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Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84136 times)

Meph

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #165 on: June 10, 2013, 09:29:12 pm »

Ehm, yeah. Because its not Masterwork 3b, its only the one set of raws for Phoebus. There are other things missing, like the string-dump changes in the exe and scripts for dfhack and the ironhand/ascii raw sets, and the manual (probably should have packed the manual as well, no one can play kobolds otherwise, lol), and the quickstart guides...
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geronimo

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #166 on: June 10, 2013, 10:06:48 pm »

a magistrate typically acts as a judge or some other member of local government, depending on the cultural reference.  But I do agree that psychiatrist is not quite right.

Since the psychiatrist position, in game, is one who tries to keep things on an even keel, I'd think Bartender would be more fitting to our little alcohol dependent cretins.

Yes, I knew that while suggesting. I only thought that would be the perfect person dwarves would run to with their troubles in my opinion ;)
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geronimo

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #167 on: June 10, 2013, 10:46:40 pm »

Also, and I would like to apologise in advance for making 2 suggestions in a row, I can imagine the amount of work you already have up your sleeve, and the amount of work you'vs already done, and again I do greatly adore your mod.

I felt farming in early game was hard, no killer. I understand you are still balancing features but would it be possible to have plant growth reduced over time rather than right off the bat. For example farming in one area uses up all nutrients and so slows down crop growth. In middle game I have a surplus of crops, but three seasons in and my dwarves have been eating vermin, which they rightly deserve of course (especially those nobles). I know it can be disabled but I thought that would be an interesting mechanic to lead to more interesting things like crop-rotation (well at least I think it is interesting).

Of course these are only my observations which I thought may be useful to you and the future of the mod. :)
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Brilliand

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #168 on: June 10, 2013, 11:33:13 pm »

I felt farming in early game was hard, no killer. I understand you are still balancing features but would it be possible to have plant growth reduced over time rather than right off the bat. For example farming in one area uses up all nutrients and so slows down crop growth. In middle game I have a surplus of crops, but three seasons in and my dwarves have been eating vermin, which they rightly deserve of course (especially those nobles). I know it can be disabled but I thought that would be an interesting mechanic to lead to more interesting things like crop-rotation (well at least I think it is interesting).

That would be interesting, but also very hard to make.  DF makes no allowance for plants having different growth cycles in different places.  Perhaps a DFHack plugin could randomly destroy some crops if you grow the same thing in the same place too many times, but even that would be fairly difficult, and certainly beyond what could be done with raws alone.
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

geronimo

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #169 on: June 10, 2013, 11:45:10 pm »

I felt farming in early game was hard, no killer. I understand you are still balancing features but would it be possible to have plant growth reduced over time rather than right off the bat. For example farming in one area uses up all nutrients and so slows down crop growth. In middle game I have a surplus of crops, but three seasons in and my dwarves have been eating vermin, which they rightly deserve of course (especially those nobles). I know it can be disabled but I thought that would be an interesting mechanic to lead to more interesting things like crop-rotation (well at least I think it is interesting).

That would be interesting, but also very hard to make.  DF makes no allowance for plants having different growth cycles in different places.  Perhaps a DFHack plugin could randomly destroy some crops if you grow the same thing in the same place too many times, but even that would be fairly difficult, and certainly beyond what could be done with raws alone.

Yeah, thats why I prefer to make observations rather than suggestions because I have no idea what the modders are going through and appreciate their work and their solution to the problem :). What you said is an example of what I mean, and an interesting one but I don't think killing the crops is what I wanted. I only thought it may be possible to have varying growth as growth time was already changed in the mod, but yeah having it in different areas is something else :)
« Last Edit: June 10, 2013, 11:52:40 pm by geronimo »
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Brilliand

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #170 on: June 11, 2013, 12:00:02 am »

Come to thing of it, the crop growth cycles might be one of the things that can be changed without a worldgen.  I suggest starting a fort with harding farming turned off, then once you're established, turning on harder farming and copying the raws folder from the main DF folder into the save folder.  (Make a backup of the save first if you don't want to risk losing it, but I'm pretty sure this will work.)
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

geronimo

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #171 on: June 11, 2013, 12:12:01 am »

Come to thing of it, the crop growth cycles might be one of the things that can be changed without a worldgen.  I suggest starting a fort with harding farming turned off, then once you're established, turning on harder farming and copying the raws folder from the main DF folder into the save folder.  (Make a backup of the save first if you don't want to risk losing it, but I'm pretty sure this will work.)

Good idea, but on the Settings page of the manual, it says this:
WARNING: All changes, except the ones on the first page, require a need world to be created.
and Harder Farming is under Misc. Features, which is the last page :P
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Brilliand

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #172 on: June 11, 2013, 01:19:52 am »

Come to thing of it, the crop growth cycles might be one of the things that can be changed without a worldgen.  I suggest starting a fort with harding farming turned off, then once you're established, turning on harder farming and copying the raws folder from the main DF folder into the save folder.  (Make a backup of the save first if you don't want to risk losing it, but I'm pretty sure this will work.)

Good idea, but on the Settings page of the manual, it says this:
WARNING: All changes, except the ones on the first page, require a need world to be created.
and Harder Farming is under Misc. Features, which is the last page :P

That warning's not quite correct.  The settings on the first page will work if you just change them, easy.  All of the other settings require the raws folder in the save to be replaced, and might break the save or otherwise not work, depending on the details of their implementation.

Just tried it - switching on harder farming does not break the save.  My prediction is that crops already planted will stay on the old growth cycle, but any crops you plant after making the change will use the new growth cycle.  Guess I may as well test that in detail... it'll only take a season or so.

