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Average Bear posted:I just had a vampire kill one of my dwarves. I started investigating visitors, and the guy who confessed was carrying a book he wrote. In it, it describes his real name and vampire status in regards to his marriage. The dwarf version of mycrimes.txt
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# ? May 20, 2022 22:57 |
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# ? Apr 26, 2024 11:14 |
Average Bear posted:I just had a vampire kill one of my dwarves. I started investigating visitors, and the guy who confessed was carrying a book he wrote. In it, it describes his real name and vampire status in regards to his marriage. dracula is famously a wife guy
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# ? May 20, 2022 23:02 |
"If I did it"
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# ? May 21, 2022 08:23 |
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Alli want from the steam version is payable kobolds or mixed dwarf / kobolds forts
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# ? May 21, 2022 11:03 |
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you could do that right now with mods and there hasn't even been a whisper of indication that the Steam version is going in that direction. what are you waiting for? in particular i think all you have to do to get Kobolds eligible as visitors is remove [ITEM_THIEF] from their raws entry so they're not permanently hostile to your civ, and add [CAN_SPEAK] so they can interact with dwarves retrofitting other species for primary fortress mode play is a bit more complicated since a lot of civs lack structures, recipes, and social roles that fortress mode sort of needs to function properly, but it's also a very popular thing for existing modders to do; i'd be shocked if there isn't a ready-made "playable kobolds" out there already
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# ? May 21, 2022 19:42 |
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It was a joke, but I may actually look into that
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# ? May 22, 2022 05:43 |
While I like both, one of the differences between DF and Rimworld is that Rimworld has direct control, whereas DF offers no direct control of Dorfs. Dorfs do their own thing, sometimes irrespective anything else to the detriment of the entire fort.
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# ? May 22, 2022 09:11 |
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The main reason I can't get into Rimworld is the lack of z-layers. That's a really major obstacle since everything I do in DF tends to be more vertical than horizontal and moving on to Rimworld feels like having your toolkit broken in half and trampled upon.
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# ? May 22, 2022 10:05 |
steinrokkan posted:It was a joke, but I may actually look into that kobolds are one of masterwork's fortress species, they focus on building a village using wood and animal products
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# ? May 22, 2022 14:27 |
steinrokkan posted:The main reason I can't get into Rimworld is the lack of z-layers. That's a really major obstacle since everything I do in DF tends to be more vertical than horizontal and moving on to Rimworld feels like having your toolkit broken in half and trampled upon.
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# ? May 22, 2022 15:23 |
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If I can't erect a tower of cast obsidian with a floor representing every month and an engraving representing every day of the year what is even the point? Rimworld did help me see Dwarf Fortress from the outside though; I like reading about it much more than I like playing it.
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# ? May 22, 2022 15:32 |
RimWorld is terrible, one of the ugliest possible videogame art styles combined with gameplay that's less interesting than old 2D Dwarf Fortress was.
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# ? May 22, 2022 16:10 |
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I don't agree
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# ? May 22, 2022 16:33 |
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Dwarf Fortress rules in a thousand ways, but Rimworld’s combat is frankly better. Cover, range, melee, weather, armor, AoE, fire, tech level, all are relevant factors the player can interact with, but none of them are the end-all factor. Dwarf Fortress just has a lot less there. Control over your troops is hilariously confusing and bad, (REALLY looking forward to the UI updates for this one) there’s no way to use fire or AoE, there’s very few kinds of weapons, mostly completely interchangeable, cover is meaningless since troops don’t know how to use it, and frequently the entire thing is a foregone conclusion because armor hardness is such an overwhelming determinant that almost nothing else matters.
