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Author Topic: Dwarf Fortress 0.31.19 Released  (Read 169530 times)

Taricus

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Re: Dwarf Fortress 0.31.19 Released
« Reply #255 on: February 17, 2011, 12:29:38 pm »

Larger deposits if we're going down the economy route.
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daishi5

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Re: Dwarf Fortress 0.31.19 Released
« Reply #256 on: February 17, 2011, 12:33:45 pm »

Yes. I'm kind of annoyed that people look at the mineral distribution we have now, and instead of realizing it as a work in progress that needs adjustment and depends on other features to work properly, just assume that it's bad, that they don't like it, and that it shouldn't be imposed on them. Yeah, it sucks right now, and that's why we need to consider what's wrong with the current implementation and how to improve it.

For myself at least, I really want to play with all the new features, but the idea of having a fort with no metal that I can make armor or weapons out of is kinda of scary.  I don't want to turn off invasions, but I do want to be able to defend myself.  I think most of us wouldn't mind skipping this update till the metal issue is fixed, except it seems to be filled with so much else that is awesome. 
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Vorthon

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Re: Dwarf Fortress 0.31.19 Released
« Reply #257 on: February 17, 2011, 12:35:48 pm »

Yes. I'm kind of annoyed that people look at the mineral distribution we have now, and instead of realizing it as a work in progress that needs adjustment and depends on other features to work properly, just assume that it's bad, that they don't like it, and that it shouldn't be imposed on them. Yeah, it sucks right now, and that's why we need to consider what's wrong with the current implementation and how to improve it.

For myself at least, I really want to play with all the new features, but the idea of having a fort with no metal that I can make armor or weapons out of is kinda of scary.  I don't want to turn off invasions, but I do want to be able to defend myself.  I think most of us wouldn't mind skipping this update till the metal issue is fixed, except it seems to be filled with so much else that is awesome. 

Bees and eggs and clay and giant towns with populations in excess of 1000, some of which have their entire population as shopkeepers, and are filled with nothing but shops. (That last one's probably a bug...)
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agatharchides

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Re: Dwarf Fortress 0.31.19 Released
« Reply #258 on: February 17, 2011, 12:36:07 pm »

There is still metal. You just have to embark where it says metal or preferably metals and hope one of them is iron. The sitefinder can usually turn up something worth looking at if you aren't picky about your aboveground biomes.
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Zesty

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Re: Dwarf Fortress 0.31.19 Released
« Reply #259 on: February 17, 2011, 12:38:30 pm »

Result: egg-laying creatures reproduce through eggs. Importing cave crocodile eggs won't get you a baby cave croc, unless I can get it into the nest box somehow.
Make garbage dump on the nest. Specify egg for dump.

Now do it with a Serpent egg.
Receive Basilisk.
Enjoy.
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G-Flex

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Re: Dwarf Fortress 0.31.19 Released
« Reply #260 on: February 17, 2011, 12:40:24 pm »

Result: egg-laying creatures reproduce through eggs. Importing cave crocodile eggs won't get you a baby cave croc, unless I can get it into the nest box somehow.
Make garbage dump on the nest. Specify egg for dump.

Now do it with a Serpent egg.
Receive Basilisk.
Enjoy.

There's a world of difference between "on the same tile as a nest box" and "in a nest box".
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Orkel

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Re: Dwarf Fortress 0.31.19 Released
« Reply #261 on: February 17, 2011, 12:44:46 pm »

Yes. I'm kind of annoyed that people look at the mineral distribution we have now, and instead of realizing it as a work in progress that needs adjustment and depends on other features to work properly, just assume that it's bad, that they don't like it, and that it shouldn't be imposed on them. Yeah, it sucks right now, and that's why we need to consider what's wrong with the current implementation and how to improve it.

For myself at least, I really want to play with all the new features, but the idea of having a fort with no metal that I can make armor or weapons out of is kinda of scary.  I don't want to turn off invasions, but I do want to be able to defend myself.  I think most of us wouldn't mind skipping this update till the metal issue is fixed, except it seems to be filled with so much else that is awesome.

If only leather armor did something.. it really needs a buff. Seriously. It's like paper in the current DF.
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agatharchides

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Re: Dwarf Fortress 0.31.19 Released
« Reply #262 on: February 17, 2011, 12:46:48 pm »

Might help. In RL Kings and barons who could afford the best used high quality boiled leather in preference to plate for a few centuries.
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Orkel

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Re: Dwarf Fortress 0.31.19 Released
« Reply #263 on: February 17, 2011, 12:53:07 pm »

Might help. In RL Kings and barons who could afford the best used high quality boiled leather in preference to plate for a few centuries.

