couldn't manage to get into Dwarf Fortress and be really elitist on the forum.

"Oh, you use a tileset? Tsk. I only play with the original ASCII graphics while standing upside down in the rain."

27
I tend to be a rather moral overlord, though its a rather standardized generosity rather than looking after specific dwarfs preferences. Early on in a fort I try to give everyone a smoothed room with a stone chest and dresser. It has the dual benefits of making my dwarves happy, and improving the skills of my masons. Later on when my fort is a sprawling mass of dirty migrants the rooms tend to taper off because everyone is usually occupied in the more important tasks of building coffins and decorative items for the common areas... Usually for the nobles.

The hospital is always well stocked and I burrow the chief medical dwarf in there along with a surgeon and a nurse or two; allowing them only to work in the hospital and kitchen stockpile means when they aren't eating or sleeping they have no excuse to not fix up the dwarves with fractured livers.

My moral standing tends to erode when I complete the danger rooms and the surgeons end up with a lot of practice in their craft, though deaths are rare unless I leave it on repeat and get distracted by something else in the fort.

My current fort is the only surviving fort left in our civilization, so I felt it would make sense to have everyone be militarized to an extent. So drafting everyone in a squad lead by a legendary speardwarf until they're all at least competent or adequete, then they either get released from the training squad or bumped into the militia, legion of professionals, or put back into civilian life.

And every dwarf has something to do, even if its not their starting labor.

28
DF Dwarf Mode Discussion / Re: Opulence or functionality?
« on: September 25, 2013, 05:53:59 pm »
Heck yes, pave all the walkways in your fortress with gold. Line the halls with golden statues. Build a dining room with purely gold furniture. Build a golden mosaic using steel (just as valuable as gold) and gold to make a glorious picture.

Or, you know, you could sell gold bars to the caravans.

After a few years I end up with all of the materials I need from giving the caravans all my tattered thongs and clay crafts studded with gold/gold crafts studded with more gold that I end up with all these excess resources lying around. What else am I supposed to do with my 50 bins filled with gold bars when I don't need to import anything?

29
DF Dwarf Mode Discussion / Re: Armaggeddon
« on: September 22, 2013, 07:47:42 pm »
To be super lazy about screenshot, simply hit "print screen", ctrl-v to paint, save, then upload to http://cubeupload.com/ for quick uploading, then post the link you get here. I want to see this end of times.

30
DF Dwarf Mode Discussion / Re: Opulence or functionality?
« on: September 21, 2013, 04:08:28 pm »
Golden "pipes"...

Are we talking a corridor lined with gold walls, or a series of rising screwpumps made out of golden blocks, golden pipes, and... I guess you could briefly mod gold to be a weapon material, so you can have golden corkscrews as well.
Corridor lined with gold walls, last I checked you cant pump liquid through the actual pipes, just make pumps with them.

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