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#81 | |
Knight
Join Date: Aug 2009
Posts: 670
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Quote:
And walls you can build 10 tiles at time, 100 for floors. |
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#82 |
Knight
Join Date: Jan 2008
Posts: 526
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Another reason why the UI is bare bones is because the game is constantly evolving and being developed. If he made a perfect, polished, optimized for the current state of the game UI, it would have to be torn open and rethought with every major new change.
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My Chiptune music, made in Famitracker: http://soundcloud.com/patashu |
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#83 |
Prophet
Join Date: Dec 2009
Posts: 8,941
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#84 |
Swordsman
Join Date: Jun 2013
Posts: 428
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I too play advanced levels of DF. Never played with Masterwork.
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#85 |
Adept
Join Date: Feb 2008
Posts: 215
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I used to enjoy playing earlier versions of this game, but for reasons that are too long to go into here I think the combat system in the current version is fundamentally broken and it annoys me so much I can't play it any more.
I do still sometimes generate worlds just to read the "legends mode" where you can see all the names and descriptions of the various monsters and civilisations etc. (The Violent Council of Breakfast still makes me laugh...) |
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#86 |
Knight
Join Date: Apr 2009
Location: Berlin / Italy
Posts: 791
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You mean in Fortress mode, Adventure mode, or both?
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Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. |
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#87 |
Adept
Join Date: Feb 2008
Posts: 215
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Never really played adventure mode (too grindy) but I'm not aware of any major differences between how combat works between modes, so probably both.
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#88 |
Apprentice
Join Date: Jan 2014
Location: Sufficient for living and internet.
Posts: 69
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You might say the reasons are too long to go into here, but I would still like to hear them. Last time I played a game it seemed that things still got killed or maimed enough, and any overwhelming losses or victories made sense.
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#89 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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It may be worth noting that I ended up abandoning my first and only fortress. Things were moving along OK, I had a pretty good grip on the interface. If I had to put it in a nut shell, I'd say the more dwarves that I had as whole, the less I cared about any of them individually. I enjoyed playing DF (to a point). Maybe I'll play again, but then again, maybe not. I never did figure out how to trade, just how to give all my trade goods away.
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#90 | |
Adept
Join Date: Feb 2008
Posts: 215
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Quote:
Old system: Used fairly typical "numbers-based" combat - e.g. a battle axe has a damage rating of 120, plate armour has protection rating of 70, (or whatever.) This was then modified by things like material values, craftsmanship, and skill. New system: Based on giving different metals and materials "realistic" properties like hardness, tensile strength and density. Nice idea in theory, but it's implemented in such a half-arsed way that it bugs the hell out of me. Just as an example, the hardness of a piece of armour largely determines its protective value, but the system takes no account of the thickness of the armour. Similarly, all hammers swing at the same speed regardless of their weight In gameplay terms, this has some pretty absurd results. For example, a steel sword almost completely ignores armour made of weaker materials, cutting through it as if it did not exist, but if you have an iron sword, it is impossible to do any damage, ever, to someone in steel armour. (Except when you get a lucky blow that hits your opponents teeth or eyelids or something that armour does not cover.) I really think that if there is going to be a combat system based on real-world physics, then the model has to include a lot more than just one or two properties of materials, and I suspect that if he ever tried to implement such a system properly, it would be beyond the capability of most computers to run it. |
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