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Topics - bombzero

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1
DF General Discussion / What is wrong with DF.
« on: May 28, 2012, 12:57:32 am »
No, this is not a stupid troll thread, this is an attempt at a serious discussion. Im gonna bet anything it degenerates into fanboyism and flame but here goes.

Post whatever you think is wrong with DF, something about Toady's development style, particular things in the UI, hell, anything and everything you can think of.

for the sake of keeping the thread semi on track, please don't complain about what others say, or the general nature of the thread.

I am hoping this helps Toady get true negative opinions of the community, without all the rampant misguided praise and cultism.

Cause lets face it, in its current state, Dwarf Fortress really aint all that impressive.
Most of the 'features' are never witnessed by the player outside of legends mode, or the 'L'ook menu.
Almost anyone's fps tanks in a few in game years, crippling the possibility of truly large fortresses.
The game is fucking easy, I don't really care what you say, their are no sources of difficulty.
Adventure mode is fucking joke, and will be for several years.
The player's fortress is completely disconnected from the outside world, this won't change with simple trade updates.
Feature bloat, DF has tons of features, but most of them don't have any effect or are tossed aside like a childs toy after being used for 5 minutes.

And a final note, this is referring to the current/VERY near future state of DF, not the short term goals in the dev page, not what itll be like in 5 years. now.
Hopefully this will help dig into actual issues with the core game, and as I said not devolve into a flame war, this community is slowly shaking my belief that that is possible.

2
So first off, why is their a benefit to using ramps instead of stairs? is it pathfinding? do dwarves do something odd when traversing stairs?

and what is a decent way to do stockpiles? vertically? individual by workshop? or clustered(i.e. mixed stockpile with workshops all around, possibly conglomeration of other stockpiles for space saving)?

Is it really worth the time to add different bedroom districts near every work area, and a dining room for each floor? possibly expounding on this using burrows to keep dwarves on their floor?

i may think of more, just wondering where a few seemingly common ideas came from.

3
DF General Discussion / Why is Dwarf Fortress fun?
« on: March 15, 2012, 01:25:50 am »
This is something that occured to me today, there is no win condition, there is no long-term penalty for losing, you could very well embark with 7 skiless dwarfs, wait for them to die, and say you just did well.

yet Dwarf Fortress and games like it, that have little point, or only a vague goal that is nigh-impossible to obtain, are the most entertaining to me.

on the other hand theres games like CoD and Halo with concrete objectives that bore the living hell out of me.

so why IS Dwarf Fortress fun?

4
So in the more recent versions of DF you can cut stones at the jeweler's.
1. Are these actually useful?
2. Does the gem's value reflect the stone used?
3. or are they just crappy stuff to make for training gem cutters/setters?

4. in the case of them taking the stones value, are there any ores/rocks that are good to use as suedo-gems?

5
I have noticed that i have several words i cant spell right w/o spellcheck. here's one example.

nessacary/nesacary/nesasary/nesecsary nope no idea.


on the other hand some words are impossible to pronounce for some people.

are there any words that you guys can never get right?

6
DF Suggestions / A small modding compatibility request.
« on: March 02, 2012, 11:55:15 pm »
As of right now, any reaction designed to affect a dwarf or an animal can only be modded in using boiling stones(unreliable), ingested drinks(random/not always believable), or the vermin method(erratic).

I would suggest adding a ability to;

a) directly apply syndromes to dwarfs at a workshop.
b) do the same for animals, in the styling of the kennels.

these things would not be limited in use either, they would allow easy additions of a great number of ideas for modders, with a hopefully small effort from Toady.

a few examples from MasterworkDF.
1. armoring war animals.
2. creating special castes.
3. turning dwarves into other creatures (i.e. Golems.)

some ideas i came up with that could be done with this.
1. cybernetic stuff for steampunkish mods. (after syndromes can affect body plans though.)
2. temporary buff workshops that according to a mods lore work by 'magic' or 'praying'.
3. creating 'mistake' results in workshops (i.e. woodworker cutting himself, smith hitting his hand, would require more syndrome effects for specifics like these though.)

any thoughts?

7
first off, i am a bit socially backwards in that i rarely venture from the youtube page's of my subscriptions and the bay12 forums. so..

what does tl;dr mean?

i will think of more later. just starting this thread for when i have another.