Could be nice. Anything to get better leather armor! It was used so much in the ancient times, and it's pretty effective, but in DF it's as useful as normal clothing when faced with anything better than the teeth of a dog or something.

If metal is going to be scarce, especially then we need a buff to "worse" materials.
« Last Edit: February 17, 2011, 12:55:42 pm by Orkel »
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Askot Bokbondeler

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Re: Dwarf Fortress 0.31.19 Released
« Reply #264 on: February 17, 2011, 01:00:33 pm »

If metal is going to be scarce, especially then we need a buff to "worse" materials.

sounds good. off to the modding forum

Greiger

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Re: Dwarf Fortress 0.31.19 Released
« Reply #265 on: February 17, 2011, 01:07:29 pm »

I just thought of something....

Toady always seemed to like the idea of sending an adventurer to a potential site first to scout it out.

Currently doing so will let us know what the soil is and maybe the top layer of rock or so, with what the lower levels are if you can manage to spelunky your way to the site in the caverns.  Combine that with shallow metals and deep metals and some basic geology, and it gives a fairly reasonable idea of what will be at the site.

Once DFHack offsets are found, we could use that with prospector and get a detailed idea of a site before embark.

Just think, adventurers sent by the mountain home, not to save the world, or kill monsters, but to prospect sites for ore!
« Last Edit: February 17, 2011, 01:09:39 pm by Greiger »
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Psieye

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Re: Dwarf Fortress 0.31.19 Released
« Reply #266 on: February 17, 2011, 01:21:07 pm »

Yes. I'm kind of annoyed that people look at the mineral distribution we have now, and instead of realizing it as a work in progress that needs adjustment and depends on other features to work properly, just assume that it's bad, that they don't like it, and that it shouldn't be imposed on them. Yeah, it sucks right now, and that's why we need to consider what's wrong with the current implementation and how to improve it.

Like my stepfather says: Suck it up, buttercup. Even though I'm a guy...
Actually that "suck it up" comment implies this is some permanent thing and you'll have to live with it as is forever. A better comment would be "hang tight" as that implies this is merely a transient phase.
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Vorthon

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Re: Dwarf Fortress 0.31.19 Released
« Reply #267 on: February 17, 2011, 01:22:27 pm »

Yes. I'm kind of annoyed that people look at the mineral distribution we have now, and instead of realizing it as a work in progress that needs adjustment and depends on other features to work properly, just assume that it's bad, that they don't like it, and that it shouldn't be imposed on them. Yeah, it sucks right now, and that's why we need to consider what's wrong with the current implementation and how to improve it.

Like my stepfather says: Suck it up, buttercup. Even though I'm a guy...
Actually that "suck it up" comment implies this is some permanent thing and you'll have to live with it as is forever. A better comment would be "hang tight" as that implies this is merely a transient phase.

Feh. Different locations, different idioms and mannerisms and such.
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addictgamer

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Re: Dwarf Fortress 0.31.19 Released
« Reply #268 on: February 17, 2011, 01:27:31 pm »

Just think, adventurers sent by the mountain home, not to save the world, or kill monsters, but to prospect sites for ore!

This right there caught my eye. Hehehe...I'd love this scenario:
"I have created a new adventurer. I'll go to the local officials now.
Oh, hi local officials. You are looking to hire some adventurers? Eh, tell me what you have.
Oh? Prospector you say?
Really? I get my own escort to a mountain, and I have permissions to start my own home there as long as I prospect the area?
Awesome! So I have 100 points to spend on some supplies to take with me...How many points to hire a guard?
Ok, I'll take that then. I'll spend the other 50 points on a pick, a sword, a donkey, and some food."
:D

Oh hey look, rarity of metals. My opinion there: Eh...I see what you mean by not turning out as expected.
Anyway, I shall now head off to test the new features.

I'm very excited, keep up the good work Toady!
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Thoranius

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Re: Dwarf Fortress 0.31.19 Released
« Reply #269 on: February 17, 2011, 01:30:11 pm »

The metal abundance (or scarcity, depending on how you view it) being a toggle in the init files is a good idea, but how about a toggle for it in the world gen menu, instead? Seems like it would make more sense there, and be a bit user friendly for those players who prefer not to go digging through the learning curve of changing init files and the like. (not saying I'm one of those, mind you, just after dealing with my computer-illiterate uncle all day yesterday, I could see that point of view)

Other than that, excellent job. Now once the rewrite comes back out that addresses the lack of fill rate on artificial ponds, I'll be golden.
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