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Author Topic: Dwarf Fortress Talk: Topic Discussion  (Read 33378 times)

metime00

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Re: Dwarf Fortress Talk: Topic Discussion
« Reply #90 on: May 19, 2011, 06:29:31 pm »

So now that we've seen the basic, basic frame work for magical effects, I'd love if Toady would ramble a little about where he sees it going, or where stuff is just a rough implementation and how it will improve. It's not quite the magic arc, but it's setting that up, and I wanna hear more.
The new magical effects and the curses and secrets system's future would be a meaty and interesting discussion, especially since magic was always such a far off thing that came out of nowhere this month. I'm sure I'm not the only one really anxious to see how the systems will be expanded for non-undeath magic.
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Live long if you can, and prosper by any means necessary.  Any means, Urist.  So pull that lever, or by Armok, I'll lock you outside come next siege.
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PlainTextMan

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Re: Dwarf Fortress Talk: Topic Discussion
« Reply #91 on: May 23, 2011, 07:42:25 pm »

I'd definitely vouch for Geology. I'm not very knowledgable about it, but my general fascination with rocks and the fact that I think geology plays an extremely important role in this game (which has taught me quite a few basics on the subject) are speaking.

Of course geology discussion could likely cause a bit of discussion on the dimensions of a tile. A subject which in its own right will likely cause three different DF talks, a flurry of forum posts and potential third world war if it is discussed comprehensively.
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piecewise

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Re: Dwarf Fortress Talk: Topic Discussion
« Reply #92 on: May 29, 2011, 10:16:59 am »

You know what I want to hear toady talk about, even if in passing? Bugs. Specifically bugs he fixes before release. A lot of the fun I have is hearing about the strange things that happen when toady misplaces a decimal or puts a tag in the wrong place and people start biting with their eyes or the sky catches on fire. It's like reading about the exploits of a rather "FUN" god experimenting with the fabric of reality.

afu

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Re: Dwarf Fortress Talk: Topic Discussion
« Reply #93 on: June 13, 2011, 02:52:33 am »

Economics & trade

This doesn't seem to be that popular, but I am fascinated by the economics of DF. Specifically:

1. How are prices set?
2. Since a Fortress can flood the world with money quite easily, is inflation a major problem and are there any plans to deal with this?
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metime00

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Re: Dwarf Fortress Talk: Topic Discussion
« Reply #94 on: June 25, 2011, 10:18:45 am »

Or maybe a talk about the world gen activities in general, and how they'd translate into release 5. Things such as the destruction of megabeasts in an area due to adventurer xenocide or the aforementioned fortress trade inflation.
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Live long if you can, and prosper by any means necessary.  Any means, Urist.  So pull that lever, or by Armok, I'll lock you outside come next siege.
He who plays with dwarves must take care that he does not become a dwarf.  And when you stare into DwarfFort, Dwarffort stares back into you.

Rainseeker

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Re: Dwarf Fortress Talk: Topic Discussion
« Reply #95 on: July 07, 2011, 05:57:25 pm »

Economics & trade

This doesn't seem to be that popular, but I am fascinated by the economics of DF. Specifically:

1. How are prices set?
2. Since a Fortress can flood the world with money quite easily, is inflation a major problem and are there any plans to deal with this?

This is a great question for a DF Talk, you should submit this to us.
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counting

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Re: Dwarf Fortress Talk: Topic Discussion
« Reply #96 on: July 16, 2011, 02:15:51 am »

I know that a functional economic system is not easy to setup, and I am rooting for the questions about how it may play out in DF. Hence my question is related to that if DF is going to build a monetary system of trading through market infrastructures, and will it be built from ground up? Will it be a graduate process of introducing goods-exchange-like system from caravan-arc with no real monetary structure involved, or will there be up to the level of financial markets designed in place, like banking, to facilitate trading from top to bottom? (money demand and supply are tricky business without financial system, and the reason behind phenomena like inflation)

Hopefully, it's not too detailed for a question. All I am curious is how will DF economy will be like as an agent-based simulations. 
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Currency is not excessive, but a necessity.
The stark assumption:
Individuals trade with each other only through the intermediation of specialist traders called: shops.
Nelson and Winter:
The challenge to an evolutionary formation is this: it must provide an analysis that at least comes close to matching the power of the neoclassical theory to predict and illuminate the macro-economic patterns of growth

Neonivek

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Re: Dwarf Fortress Talk: Topic Discussion
« Reply #97 on: July 16, 2011, 12:30:57 pm »

Given that economics has been a study for litterally hundreds of years and we STILL don't have it down... makes sense.

The harder to balance in my oppinion will likely be demand, especially since you would have to include things like shifting tastes, High-society demand, Demand from scarcity, Scarce but unwanted objects, and all that jazz. Heck Objects could even be split into their different parts so that Masterpeices could be worth a lot more in areas without people to craft such things.

Supply is tricky (though given that even large worlds are smaller then Europe) as you have to include distance and all that jazz, but it would be easier.

I think suffice it to say... I think I am going to listen to some Sax Jazz.
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counting

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Re: Dwarf Fortress Talk: Topic Discussion
« Reply #98 on: July 16, 2011, 08:48:15 pm »

Given that economics has been a study for litterally hundreds of years and we STILL don't have it down... makes sense.

And we've learned so much more right now. And currently we are already trying to build economic system from the ground up for the last decades, as using agent-based computation economics model (ACE) to see if the old theory can be experimented upon. It's simply doing something much like what DF is doing but focus on economic sectors.

Quote
The harder to balance in my oppinion will likely be demand, ...

Supply is tricky ...

...

I've made a post several months ago about how supply/demand models could be dangerous and hard to fine tuned (for designer), so it wasn't my question. And I've already known there is other way around than just simply input some supply/demand mathematical mechanisms. So my question is - Is DF trying to model it from ground up (without heavy rewrites of current stuff) and evolved its economic system over time and versions, like ACE models are evolved from previous ones? Or is it trying to build some complete infrastructures (with some unknown feature about monetary system, greatly rewrite current DF structure) like Toady always seems liked to do, and making it too much FUN?

P.S I have posted some essays for the interests of people reading text wall, or some economic theory and basic concepts. You can read them by searching keywords "Dwarconomy" or "monetary".
« Last Edit: July 17, 2011, 12:44:57 am by counting »
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Currency is not excessive, but a necessity.
The stark assumption:
Individuals trade with each other only through the intermediation of specialist traders called: shops.
Nelson and Winter:
The challenge to an evolutionary formation is this: it must provide an analysis that at least comes close to matching the power of the neoclassical theory to predict and illuminate the macro-economic patterns of growth

UristMcHuman

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Re: Dwarf Fortress Talk: Topic Discussion
« Reply #99 on: August 08, 2011, 09:51:40 pm »

Oregon Trail stuff

I created a challenge known as 'The Oregon Trail' on the wiki a few weeks ago. I remember typing 'Place 5x5 farm plots next to each dwarf's cabin' and it was changed to 10x10.
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