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Messages - Xazo-Tak

Pages: [1] 2 3 ... 19
1
That's a good point about Toady's balancing.
He seems to have this idea that if something is ridiculously overpowered, it's fair and balanced if it exists as a possible result for a random creature generator, even if the chance of getting something overpowered is actually pretty high. Hence, the most overpowered things in the game (taking into account how common they are) are the random things.
Except that's pretty much the opposite of what he's actually said when talking about the necromancer problem in a few recent interviews...
Actions speak louder than words.
He added common enemies that are completely unbeatable in Adventure Mode (and you might not realise before it's too late, at least with invisiblility you can just sprint off if you're faster than them when the message that they vanish appears), and didn't figure it was worthwhile releasing a patch that removed those game-breaking powers from the table of possibilities.

2
Intelligent undead powers are just broken in general.
I have had adventurers that I have sunk considerable amounts of time and effort into be instantly destroyed when I look at some intelligent undead funny and BOOM. He gestures and now my entire spine is lightly rotten, I'm paralyzed and I'm bleeding all over the place. And now the intelligent undead has punched my head in while I was lying on the floor paralyzed. Game over.
That's a good point about Toady's balancing.
He seems to have this idea that if something is ridiculously overpowered, it's fair and balanced if it exists as a possible result for a random creature generator, even if the chance of getting something overpowered is actually pretty high. Hence, the most overpowered things in the game (taking into account how common they are) are the random things.

3
DF Suggestions / Necromancers need their general significance tuned down
« on: December 15, 2020, 06:44:29 pm »
Their creations can easily become a large portion of the world's population.
In Adventurer mode, necromancer towers feel like one of the most common sights, and almost all quests concerning artifacts are necromancer-related.
Also in Adventurer mode, necromancers and their creations can simply be impossible for the player to fight due to them being invisible (which doesn't inconvenience your companions at all, but prevents you from attacking even if you're standing on their tile).
In Fortress mode, undead attacks are the most common type.
This all started with the release of 0.47 I think, before that necromancers weren't nearly as significant.

Basically the problem boils down to:
-There's too many necromancers
-Invisibility is broken (and for some reason never mentioned on the wiki?)

The solution would be to make necromancers like to fight each other for dominance, so that the more necromancers there are the harder it is to survive as a necromancer, preventing them from ever becoming overly-numerous. And of course to get rid of invisibility.
Fewer necromancers is better than weaker necromancers IMO, it makes it easier to get immersed in the lore of your world to have just a few BBEGs at most instead of a dozen.

4
DF General Discussion / Re: When 64-bit Dwarf Fortress comes out
« on: March 30, 2017, 01:58:02 am »
Did a pocket world with low enough initial pops that after a few retries I managed to get it where it stuck at like 299 histfigs (with unimportant culling turned on) and it hit year 100000 surprisingly quickly.
Mind uploading it?
Or at least describing a bit more.

5
DF General Discussion / Re: When 64-bit Dwarf Fortress comes out
« on: March 27, 2017, 06:15:02 pm »
Making a 10000 year pocket world is simple as it always was, running a 65x65 or larger would be where you'd hit ram related issues on a 32 bit df.

Trying to generate a 'smaller' world with 15000 year history, it has crashed twice already. Pocket world generated ok.
Is this 32-bit or 64-bit?
And is crashing due to max ram usage?
Because even with 64-bit, ram is still finite due to hardware limitations.

6
DF General Discussion / Re: When 64-bit Dwarf Fortress comes out
« on: March 26, 2017, 03:57:28 pm »
I think if we had worlds that gen for 10,000 years without crashing then Toady would finally create a section just for Legends Mode on the forum.

Because seriously....thats almost as long as human history and it would have enough information to actually be a real world. That is....if it doesn't reach the Age of Death where we have nothing left.
Is there any reason we can't gen worlds with extra-long histories?
Is 10,000 years some sort of hard limit?

7
DF General Discussion / Re: What Would Urist Do?
« on: March 24, 2017, 11:50:02 pm »
He would do what this poll says.

WWUD if the raws were edited to give him 50 hearts?

8
DF General Discussion / Re: When 64-bit Dwarf Fortress comes out
« on: March 24, 2017, 10:36:00 pm »
Could a tiny world with a 100,000 year history be a thing?
And with very little restriction on population size and number of sites, relying on sheer carnage to keep population down.
I'd be interested in seeing if anyone could survive for 100,000 years.

9
DF General Discussion / When 64-bit Dwarf Fortress comes out
« on: March 19, 2017, 07:14:37 pm »
Will that mean that a huge, extremely detailed world could be made by someone allowing huge amounts of virtual memory to be used then letting the computer run for a week?

It'd be pretty neat if someone made one and uploaded it.

10
DF General Discussion / Re: We need a wall along the Elvish border
« on: October 30, 2016, 03:03:05 pm »
Well, not a post-it, but still something.

Trump has placed a mandate for a wall.

Wait, what colour are mandates given in? I haven't played in a while.

11
DF General Discussion / We need a wall along the Elvish border
« on: October 29, 2016, 11:08:55 pm »
They're bringing herbs, they're bringing cannibalism, they're hippies; though some, I assume, are good kings.

Urist won't admit there's a problem, he simply conforms to their environmental mandates and it's really causing us to lose out in trade with goblins when we can't have our Legendary Wood Crafter mass producing on the scale that they are allowed to, all our woodworking is being outsourced.

12
I'm now curious to see something like a world that is 3x2049 or something.
Done some tests and even 3x17 crashed. Maybe I am doing something wrong.
Do non-square worlds even still work for normal sizes with 64-bit?
Seems like the sort of bug that could go undetected even amongst thousands of players, because no one uses it.

13
Try 1x1
That's not a 2^n +1 size.
2x2 is 2^0 +1, but the size supposedly needs to be odd.

14
This is not a bug. It's a feature. All the more reason to have a small secondary hospital within the tavern.
Makes me wonder what would happen if you crossbred Dwarves; who need hospitals for their bars and go on alcohol-fuelled macroengineering projects; and Centrians, hyperaggressive cyborgs who need real-time reconstruction systems for their bars.

15
I'm now curious to see something like a world that is 3x2049 or something.

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