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# ? May 22, 2022 16:58 |
it's almost as if rimworld is a game where controlling a small group of people against increasingly more difficult invaders until you can escape off world while dwarf fortress is a game of making a civilization in a world occasionally onset by forces of darkness spawned from hell
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# ? May 22, 2022 17:05 |
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Yes, the ostensible meta may be different, doesn't mean one game can't be better than the other
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# ? May 22, 2022 17:11 |
steinrokkan posted:Yes, the ostensible meta may be different, doesn't mean one game can't be better than the other They're different? You can enjoy one more than the other but they aren't trying to do the same thing even if they're in the same genre. I love Rimworld but it's really a small colony sim and it excels at that. Obviously it's UI is a lot cleaner and more intuitive but Dwarf Fortress level of simulation/world interaction is far beyond Rimworld. That said I have way more hours in Rimworld than Dwarf Fortress just because it's far easier to pick up and play. I plan to put a lot more time in DF with the Steam release.
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# ? May 22, 2022 17:17 |
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neither Rimworld nor Dwarf Fortress combat is engaging enough to be any fun but Dwarf Fortress makes it easier to completely ignore or completely overpower combat
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# ? May 22, 2022 18:47 |
i only did the combat for the free goblin socks
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# ? May 22, 2022 19:28 |
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Are both games still easily trivialized by flooding the map with traps?
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# ? May 22, 2022 20:56 |
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Khanstant posted:i only did the combat for the free goblin socks Right; to the extent that Dwarf Fortress functions as a game vs. as an ant farm*, it's mostly a game about resource management and supply chains. Goblin invasions, in this context, are a semi-unpredictable influx of raw materials, and dealing with that influx is the most interesting thing about them. I like Rimworld too but it definitely chose to focus on time pressure and to make combat slightly more "core" to the experience than DF did, and I think it suffers for it. If you forced me to evaluate the two combat systems in a vacuum I'd agree with the people who say Rimworld's is better, but in the respective games they actually exist in, I just don't think the difference helps enough to matter. * No judgment, ant farms are cool too.
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# ? May 22, 2022 21:18 |
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similarly if you wanted to make Dwarf Fortress more engaging as a game (that is, something with a goals, maybe even a win condition, and skills to master in pursuit of that goal) the answer definitely wouldn't be to make sieges have an easier time breaking down the walls and killing everyone. that'd suck. it would be to do the Caesar III-style thing where you're trying to support ever-more-sophisticated tastes and requirements among your populace and designing ever-more-elaborate logistics networks to support them, and where resource inputs and outputs are complex enough that navigating this process is something you can be meaningfully good at higher stakes don't make a shallow system any more interesting; difficulty and challenge are two different things Tuxedo Catfish fucked around with this message at 21:23 on May 22, 2022 |
# ? May 22, 2022 21:21 |
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ninjewtsu posted:Are both games still easily trivialized by flooding the map with traps? rimworld tries harder to prevent this but it is still completely subvertable if you really want to even under the vanilla rules, you can colonize tiles that will never generate drop pod raids so enemies always approach from the edges of the map, never bring sappers, never send siegers with mortars etc; and you can place very specific constructions that will make the invaders path 100% reliably, so if you really want do you can herd them into a giant freezer/oven that they will just walk into and all die e: worth noting that if you don't care to go through that rigmarole you also have control over which factions will send hostile raids against you (even in the vanilla game, it's just part of the embark UI) and you can disable specific incidents that you don't like (e.g. I disable the "farm animals wander in" because it's stupid and too generous) Tuxedo Catfish posted:I like Rimworld too but it definitely chose to focus on time pressure and to make combat slightly more "core" to the experience than DF did, and I think it suffers for it. that is completely subjective and that's also completely fine Flesh Forge fucked around with this message at 22:11 on May 22, 2022 |
# ? May 22, 2022 21:40 |
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to be clear i'm not saying "i dislike time pressure and RTS combat as goals"; i have hundreds of hours in dozens of games about one or both of those things. what i'm saying is i don't think Rimworld is up to the task of making that gameplay compelling with the components it currently uses. it takes a system that's only barely any deeper or exposed to control by the player than Dwarf Fortress's good-enough placeholder is, and then hangs half the game from it.
