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Author Topic: What makes a story great?  (Read 3700 times)

Urist McOverlord

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Re: What makes a story great?
« Reply #30 on: March 27, 2010, 01:55:33 am »

While I regrettably cannot take a turn, as my willpower would certainly fail quite quickly, I give this venture my best hopes, and may you all perish in the true magma-funeral that all souls as dwarvenly as those of your own little avatars truly deserve.

Long story short, I'm watching, and may you die from magma, and not elves.
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Heron TSG

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Re: What makes a story great?
« Reply #31 on: March 27, 2010, 02:02:46 am »

I'm on Windows Vista here. Hopefully we're all on windows, because mac>windows>mac doesn't seem like it'd work too well.
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Particleman

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Re: What makes a story great?
« Reply #32 on: March 27, 2010, 08:19:08 am »

I'd like to give it a stab if you've got room for one more. Assuming my piece of crap computer can actually handle the new version at better than 2 FPS right off the bat.
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Eztuzt

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Re: What makes a story great?
« Reply #33 on: March 27, 2010, 11:24:00 am »

Im on Windows, and hell I'd love to give this thing a shot. I can wait a few dwarf-years to try out the new version, and it shouldn't be long if the map is a small 3x3. Playing Minecraft, I barely get over 20 fps and I can run DF smoothly on a 7x7 area somehow, so 3x3 shouldn't be slow at all.

But I wouldn't like a 3x3. I get crowded by myself when I use small maps like that, so I'd have to ask for a 4x5, or atleast a 4x4. We could fit a mountain biome, a river, a magma pipe, and perhaps even a few trees in the mix.

When the new version comes out, I don't think we should ween ourselves from anything. We need an area that has as much in it as possible so that we can discover as much as possible with the least amount of embarks used. A magma pipe, HFS, sand, terrifying, a bottomless pit. Heaven would be if we can fit all these in an area that's 6x6, I hope we could somehow get it in a 4x4. Infact, yesterday I was embarking and just picked a random spot to find that it had all of these things, only 5x5 (I'm still searching for HFS)

And now that I think about it, a chasm would be superb. We could probably get a glimpse of underground features right away since it cuts through all z-layers, and have a way larger chance not to miss anything underground.

Magma is a must, too. I'm looking to see if magma-burn victims can be healed successfully somehow (Amputations, etc) and we will need an area with trees and vegetation to experience and utilize the new health-care system (Splints, you know? I just want to see them in action.)

This is actually sounding like it would be near the ocean, since magma can be found easily along with that juicy thick rock under the aquifer, abundances of trees and sand, and maybe new uses for the useless driftwood. I'm not entirely sure about this though, because the aquifer and ocean could interfere with underground occurances, and I haven't really seen an ocean biome with a bottomless feature or mountain.Zombie Elephants


So, I'm asking for a terriying 4x4, magma, trees, sand, river, a chasm and a sign-up. No mountains necessary
Oh yeah, and this'll be my first succession fort. Hoorah~!
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Kagus

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Re: What makes a story great?
« Reply #34 on: March 27, 2010, 01:59:13 pm »

Yeah...  Only thing is, you know those people with less-than-fantastic DF rigs?  Well, I'm one of 'em.  Anything above 3x3 is playable, but not by much.

I do understand your concerns about crowding and resource availability though, and it's worth considering the extra space.  Again, as mentioned before, the new version should be incorporating some measures to help make things run smoother.

The reason I didn't bring things up features like underground ponds, chasms, bottomless pits and so on was because I'm not entirely sure that they're even going to exist in the next version, so searching for them might be a bit tricky.  I just assumed that they, being basic near-placeholders for real underground diversity, would get edged out by the actual UD update.  Always difficult to plan for something when you're not sure of what's coming up.

I'm also excited about the medical system.  I was planning on bringing along a trained surgeon as part of the starting seven, just to make sure we had someone.  As for how that relates to trees, it's quite possible that we'll find some tower-caps or whatnot underground.

As for the ocean, I'd...   Well, I tend to shy away from saltwater.  It just makes potable water all that more difficult to obtain.  But yes, these are all good points, and are exactly the reason why we should discuss stuff before charging ahead.


Also, welcome to the team!

Cheddarius

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Re: What makes a story great?
« Reply #35 on: March 27, 2010, 02:21:04 pm »

I vote we drop the first migrant wave off a bridge into an organ holding cell. Drop a plump helmet in every month or so for good behavior.
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Particleman

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Re: What makes a story great?
« Reply #36 on: March 27, 2010, 09:43:33 pm »

I vote we drop the first migrant wave off a bridge into an organ holding cell. Drop a plump helmet in every month or so for good behavior.

Any reason?
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Cheddarius

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Re: What makes a story great?
« Reply #37 on: March 27, 2010, 10:24:01 pm »

For surgery. This way we'll have fresh organs any time we need them. A lot of players like migrants and are good at training them, but I suck and only use them for haulers.

