Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 13 14 [15] 16 17 18

Author Topic: The DF 0.31.05 Work-In-Progress Thread  (Read 89698 times)

Dark_T_Zeratul

  • Bay Watcher
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #210 on: June 07, 2010, 05:56:10 pm »

Still, having something that can utterly destroy a second-year fortress with no hope of survival if you haven't done X beforehand seems a bit much. I can't think of anything else in the game that constitutes a "well, you're screwed, might as well just abandon the fortress now" moment short of digging into Hell unprepared, and even then you can still seal it off.
« Last Edit: June 07, 2010, 05:59:54 pm by Dark_T_Zeratul »
Logged
The miasma caused Sethrist to go miserable and throw a tantrum. During the tantrum he mauled a dog to near-death and that caused his mood to go all the way up to content. Apparently, beating the crap out of dogs is the best way to achieve happiness.

Bartleby

  • Bay Watcher
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #211 on: June 07, 2010, 06:22:32 pm »

Elven Caravans take months to leave, usually they will be gone shortly after the humans arrive. During this time, every time, my FPS drop by 50-70 Points. I'm not sure, but I think they are trying to load their waggons.

There is a trick to avoid that. Press d(mine) then hold down your left mousebutton. The Trade Depot will be empty quick, with no time passing for your dwarves.

Logged

Haekel

  • Bay Watcher
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #212 on: June 07, 2010, 06:39:20 pm »

Found another workaround for this: drowning all elves. Works fine ;)

Seriously, thanks, will try that.
Logged

greycat

  • Bay Watcher
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #213 on: June 07, 2010, 06:41:20 pm »

Still, having something that can utterly destroy a second-year fortress with no hope of survival if you haven't done X beforehand seems a bit much.

But it's a Fortress!  If X is "build defenses", then it seems quite reasonable that you ought to do X some time within the first year.

Quote
I can't think of anything else in the game that constitutes a "well, you're screwed, might as well just abandon the fortress now" moment short of digging into Hell unprepared, and even then you can still seal it off.

You never accidentally flooded your entire fortress while trying to irrigate?  :o  ::)
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

armrha

  • Bay Watcher
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #214 on: June 07, 2010, 06:52:05 pm »

Still, having something that can utterly destroy a second-year fortress with no hope of survival if you haven't done X beforehand seems a bit much. I can't think of anything else in the game that constitutes a "well, you're screwed, might as well just abandon the fortress now" moment short of digging into Hell unprepared, and even then you can still seal it off.

Losing is fun. There will always be and should always be tons of ways to completely destroy your fortress due to one careless mistake. If you can't hack the invaders, turn them off in the init options...
Logged

Dark_T_Zeratul

  • Bay Watcher
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #215 on: June 07, 2010, 06:56:25 pm »

Still, having something that can utterly destroy a second-year fortress with no hope of survival if you haven't done X beforehand seems a bit much.

But it's a Fortress!  If X is "build defenses", then it seems quite reasonable that you ought to do X some time within the first year.
Perhaps, but I still preferred "survivable but you'll lose a lot of dwarves" to "not survivable at all" at such an early stage of the game. Even an untrained dwarf with an axe should be able to do SOMETHING against second-year ambush goblins, and I don't think six goblins should be able to kill forty dwarves without taking any damage whatsoever in the process. Losing is fun, yes, but not when the game just up and goes "you lose and there's nothing you can do about it."

Quote
You never accidentally flooded your entire fortress while trying to irrigate?  :o  ::)
Sorry, should've clarified: nothing not instigated by the player that will screw you over with no hope of recovery the instant it happens. And technically, even a flooded fortress doesn't constitute an instant game over; there's no reason the surviving dwarves couldn't start building a new fortress and perhaps eventually pump out all the water from the first one.

Perhaps part of the reason I didn't have an early military lies with the fact that in my other fortresses in DF2010 I never saw a single goblin, even after many, many years. The creatures I did see were dispatchable both with and without a trained military, though loss of life was admittedly rather high in the latter case.
« Last Edit: June 07, 2010, 07:15:38 pm by Dark_T_Zeratul »
Logged
The miasma caused Sethrist to go miserable and throw a tantrum. During the tantrum he mauled a dog to near-death and that caused his mood to go all the way up to content. Apparently, beating the crap out of dogs is the best way to achieve happiness.

Tayron

  • Bay Watcher
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #216 on: June 07, 2010, 07:25:13 pm »

Maybe I'm doing something wrong here, but this is a new one to me.
For some reason, most of the areas I've chosen to embark upon seem to be in the middle of winter, all water frozen, snow on the ground, etc.  Which makes it a bit hard to start out, being unable to irrigate my fields.
This usually happens when I choose an area with mountains, but sometimes it's been in the middle of a forest or some such.  I thought maybe I'd embarked upon a cold area by accident, but all the areas thus far have been temperate or warm.  I've also tried this on multiple freshly created worlds as well, but seem to get the same effect either way.  Turning temperature on/off doesn't seem to do anything either

I suppose I could just be unlucky all this time, and am embarking in the middle of winter (despite being several worlds I've tested)...but I've never had this happen before, so am wondering if it's some sort of bug, or I'm just unlucky.
Logged

mnjiman

  • Bay Watcher
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #217 on: June 07, 2010, 07:34:28 pm »

Due to popular demand, some future DF version (not necessarily .06) will include an in-game init.txt editor on the esc menu.

