Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3

Author Topic: so... considering the move from 40d  (Read 7056 times)

schismatise

  • Bay Watcher
    • View Profile
Re: so... considering the move from 40d
« Reply #15 on: February 22, 2012, 07:08:23 am »

Random idea that just popped into my head due to post above and post above my first post:
What if we were to make some kind of 'compendium' thread and in it link all kinds of !!science!! so people can easily find the !!science!! and !!research!! and use it so that they can use it for more efficient fortresses?

That sounds like a solid idea, sir.
Logged

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: so... considering the move from 40d
« Reply #16 on: February 22, 2012, 07:19:12 am »

Random idea that just popped into my head due to post above and post above my first post:
What if we were to make some kind of 'compendium' thread and in it link all kinds of !!science!! so people can easily find the !!science!! and !!research!! and use it so that they can use it for more efficient fortresses?

That sounds like a solid idea, sir.

It would take regular maintenance to see if the !!science!! is still true, or true in earlier versions, adding new science threads and such things, tough.
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

FaultyLogic

  • Bay Watcher
  • [EDIBLE_RAW]
    • View Profile
Re: so... considering the move from 40d
« Reply #17 on: February 22, 2012, 07:45:07 am »

Is there even anything underground in 40d? I can't remember.
Logged
"It's unpossible!"

schismatise

  • Bay Watcher
    • View Profile
Re: so... considering the move from 40d
« Reply #18 on: February 22, 2012, 07:56:02 am »

It would take regular maintenance to see if the !!science!! is still true, or true in earlier versions, adding new science threads and such things, tough.

(sorry for derailing your thread but i think your question was answered anyway :P)

I think the best way to do it would be to simply search the boards for all !!science!! related threads, and then simply list them in one giant mega-thread, via links, sorted by date created. So, for example, if you're interested in military details, you hit up the mega-thread, find the military section, and then it's up to you as to whether you want to skim through the latest or thoroughly read some or all of the threads.

If i'm bored later in the week i might even do it... but don't quote me on that :)
Logged

Garath

  • Bay Watcher
  • Helping to deforest the world
    • View Profile
Re: so... considering the move from 40d
« Reply #19 on: February 22, 2012, 09:56:56 am »

Another thing, probably, edit [PET_EXOTIC] to [PET] or you won't be able to tame any of the nicer creatures, like giant lions.... I don't know how that worked in 40d. Did 40d have grazing already?
Logged
Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

G-Flex

  • Bay Watcher
    • View Profile
Re: so... considering the move from 40d
« Reply #20 on: February 22, 2012, 09:58:24 am »

Another thing, probably, edit [PET_EXOTIC] to [PET] or you won't be able to tame any of the nicer creatures, like giant lions.... I don't know how that worked in 40d. Did 40d have grazing already?

It did not. Thank God.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Garath

  • Bay Watcher
  • Helping to deforest the world
    • View Profile
Re: so... considering the move from 40d
« Reply #21 on: February 22, 2012, 10:11:35 am »

well, then thats a good warning: animals that usually eat grass or leaves will need a pasture to graze or they will starve. Some of the larger creatures will starve anyway, as they don't think things through good enough to make sure they get enough food. I'm sure I posted a summary of my interpretation of the grazing logic somewhere. Elephants, rhinos, giraffe and in my experience also waterbuffalos can not eat fast enough to stay alive.
Logged
Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

G-Flex

  • Bay Watcher
    • View Profile
Re: so... considering the move from 40d
« Reply #22 on: February 22, 2012, 10:21:30 am »

Animals also tend to get pissed and fight each other if they don't have enough space to themselves. Considering how their AI works, this probably means they'll get pissed by randomly bumping into other animals even when given adequate space, but I don't have a lot of experience in that so I couldn't say.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: so... considering the move from 40d
« Reply #23 on: February 22, 2012, 10:30:21 am »

It would take regular maintenance to see if the !!science!! is still true, or true in earlier versions, adding new science threads and such things, tough.

(sorry for derailing your thread but i think your question was answered anyway :P)

I think the best way to do it would be to simply search the boards for all !!science!! related threads, and then simply list them in one giant mega-thread, via links, sorted by date created. So, for example, if you're interested in military details, you hit up the mega-thread, find the military section, and then it's up to you as to whether you want to skim through the latest or thoroughly read some or all of the threads.

