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Author Topic: Future of the Fortress  (Read 158141 times)

Savok

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Re: Future of the Fortress
« Reply #2100 on: August 22, 2007, 09:38:00 am »

We certaintly can wait.

In fact, some of us would like to wait, because we aren't yet very good at the current game.

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I3erent

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Re: Future of the Fortress
« Reply #2101 on: August 22, 2007, 02:19:00 pm »

Dont worry at least your kidney isnt this bad
http://www.pathology.vcu.edu/education/renal/images/dc-13.jpg

And those antibiotics should kick it right out mine went from a kidney to a urinary tract infection does it hurt when u pee?  ;)

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quot;I got really stoned a couple days ago and ended up talking to THIS GUY. anyway... I''m really drunk now. The guy said: There is this application called "Mya" MI-AH that makes animations of people that he paid $2000 for. F- that Jazz ARMOK ROCKS. FIGHT THE MAN, GO TEAM!

Kylaer

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Re: Future of the Fortress
« Reply #2102 on: August 22, 2007, 02:24:00 pm »

quote:
Originally posted by berent:
<STRONG>Dont worry at least your kidney isnt this bad
http://www.pathology.vcu.edu/education/renal/images/dc-13.jpg

And those antibiotics should kick it right out mine went from a kidney to a urinary tract infection does it hurt when u pee?   ;)</STRONG>


Just curious, are you a student/resident/attending at VCU?

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Toady One

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Re: Future of the Fortress
« Reply #2103 on: August 22, 2007, 04:35:00 pm »

Yeah, it seems like the antibiotics are working.  My back is still sore, but the fever is gone.  I'll try not to work too much today (I already did some more mindless cleanup by accident, but it was kind of relaxing).
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TheSpaceMan

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Re: Future of the Fortress
« Reply #2104 on: August 22, 2007, 04:42:00 pm »

Let keep the good health comeing. Glad to hear it's working and yourfeeling better. Code if it makes you relaxed but take a rest if you feel tired man. ^^

Do what feels best for you and we'll all back you all the way. ^^

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Fedor

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Re: Future of the Fortress
« Reply #2105 on: August 23, 2007, 05:48:00 am »

Comments on Dwarf Fortress (movement #1)

Same comments apply about personal opinion and possible repetition as in my previous post on this thread.


IMHO, lack of or fiddly knobs to control dwarf and object movement is the second weakest part of this game.

An example:  I want to build a bridge over the chasm.  One of my favorite things about this game is how detailed objects are, how neat they look, and - how cool is this? - that dwarves admire good work.  So I want to spend some time creating a thing of beauty instead of a grey rock slab.

Above, we see a Master Mason hard at work (green circle) making blocks.  The reason he's hard at work here is because moving the numerous existing marble blocks from the far away block depots is going to involve some serious micromanagement and a great deal of wasted labour.  Plus, I'm going to have difficulty using blocks for anything else while this is happening.  Also, even if I did move them, I wouldn't know which blocks were near and which far.  So the most practicable solution is to make a new set of blocks on site, and use only the ones at the bottom of the list.

Near him is a block depot (white circle).  The idea is for the blocks to be taken from the workshop to the nearest depot.  The haulers, however, are not doing this; they are (as far as I can tell - I'm probably wrong) are hauling to the nearest depot to where they were at the time they got the order.  Now, it's bad enough that haulers most of the way across the fortress are getting calls for this job when closer haulers are available (I've even got bedrooms for them), but having my only master mason pant from the river with every bloody block motivates me to extreme measures.

Like taking time from a fun game to post this plaint.


============

More generally:  Try as I might, I cannot figure out how to segregate my fortress into cooperating economic units.  The reason I want to do this is that different parts of the mountain are suited to different economic roles; I've got several indoor forests, a major silk-weaving operation headed by a legendary spinner, and various other neat things, but I also want to go into metalworking on a major scale, which means the magma, which means greater travel distance.

The reason for my failure is that:

Controls over the flow of goods are lacking.  Despite having abundant wood, abundant haulers, a furnace fuel stockpile set to take from the main wood depot, and having spent abundant time on the wiki, I cannot figure out how to keep it stocked except by overflow from the main depot.  So my charcoal maker runs back and forth.  Same with food, a far worse problem.  What I really need is a way to tell my dwarves such things as "The production chain runs from this pile, to this workshop, to that pile, to that workshop.  Overflow goes to the nearest legal depot.", and "I want at least X goods in this depot, if they are available anywhere and if they are not desired for immediate consumption."

Controls over the flow of hauler dwarves are even more lacking.  The map encourages a fortress to specialize by location.  This encouragement is reinforced by the vital need to stop excess running about.  The game design then works against itself by using (as far as I can tell) an all-fortress plotting system; every hauler dwarf will run everywhere, to handle any legal job, without any prioritization by location (as far as I can tell).  The deeper I dig, the less efficient my fortress becomes, which is terribly painful to witness.