Ideally, this will include support for hot-swapping/reloading tilesets and graphics sets. Fingers crossed, folks.

Really awesome indeed.

Logged
I was thinking more along the lines of this legendary champion, all clad in dented and dinged up steel plate, his blood-drenched axe slung over his back, a notch in the handle for every enemy that saw the swing of that blade as the last sight they ever saw, a battered shield strapped over his arm... and a fluffy, pink stuffed hippo hidden discretely in his breastplate.

BlackRogue

  • Bay Watcher
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #218 on: June 07, 2010, 07:35:07 pm »

I've seen it too but things tend to thaw out quickly enough so it's not that big a deal.
Logged

Thundrim

  • Bay Watcher
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #219 on: June 07, 2010, 07:59:06 pm »


Sorry if this question is extraordinarily out of order, context, or place, I have been holding out since 03 more or less, so might be slightly out of touch. With that out of the way, the question goes towards the status of the soil layers when farming, do they still need to be moistened artificially before you can use the fields? And if this should be the case, will this be the Status Quo for a while?

I'm a luddite when it comes to proper identification of bug trackers and other splendid forum associated features no doubt providing overwhelming illumination to such questions, so again forgive any intrusive tendencies, they are by far a side effect of a profound inability to properly navigate and use such a glorious forum in a proficient manner. :-)

---
   
Logged

Psieye

  • Bay Watcher
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #220 on: June 07, 2010, 08:05:52 pm »

Still, having something that can utterly destroy a second-year fortress with no hope of survival if you haven't done X beforehand seems a bit much.

But it's a Fortress!  If X is "build defenses", then it seems quite reasonable that you ought to do X some time within the first year.
Perhaps, but I still preferred "survivable but you'll lose a lot of dwarves" to "not survivable at all" at such an early stage of the game. Even an untrained dwarf with an axe should be able to do SOMETHING against second-year ambush goblins, and I don't think six goblins should be able to kill forty dwarves without taking any damage whatsoever in the process. Losing is fun, yes, but not when the game just up and goes "you lose and there's nothing you can do about it."

Quote
You never accidentally flooded your entire fortress while trying to irrigate?  :o  ::)
Sorry, should've clarified: nothing not instigated by the player that will screw you over with no hope of recovery the instant it happens. And technically, even a flooded fortress doesn't constitute an instant game over; there's no reason the surviving dwarves couldn't start building a new fortress and perhaps eventually pump out all the water from the first one.

Perhaps part of the reason I didn't have an early military lies with the fact that in my other fortresses in DF2010 I never saw a single goblin, even after many, many years. The creatures I did see were dispatchable both with and without a trained military, though loss of life was admittedly rather high in the latter case.
A steel full-equipped but untrained soldier still ought to hold a very good chance against an early goblin invasion, especially if you also laid out some weapon traps. The key point isn't weapons (actually it is but you got that covered) but armour - combatants die REALLY FAST if they're not covered in metal. All else fails, you can always wall yourself off in an emergency bunker stacked with supplies (includes stuff for you to do while waiting) and blocks to quickly put up a wall.


Maybe I'm doing something wrong here, but this is a new one to me.
For some reason, most of the areas I've chosen to embark upon seem to be in the middle of winter, all water frozen, snow on the ground, etc.  Which makes it a bit hard to start out, being unable to irrigate my fields.
It's more like the default behaviour I saw at times back in 40d - when you start, it's winter. Mere in-game hours later, it'll be spring and everything thaws out. It's just a nice heads-up from the game telling you this place freezes water in winter, which is perfectly ordinary in normal climates. Yeah, .05 includes fixes to seasonal temperature which brings back this behaviour from 40d.
Logged
Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Baughn

  • Noble Phantasm
  • The Haruhiist
  • Hiss
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #221 on: June 07, 2010, 08:25:57 pm »

To simplify things, I want to collapse the window/fullscreen size and font options, removing the graphical versions; all you'll get is an option to turn graphical tiles on or off.

Is this fine with you, or do you want to keep them? If the latter, would it suffice to let you store multiple init.txt profiles?
Logged
C++ makes baby Cthulhu weep. Why settle for the lesser horror?

BlackRogue

  • Bay Watcher
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #222 on: June 07, 2010, 08:38:56 pm »

Maybe have graphics be a startup option akin to how windowed/fullscreen works now.
Logged

Baughn

  • Noble Phantasm
  • The Haruhiist
  • Hiss
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #223 on: June 07, 2010, 08:39:24 pm »

Not really any point in that when you can switch it on/off inside the game. :P
Logged
C++ makes baby Cthulhu weep. Why settle for the lesser horror?

BlackRogue

  • Bay Watcher
    • View Profile
Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #224 on: June 07, 2010, 08:43:18 pm »

It just seems to me that people tend to do one or the other so being able to set it and forget it seems to be the way to go.
Logged
Pages: 1 ... 13 14 [15] 16 17 18