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Author Topic: Dave's Laundry List of Suggestions for Dwarf Fortress  (Read 3694 times)

Tiler

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Re: Dave's Laundry List of Suggestions for Dwarf Fortress
« Reply #15 on: July 14, 2008, 02:41:18 am »

I think a good middle ground, not to mention something a lot more feasible at this point in time, would be just be able to 'retire' fortresses instead of being forced to abandon them. The fortress wouldn't be run like a human run dwarf fortress, and everyone would act like they're in a perfectly normal dwarf fort when you visit it in Adventure Mode or whatnot.

Later, when you're itching to play an old fort, you can 'reclaim' it, which turns everything there back to your control. What would be fun is to make an adventurer, go to the fort, retire there, and then play in the fort with your adventurer under your control. Maybe even set it up so the adventurer is the only one there, and have some sort of twisted fortress created from your adventurer's offspring.

Actually, I have no idea how feasible it is, but I like it better than the idea of having my computer running 2+ forts at once.
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Calessa Lynn Orphiel

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Re: Dave's Laundry List of Suggestions for Dwarf Fortress
« Reply #16 on: July 14, 2008, 04:55:57 pm »

Now, I've heard rumors that there may or may not be a seasonal autosave either currently working or in the works.  That'd be sufficient for me, really, so if it already exists, I'm happy with it.

Has been in the game for quite a while already, but is required to be enabled in the init
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DwarfMan69

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Re: Dave's Laundry List of Suggestions for Dwarf Fortress
« Reply #17 on: July 14, 2008, 06:15:02 pm »

I'd like a "save without exiting" feature, for after I accomplish something major.
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KrataLightblade

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Re: Dave's Laundry List of Suggestions for Dwarf Fortress
« Reply #18 on: July 14, 2008, 11:13:18 pm »

Thank you, Calessa.  I'll go poking around for it later then.
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Granite26

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Re: Dave's Laundry List of Suggestions for Dwarf Fortress
« Reply #19 on: July 15, 2008, 12:48:33 pm »

I think a good middle ground, not to mention something a lot more feasible at this point in time.

I like your whole suggestion

Gantolandon

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Re: Dave's Laundry List of Suggestions for Dwarf Fortress
« Reply #20 on: July 15, 2008, 05:31:41 pm »

About the parties, I think that the main problem is that they are too long and too frequent. I don't think there should be jobs which are too important to resign from the party. Or it should cause an unhappy thought, just as ending the event prematurely. But first there are some issues which should be fixed:
  • Length.
  • Cause. As for now, whenever I create a new meeting area, it's almost sure that somebody will party there in no time. The quantity of feasting dwarves seem to be proportional to amount of meeting halls (gardens, zoos, and so...) - just as if they caused parties to happen.
  • They shouldn't happen in critical situations - when the fortress is under attack, flooded, or burning.
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WCG

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Re: Dave's Laundry List of Suggestions for Dwarf Fortress
« Reply #21 on: July 24, 2008, 09:07:43 am »

I've never understood the virulent hatred "purists" have for people who use savegames.

Yes. What I really don't understand is why someone would want to force anyone else to play a game HIS way. What's wrong with the freedom to make our own decisions? I really hate this mindset, that no one can choose savegames because someone else enjoys the 'realism.' What, are you afraid you'll be tempted if the option is there? Or do you just want to decide these things for everyone else?

Toady can do anything he wants, of course, but I hate game developers who won't let players choose for themselves on things like this. Make it an option (an option that's "OFF" by default). As a new player who's just learning the ropes, I certainly wish I could save the game before experimenting with something particularly dangerous. And I don't understand why the "purists" should care how I play the game at all!

Bill
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WCG

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Re: Dave's Laundry List of Suggestions for Dwarf Fortress
« Reply #22 on: July 24, 2008, 09:26:49 am »

I like all except for "More Information on Gems, Minerals, and Ores". Thats a bit much to expect Toady to do, and wouldn't serve much of an in game purpose.

I disagree. I mean, I like ALL of those suggestions, including this one. Maybe even especially this one. This is the sort of thing that really great games include. And I'm always disappointed to view something in Dwarf Fortress and see little or no information.

You're right that this is a little much to expect Toady to do, but this is one case where he should request submissions from players. This could really enrich the game without giving him any more work at all, to speak of. And for those concerned about 'realism,' this would help there, too.

I agree that there are more important things, but I still like this idea. And I'll bet there are tons of fans who'd love to help out in this way. (Since this is just description, not gameplay, it shouldn't interfere with Toady's vision, I'd think.)

Anyway, my compliments on this laundry list of suggestions! I agree wholeheartedly.

Bill
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Sapidus3

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Re: Dave's Laundry List of Suggestions for Dwarf Fortress
« Reply #23 on: July 24, 2008, 06:24:13 pm »

In regards to having multiple fortresses. I would like to be able to take a break from a fortress and come back to it, but I accept the problems in doing so.

What I WOULD like, is a "surrender control" option in addition to abandon fortress. The player would never be able to take control of the fortress, but it would become a permanent fixture in the world like all the pregen cities.

Sometimes I create an amazing fortress that days of my time into, but it reaches a point where its pretty much "done." Sure I could do more with it, and come up with more challenges... But once I've created giant spires, with cavernous burial halls, and complex water system with magma falls and a legendary army, well, I'm willing to let the fortress go. But to simply leave it, like I would leave one of my horrible fortresses gone wrong, is just sad.

There should definitely be a difference between an abandoned, failed, fortress, and a successful fortress that the player is done playing with.  Of course you would need to meet some sort of requirement before retiring it. Maybe a certain wealth and population.

I like all of the ideas. I especially like having information about the stones and minerals. It annoys me when I come across a new stone that I haven't seen in a long time and I have to check the wiki to see if its important. And then of course the fact that my lack of knowledge renders many of the stones from basalt to gray, and Cobaltite to blue. All blue stones become the same to me.

In regards to the saving. I have save scumed. I even savescumed a bit back with nethack. I understand why people would want a save feature. However, at the same time, a built in save feature would change the feeling of the game. (I mean a save feature where you could go back to old saves). When a game has a quick save, you play it differently than if you just have to go into a menu and save. If you have multiple quick saves its even different. It just changes a sort of mentality of the ramifications of your actions. Sure you can save scum. But when you do, you know its not part of the system. You know that you are killing a world that exists, and replacing it with an old one.

I also want to point out that this method of dealing with saves, is not just relegated to rougelike games. Sims 2 doesn't let you have save slots. I don't think Sim City 4 would let you. Its a trend among many simulations. In a shooter, you pretty much have only one goal, get to the end. If you end up stuck somewhere without any health and a bunch of enemies to kill, you don't have much choice but to go back to an earlier point. In a simulation though, the bad things can be just as important as the good. In XCom (which admittedly did have save slots) failing to take down an alien ship and letting them land and make a base, while not a GOOD thing, did open up a new mission opportunity that, while high risk, could gain you a lot.

That said, it sucks to loose progress to a bug or because, some part of the game did not behave how you thought it should. And as I said, I do save scum.
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Kate Wissen

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Re: Dave's Laundry List of Suggestions for Dwarf Fortress
« Reply #24 on: August 02, 2008, 02:17:36 am »

If nothing else I am in whole-hearted agreement for the option of Combat Details in DF Mode.

It really is the only reason I even consider using third-party software with this wonderful game.
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