Also because it'll be hilarious.
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Deadbeard

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Re: What makes a story great?
« Reply #38 on: March 29, 2010, 01:23:30 am »

I will join you all in this endeavor. It will be my first, but I am not afraid.
I will have to request somewhere with iron. Or at least a lot of Goblins. With iron.

And I'm against the ocean idea, personally. Sure, it's a nice source of quickly-replenishing, infinite water, but so is a river, if not as quickly-replenishing. Also, how many layers below and above ground are we going to have? I'm fairly certain we can control that now. I'm almost positive that UG pools and rivers are out, in lieu of the new UG waterworks, and I don't know, but I think magma pipes are out, with a constant layer of magma on the bottom of the map.
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SethCreiyd

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Re: What makes a story great?
« Reply #39 on: March 29, 2010, 04:09:03 am »

One other thing about oceans is that they are unfriendly to lower-end systems' FPS, unless this is no longer relevant with the next version.

And if we're going to be harvesting people's organs, then we shouldn't waste good mushrooms on them.  Let them eat vermin.
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Zifnab

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Re: What makes a story great?
« Reply #40 on: March 29, 2010, 09:11:32 am »

I'd like to join the list of players, but will not for now.  I should be focusing on writing my thesis at the moment.  Since I won't have time to play the new version of DF anytime soon, maybe in a few weeks I'll ask for a turn.

I'm pretty sure that magma pipes are still in.  I remember reading something about a bug causing them to migrate.....on reclaim I think it happened.
 
I also think that the underground changes mean you can find HFS and magma, at least a limited quantity on any map if you dig deep enough.

I don't think that there are more fun layers under mountains than elsewhere anymore.  I'm pretty sure you can control # of layers below/above ground and tweak the number of rock layers between underground feature layers in the worldgen

Also, batmen and other underground creatures will spawn near edges in the underground features, but does anyone know if this extends to surface feature creatures like carp and hippos?

So to maximise the FUN aspect of the new version:
-a small map
 
-reasonable space above for those who like towers
 
-deep underground
 
-as many layers of  UG features as can be packed in
 
-nice set of mixed biomes (If you have terrifying and serene, can you get undead unicorns?)
 
-tropical environment for the large wilderness creatures

-a river for Undead hippos/carp?
« Last Edit: March 29, 2010, 09:25:46 am by Zifnab »
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Cheddarius

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Re: What makes a story great?
« Reply #41 on: March 29, 2010, 05:50:18 pm »

Yes, vermin sound good too. Maybe install a butcher shop down there so that they can eat any dead dwarves.
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Grimlocke

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Re: What makes a story great?
« Reply #42 on: March 30, 2010, 01:11:33 am »

Yeah, I saw that.  The cross-system issue never even occurred to me.

I've also got Windows, so it works for me.  I'd feel bad about making people wait even longer before getting their chance to play, but I'd also feel bad if I was excluding someone because of their OS.

If it comes down to it, we can try shuffling the turn order in the hopes that by the time their turn comes around, their OS will be supported.  It's a gamble though, and it's still not exactly courteous.

Letting windows users play first may sound unfair, but it will reduce waiting time for both them and non-windows users, the later wont have to wait or at least wait less for the windows users to finish.

It just seems a bit silly to lengthen the total waiting time by however many weeks it takes for the other OS versions to come out, just to keep it 'fair'. I suppose we could have a poll about it?


Also, what about worldgen? We could make at least a vague outline of the world we are going to use. Like whether we will use the new ocean surrounding feature, the worlds size and geology, the number of years to run history, the number of additional z-levels, etc.

Personally I find the default worldgens a bit lacking in variation. You need huge worlds to get all the biomes and creatures, and its a royal pain to find a site with both sedimentary rock and magma. Making a world with plenty of suitable fortress sites could let us run muiltiple fortresses on it, and even allow some adventuring 'fun'.

I would also to use the ocean surrounding feature, it wont have any influence on the actual fortress, but it looks pretty neat.
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Kagus

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Re: What makes a story great?
« Reply #43 on: April 01, 2010, 03:48:16 pm »

Alright, so the new version appears to be out (as in, Toady simply has a peculiar sense of timing, rather than an actual mean streak), so it's time to get started on this puppy.  Just downloaded the new version, and I'm gonna set it up in a bit.  I'll start a new thread for the real event, and slap a link in here when I've got it up.

In other news, I just peeked at the raws (in order to validate that this was indeed a new version and not just an April Fools joke)...  Jreengus Christ that's a lot of text!  I mean, I knew that things were going to swell up a bit what with all the new body parts/types/relations and such, but this is just insane!  The creature entries are ten times the size they were before!

Yikes...  Modders, you're in for some long nights.

EDIT:  Err...  I seem to have generated a world without elves.  Does this sparkle with everyone, or should I keep trying until I get contact with all the races?

Heron TSG

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Re: What makes a story great?
« Reply #44 on: April 01, 2010, 05:11:34 pm »

Who needs the bloodsucking demons? Let's get this show on the road!
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG
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