[ August 24, 2007: Message edited by: Fedor ]

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Silveron

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Re: Future of the Fortress
« Reply #2106 on: August 23, 2007, 06:57:00 am »

Fedor... careful making clothes from the masterpiece cloth. Still makes the dwarves go bonkers when it gets worn out/rots.
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I3erent

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Re: Future of the Fortress
« Reply #2107 on: August 23, 2007, 10:12:00 am »

I have basically stopped using stockpiles for anything except food at this point, the finished goods will be kept in their respective workshops and i basically build things i need as i goto avoid the clutter.  I also tend to locate my shops centrally so its the same distance to anywhere on the map, i guess seems to work for me.  See, i want the fancy bridge too but i just let them go at it their own pace, you dont have to micromanage everything to play i found but it is a natural tendency to try to.  I think it is better to play and realize you as the player are not the king of the fortress!  We are more like an all seeing eye that watches what unfolds before us and occasionally we can influence the environment the dwarves live in.  Therefore i dont set up exact depots, long fancy stockpiles etc. Remember these little guys have their own desires, wants ,quirks, etc.
      I agree that in the future there needs to be more job friendly A.I. put in but in realization that this is an aplha and not close to completion i try to give old DF the benefit of the doubt and try not to let myself get frustrated (although it can happen), especcially when it comes to my precious!!!.....
    Rmember this is an alpha man....
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quot;I got really stoned a couple days ago and ended up talking to THIS GUY. anyway... I''m really drunk now. The guy said: There is this application called "Mya" MI-AH that makes animations of people that he paid $2000 for. F- that Jazz ARMOK ROCKS. FIGHT THE MAN, GO TEAM!

kitsu

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Re: Future of the Fortress
« Reply #2108 on: August 23, 2007, 10:53:00 am »

Also a lot of the things you are asking for are in the Core, Rec'd, or Bloat lists.  I recommend going through those lists at least twice before you request features.  Toady has some great things planned, and plenty of work lined up, no need to harass him with things he already plans to do   :D

That said - for me the most annoying thing is the 't' menu.  When I started playing again a few weeks ago I spontaneously remembered how to do most everything (long hours of training  ;)) but I didn't remember about the 't' menu.  It was very frustrating to have traps and roads and bridges suspended part way through construction with no way to resume them!  Other than that though I am happy enough with the current haphazard ui.  It works well enough, and there isn't any point polishing it when an unknown amount will need to be thrown out in the future   :roll:

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TheSpaceMan

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Re: Future of the Fortress
« Reply #2109 on: August 23, 2007, 04:13:00 pm »

Then only thing frustrating for me is that entering a area in adventure mode is Shitf Ö on a swedish keyboard. I have realy no clue why. Found it by accident. Havn't found a way to rebind adventuremode buttons either...
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Reign on your Parade

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Re: Future of the Fortress
« Reply #2110 on: August 23, 2007, 04:57:00 pm »

I'm pretty sure you do it the same way, you just do it while your in adventure mode.
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Tamren

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Re: Future of the Fortress
« Reply #2111 on: August 24, 2007, 12:52:00 am »

Someone mentioned Bioshock earlier, just fyi it has a rootkit included so avoid like the plague.

Will it be possible to set up floods so that you could use the river as a garbage disposal? Pile all your refuse in a tunnel attached to the river and wash it away with a flood.

That might cause problems though, imagine a blockage! better yet do the same thing but route it into the magma.

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Mechanoid

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Re: Future of the Fortress
« Reply #2112 on: August 24, 2007, 01:18:00 am »

quote:
Originally posted by Tamren:
Will it be possible to set up floods so that you could use the river as a garbage disposal?

Theoretically, yes. As long as a constant flow direction is present.

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Grek

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Re: Future of the Fortress
« Reply #2113 on: August 24, 2007, 06:06:00 am »

quote:
Originally posted by Mechanoid:
<STRONG>Theoretically, yes. As long as a constant flow direction is present.</STRONG>

WORKPLANS FOR TRASH DISPOSAL UNIT:

code:

 Floor 1       Floor 2  
#######~~~###  #############
#######~~~###  #############
########~~~##  #############
########~~~##  ############# STEP 1:
#########~~~#  ############# Find river.
........#~~~#  #############
#########~~~#  #############
########~~~##  #############
#######~~~###  #############

code:

 Floor 1       Floor 2  
#######~~~###  #############
#######~~~###  #############
###^####~~~##  ###v#########
###.####~~~##  ############# STEP 2:
###.#####~~~#  ############# Dig up.
........#~~~#  #############
#########~~~#  #############
########~~~##  #############
#######~~~###  #############

code:

 Floor 1       Floor 2  
#######~~~###  #############
#######~~~###  #############
###^####~~~##  ###v......###
###.####~~~##  ########..### STEP 3:
###.#####~~~#  ########..### Dig over river.
........#~~~#  ########..###
#########~~~#  ########..###
########~~~##  ########..###
#######~~~###  #############

code:

 Floor 1       Floor 2  
#######~~~###  #############
#######~~~###  #############
###^####~~~##  ###v.....###
###.####~~~##  ########.### STEP 4:
###.#####~~~#  ########.### Dig down into river.
........#~~~#  ########.###
#########~~~#  ########.###
########~~~##  ########.###
#######~~~###  #############

code:

 Floor 1       Floor 2  
#######~~~###  #############
#######~~~###  #############
###^####~~~##  ###v.....###
###.####~~~##  ########.### STEP 5:
###.#####~~~#  ########.### Asign hole leading into river as dump zone.
........#~~~#  ########.###
#########~~~#  ########.###
########~~~##  ########.###
#######~~~###  #############

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Deathworks

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Re: Future of the Fortress
« Reply #2114 on: August 24, 2007, 06:10:00 am »

Hi!

Mmmhhhh, dumping things in a particular habitat - that does remind me of something...

I wouldn't be too surprised if this could eventually lead to river creature retribution (with something better than just lizardmen and their kin, hopefully). After all, it isn't nice to dump your trash into other people's living room.

Deathworks

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