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# ? May 22, 2022 22:16 |
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steinrokkan posted:Yes, the ostensible meta may be different, doesn't mean one game can't be better than the other you can have opinions about anything you want, yes
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# ? May 22, 2022 23:48 |
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shut the gently caress up
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# ? May 22, 2022 23:57 |
The first time I made a drowning chamber I put a reservoir above the entrance to my fort. I just had to throw a lever to close the exit and then another to open the drain. The two chambers were exactly the same dimensions 1 Z level apart so everyone I tried to drown swam and climbed up into the now empty reservoir.
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# ? May 23, 2022 23:51 |
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Decrepus posted:The first time I made a drowning chamber I put a reservoir above the entrance to my fort. I just had to throw a lever to close the exit and then another to open the drain. Ah, see, your problem was that you made the reservoir above the chamber and filled the chamber from that. What you should have done, was make the drowning chamber itself the reservoir, and drain it/keep it open when you want stuff to pass through. But an invasion comes along, you get them in there and seal it up and wait for it to fill.
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# ? May 23, 2022 23:55 |
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or just use grates or fortifications or whatever (although iirc sometimes water flow can blast a few enemies through fortifications, and certain enemies like trolls can deconstruct grates if they have access and time)
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# ? May 24, 2022 00:42 |
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Can't deconstruct things on a different Z-level. The safe way to build a cavern access door is a trapdoor over a set of stairs that connect "outside".
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# ? May 24, 2022 03:30 |
I like Rimworld and Dwarf Fortress. Sorry, one-game-likers, must be less fun over there for you
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# ? May 24, 2022 04:02 |
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Wolfechu posted:I like Rimworld and Dwarf Fortress. Sorry, one-game-likers, must be less fun over there for you
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# ? May 24, 2022 04:04 |
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Wolfechu posted:I like Rimworld and Dwarf Fortress. Sorry, one-game-likers, must be less fun over there for you extremely same
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# ? May 24, 2022 07:32 |
Decrepus posted:The first time I made a drowning chamber I put a reservoir above the entrance to my fort. I just had to throw a lever to close the exit and then another to open the drain. I always found drowning traps to be more trouble than they were worth because they led to inconvenient trees. A deep hole with a retractable bridge is a perfectly serviceable alternative. Originally I swore by cage traps, but at least back then squads and animal herds did a follow the leader pathing code thing and would just swarm around the location the leader got caged instead of doing anything interesting like getting killed by my other traps. Also, emptying the cages was a chore. When confronted by this fundamental truth, I became a convert to the school of deep hole. Feel free to cover the bottom of the hole in weapon traps to give the feeling of dropping them into a blender.
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# ? May 25, 2022 01:00 |
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on that note did falling damage ever get made less stupid I remember last time I tried it was still extremely stupid, 500 pound guys in plate armor falling 20 z levels and being just a bit stunned
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# ? May 25, 2022 06:35 |
Hmm. If you trapped the bottom of a deep pitfall, could a skilled badguy dodge the trap when it triggers on the way down? Would that affect their eventual kersplat?
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# ? May 25, 2022 09:15 |
Pickled Tink posted:I always found drowning traps to be more trouble than they were worth because they led to inconvenient trees. Constructed floors covering the bottom of the drowning trap will prevent plant growth. Alternatively you could also designate the floor as a stockpile with nothing enabled. Iirc stockpiles also prevent trees from growing.
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# ? May 25, 2022 11:19 |
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Magma at the bottom of the pit trap is definitely the way to go. Automatically destroy everything but the iron to be smelted down later. If you bridge your pit with a trap-lined 1-wide bridge all the trap dodgers will just dodge off the bridge into the pit.
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# ? May 25, 2022 16:25 |
Mzbundifund posted:Magma at the bottom of the pit trap is definitely the way to go. Automatically destroy everything but the iron to be smelted down later.
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# ? May 26, 2022 13:42 |
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# ? Apr 26, 2024 11:14 |
Threetoe posted:As far as game difficulty goes, we have studied you like a hungry tiger seeking to find the weaknesses in your strategy. We are taking Memorial Day weekend and instead of menus we are taking break from the UI to give you old players the challenge you deserve for the Steam release! More on that next week. Wolfechu fucked around with this message at 01:20 on May 28, 2022 |
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# ? May 28, 2022 01:03 |