If i'm bored later in the week i might even do it... but don't quote me on that :)

Arr, i'll make a megathread now.

its time to !!search!!
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Psieye

  • Bay Watcher
    • View Profile
Re: so... considering the move from 40d
« Reply #24 on: February 22, 2012, 10:50:15 am »

Random idea that just popped into my head due to post above and post above my first post:
What if we were to make some kind of 'compendium' thread and in it link all kinds of !!science!! so people can easily find the !!science!! and !!research!! and use it so that they can use it for more efficient fortresses?
You mean the one linked in Girlinhat's sig?
Logged
Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Mr. Palau

  • Bay Watcher
    • View Profile
Re: so... considering the move from 40d
« Reply #25 on: February 22, 2012, 10:50:41 am »

I too had long abandoned the military as just the migrant meat grinder, until i heard some one post instructions on how to start out with an effective military. When you embark take 2 dwarves, give them proficient teacher, and make them proficient in a weapon skill of your choice. As soon as you hollow out an area for them to train in, which can be as simple as just a 5x5 room with a chest in the middle, put them in a two person squad and make them train constantly. At first long patrol duty will bother them but over time they will get it over it and I have never seen it make them seriosly unhappy. Then whenever you choose you can splint their squad and have them in two 2 person squads, where they can train unexperinced dwarves. Thier teaching skills makes them much better then just stuffing two migrants in a room and yelling "SPAR!!!". You should only have them in two person squads through, any bigger and it reduces the odds they will spar.  Oh and having them go out and hunt animals is a good idea both for training and food, just make sure you go to the "o"order menu and have dwarves gather refuse from outside.
Logged
you can't just go up to people and get laid.

ancistrus

  • Bay Watcher
    • View Profile
Re: so... considering the move from 40d
« Reply #26 on: February 22, 2012, 10:52:47 am »

Speaking as someone who played 40d a lot and took much time to move on, here are some things I found very important:
-Underground is different. Aside from new features, expect to have many more z-levels to dig in. Sometimes way, way too many, which is bad for fps. You may reduce the cavern number to 1 while still keeping all but one feature(curious underground structure).
-You will spend less time searching for good sites. I still remember the frustration of the impossible task of searching for a 2x2 embark with magma, running water, adamantine and chasm, heh. On the other hand you cant tell what kind of layer stone there will be.
-You may not like the way metals are handled. Nowadays, any part of a biome will look the same, mineral-wise. If a biome has hematite, it will have TONS of hematite, everywhere. Exploratory mining will be totally unnecessary, carving a single-colored rooms extremely unlikely.
-People may complain about military, but seriously, if you have been playing for so long you will do fine. It is not half as bad as they make it seem. Plus, you now have much more control.
-Burrows. The most important difference it made (for me) is increased ability of the player to murder specific dwarves. Pastures make it easy to murder specific pets of dwarves. Basically, you can kill anything you desire.
-Many of the nobles are now chosen by you. You lose the excuse for killing them, which may be sad for you.
-Migrants have now all sorts of skills, sometimes up to legendary. I find this annoying and depressing, you may too.
-No more superdwarves.
-Healthcare. Which is fine. Most of it is about dealing with diseases, which are a new thing too.
-Slower world generation. Medium region and 1050 years? Only if you are a masochist.
Logged

deoxy

  • Bay Watcher
  • Insert witty comment here.
    • View Profile
Re: so... considering the move from 40d
« Reply #27 on: February 22, 2012, 11:00:25 am »

Speaking as someone who played 40d a lot and took much time to move on, here are some things I found very important:
-Underground is different. Aside from new features, expect to have many more z-levels to dig in. Sometimes way, way too many, which is bad for fps. You may reduce the cavern number to 1 while still keeping all but one feature(curious underground structure).
-You will spend less time searching for good sites. I still remember the frustration of the impossible task of searching for a 2x2 embark with magma, running water, adamantine and chasm, heh. On the other hand you cant tell what kind of layer stone there will be.
-You may not like the way metals are handled. Nowadays, any part of a biome will look the same, mineral-wise. If a biome has hematite, it will have TONS of hematite, everywhere. Exploratory mining will be totally unnecessary, carving a single-colored rooms extremely unlikely.
-People may complain about military, but seriously, if you have been playing for so long you will do fine. It is not half as bad as they make it seem. Plus, you now have much more control.
-Burrows. The most important difference it made (for me) is increased ability of the player to murder specific dwarves. Pastures make it easy to murder specific pets of dwarves. Basically, you can kill anything you desire.
-Many of the nobles are now chosen by you. You lose the excuse for killing them, which may be sad for you.
-Migrants have now all sorts of skills, sometimes up to legendary. I find this annoying and depressing, you may too.
-No more superdwarves.
-Healthcare. Which is fine. Most of it is about dealing with diseases, which are a new thing too.
-Slower world generation. Medium region and 1050 years? Only if you are a masochist.

THIS is the sort of stuff I was after - thank you!

Most of that isn't so bad... I have a pretty serious habit of playing "no migrants" games, or the legendary migrants would have been pretty annoying.  Picking you own nobles sounds really nice, actually!

What do you mean by "no more superdwarves"?
Logged

ancistrus

  • Bay Watcher
    • View Profile
Re: so... considering the move from 40d
« Reply #28 on: February 22, 2012, 11:05:40 am »

Their physical skills are now capped. No more hitting enemies so hard that they fly over the map and explode upon impact.

But, come to think of it, I am not sure if they werent already capped in 40d17 or such.
Logged

MaskedMiner

  • Bay Watcher
    • View Profile
Re: so... considering the move from 40d
« Reply #29 on: February 22, 2012, 11:16:32 am »

HFS is different too. Titans are also generated randomly so they aren't megabeast version of giants anymore.
Logged
Pages: 1 [2] 3