8
General Discussion / Why its fun to compliment peoples signature.
« on: February 14, 2012, 02:14:25 am »
I have recently realized it is incredibly fun to compliment peoples signature/avatar/personal text.

the reason being that in 2-3 years someone scrolling through old threads they reached by clicking a sigged quote, and is gonna go "what the hell does their sig have to do with that?"

does this make me an ass?

9
DF Dwarf Mode Discussion / Opinions on DFhack?
« on: February 13, 2012, 05:25:42 pm »
So i have been playing dwarf fortress for sometime now, and for about half of that time i have been using DFhack.

in my opinion some of its functions are outright cheating, while others just answer a hole in game logic quite effectively.

ones i think are fair:

1. autodump (5 year hauling jobs, no thanks.)
2. vdig (seriously i can do the same thing myself, just with more annoyance)
3. deramp (i miss old channels)

ones i am iffy about using.

1. reveal (kinda ruins alot of Fun)
2. DFprospector (same as above, but can save you from wasting time on an embark that has nothing but cassiterite and microline.)

and the rest I feel are either cheating or just suck the fun out of the game. (i likely have a few that actually go on the lists above, but i forgot them.)

opinions?

10
DF General Discussion / A few worldgen questions.
« on: January 28, 2012, 09:51:30 pm »
ok so im trying to make an optimal world for my thread here: http://www.bay12forums.com/smf/index.php?topic=99653.0

so i need to know a few things.

1. what values determine number of bandit camps.
2. what values in adv world gen result in optimal balance of surviving people, and surviving megabeasts.
3. what values result in a densely populated world.
4. are there any actual cons to disabling night creatures?

11
DF Adventure Mode Discussion / A strange idea.
« on: January 25, 2012, 09:01:45 pm »
So, seeing as how my original challenge failed horribly, I want anyone to suggest a challenge for adventure mode and i will do my damned best at completing it.

I will accept any idea no matter how stupid, and post the results after death.


original horribly failed idea.
Spoiler (click to show/hide)

12
DF General Discussion / Your First Time (playing DF)
« on: January 22, 2012, 07:36:55 pm »
I want you all to think back to your first time playing dwarf fortress, now funny thing is it may not be the time you think it was.

i recently remembered that a LONG time ago, about when i was 6-7 i played an ASCII game about dwarfs, and gave up in what i now believe was worldgen (derp)
i just found it kind of interesting that my first time i played DF was earlier than i thought. jogged back into memory by someones post in the help section i believe.

so what do you remember about your first time playing DF? did you give up in 2 minutes? or did you struggle on for days before figuring it out? or did you even get it right away?

13
DF Gameplay Questions / Mechanism's and traps/machinery.
« on: January 22, 2012, 03:58:07 pm »
So, i have seen alot of people and the wiki mention that the quality of mechanisms used affects the power of a trap.

i just wanted to know how much it affects what kinds of traps. and if other things are affected too. (bridges/pumps/etc)

thanks in advance.

14
So lately I have been feeling more and more discontent with the general state of the world.
combine this with the fact that i have a powerhouse of a mind and you get the fact that my brain wont stop thinking about hundreds of different issues.
as active as my brain is i keep having new ideas, new ideas i cant afford to have (literally and figuratively).
I have also begun having dreams (i don't usually), and even worse these dreams are absolutely delusional to a fault.

So overall my state of mind is kind of slowly degrading, it is becoming annoying as i am beginning to have trouble focusing in school, and I'm forgetting stuff more easily.


So does anyone have any advice about how to deal with an overactive mind? as i'm sure as shit out of ideas.

Spoiler (click to show/hide)

15
DF Dwarf Mode Discussion / Magma Smelting Question
« on: January 08, 2012, 07:11:20 am »
Ok so my issue i have been having is this,

anytime i get a magma smelting operation set up. my metal industry slows to a crawl within a month.
reason? the main fort is over 100 tiles from the smelting chambers.

so i want to ask, whats my best option here?
1. pump stack bringing magma higher.
2. shifting all operations in my fortress a great many Z-levels down.
3. pitting ores food and booze from top floor down a massive drop shaft to the smelters. (with multiple Z-levels of rock below quantum pile. with a burrow/small fort for my metal workers at the bottom.
4. genning a shallow world. (even if this isn't the best option could somebody explain/link to page about how to use either advanced world gen or perfectworldDF?)
5. other (I am open to suggestions)

in my opinion 1. and 3. sound the most dwarfish, 2. sounds easy but most time consuming, and 4. seems preferable but i lack the knowledge how to.


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