EDIT: Looks like my prediction was wrong.  After I disabled harder farming, all of my plants were harvested by the end of the season, regardless of whether they were planted before or after I disabled harder farming.  Planted some new crops and enabled harder farming again, then planted some more crops, and none of my crops were harvested anytime soon.  The changes are immediate.

(Technical details: The first batch of crops were planted in early spring and harvested in late spring.  The second batch was planted in late spring, and I gave up on them in early autumn.)
« Last Edit: June 11, 2013, 01:49:01 am by Brilliand »
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.
Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #173 on: June 11, 2013, 02:11:59 am »

I enjoyed having harder farming on, only because of the satisfaction once I got all my magma workshops up and running, making loads of potash out of slag in the slag pit. Suddenly booze isn't an issue and everyone is rejoicing.

The only problem I had was not knowing about the bug regarding workshops needing to have their supplies in the same burrow. I spent hours trying to figure out why I couldn't use my awesome magma blast furnace and my crucible, but I finally found the bug list in the manual and am now pumping out steel like crazy.

One of my favorite moments so far, not only for Masterwork but in years of playing DF in general, involved one of my veteran legendary marksdwarves. This lady dwarf had been serving her fortress since the first year, but during a particularly nasty fight with automatons who breached the melee defenses and charged the marksdwarves, she lost her grasp and had serious leg injuries that she never recovered from. I was constantly getting awful, sad messages about how she couldn't even store her personal items because of her injuries, and she just sort of hobbled around everywhere. She went from being a hero to a peasant who had no purpose.

Once I finally got a Fountain of Eternal Youth built, I set her to a burrow on the fountain and had the sorcerer repeat the healing ritual over and over. The message that popped up when she was healed was amazing. I swear I've never been so satisfied in a game, watching her go to the armory and put her armor back on so that she could rejoin her squad. So stupidly awesome, I love this stuff.

Just thought I'd share! Tomorrow night I'm going to get some guilds going and start producing firearms and turrets.
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Werdna

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #174 on: June 11, 2013, 11:50:27 am »

To me Harder Farming is kinda meaningless in mid to late game (just plant a few more farms, and fertilize), it only really affects embark screen and the first year or so.  I simply embark with enough meat (and extra seeds for the larger farm plots) to last me to my first caravan, and that caravan's food carries me to my first crop.  I've heard its even easier with some egg-layers, but I hate fiddling with nests.  And there's always hunting, although that needs to be micromanaged quite a bit due to the increased difficulty of the wandering animal/monster packs.

Even once invader butchering is removed it will need just a little adjustment; seeds are easy to come by and its trivial to add farm plots and add an extra farmer or two.
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jimboo

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #175 on: June 11, 2013, 05:37:15 pm »

To me, Harder Farming is kinda meaningless in mid to late game [clip].  I've heard its even easier with some egg-layers, but I hate fiddling with nests.  And there's always hunting, although that needs to be micromanaged quite a bit due to the increased difficulty of the wandering animal/monster packs.

Egg-layers: not so much, anymore.  “Omeletteville” was one of the things that annoyed Meph about the vanilla DF so turkeys now have a clutch of two, not seventeen.  I still keep some because – until the hardcode bug is fixed – a stack of bones is a stack of bones and sequentially butchering birds still gives a stack, each.  For (reasonably) straight ROI, the Mountain Tuskox seems to give the highest yield.  They breed fairly quickly, defend themselves very well and give a lot of meat along with that one stack of bones.  (Maybe some players are raising herds of sauropods; I just can’t see it.)  Harder farming: as you say, it isn’t that big a deal with the Guildhall and easy slag fertilizer for larger plots.  The maturation time for mushrooms isn’t really accurate anymore but in vanilla, one skilled Grower could feed a fortress with a fertilized plump plot of 3x3 along with a few turkeys and peafowl.  Hunting is still one of the best ways to early train your marksdwarves. 
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Z1000000m

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #176 on: June 11, 2013, 06:23:51 pm »

I strongly disagree with the placement of reactions to make totems and statues needed for the temples. Seriously, without reaction list being there in the manual, along with listed reagents, it took me like 10 minutes to figure out exactly what was going on.

Really, just move this to craftdwarfs and masons respectively. Crafting ,imo, does not belong in a temple. Let alone two diffrent ones for no reason.
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Brilliand

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #177 on: June 11, 2013, 07:00:25 pm »

I strongly disagree with the placement of reactions to make totems and statues needed for the temples. Seriously, without reaction list being there in the manual, along with listed reagents, it took me like 10 minutes to figure out exactly what was going on.

Really, just move this to craftdwarfs and masons respectively. Crafting ,imo, does not belong in a temple. Let alone two diffrent ones for no reason.

Ah yes... i remember searching through the raws for this information.

The point of doing it this way was to force the temples to be built in a certain order.  I'm not sure that means much, though, since it's easy enough to deconstruct them afterward.

I think the thematic angle is covered - it isn't crafting, it's blessing.  You're sanctifying the totems and statue for use in the temple.  It does need to be clearer how one is to go about building a temple, though.  (Or maybe the build order requirement should simply be scrapped - there are, after all, valid reasons to build the smaller religious buildings even if you already have a temple.)

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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

FengYun

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #178 on: June 12, 2013, 03:02:10 am »

Hopefully it will be included in the manual.
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Crioca

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #179 on: June 12, 2013, 04:29:48 am »

The Champion noble, could we get a decent description in the manual of what it is they do?

Thanks :)
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