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Heheh. You devs have worked 24/7 for two years (?) and you think the fan base is going to let you go on holidays now? We love the game but want to see your labour-of-love even better! Phone the wives now and let them know you'll be late coming home, again...
 
I think there is difference between a clean tooltip, and a misleading one. The current food one's out right confuse the player. They make it look at though the Mushrooms/Lemon Trees provide the same amount of food when apparently that is not true. I don't need to know exactly how much food per hour a Lemon Tree produces in its tool tip. But I do want to know that it produces roughly 5 times what a Mushroom does. That's critical information.
 
Good read.

I have a suggestion: how about making it worthwhile to maintain a certain variety of food (and maybe even decorations). E.g.: only having 1 type of food -> small happiness penalty, having 2 different types of mushroom and 1 type of fruit available -> neutral happiness, having all food types abundantly available -> happier dwarves ... maybe even add some small buff, for example allowing them to go without food for a bit longer when they get good quality meals. Even cooler would be more depth, letting the dwarves have immune systems, disease, deficiencies, wants & needs, etc.

After playing around with A game of Dwarves for a bit, i'm really impressed. Fun game. Bit like Dwarf Fortress! Yeah, i know you devs probably disagree. But hey, that's a great game concept to copy!
Okay, so it's more like dungeon keeper and it doesn't have the immense complexity, but the comparison is meant as a compliment.

Love that you added a 'block' in the patch. Really missed that and have been using bridges a lot. Hate that i can't put a floor texture over a bridge. Also, can't build ladders on wood blocks. Need that too. :)

I'm eagerly awaiting new DLC and updates. A few bug fixes and then moar content! More depth! More difficulty and better item balancing.

Yeah, i know, we're all obsessed with exploiting weak points in the game mechanics and demand unreasonable and endless balancing... but hey, we can't help ourselves. I guess this kind of game attracts that kind of people. :D

Anyways, great game. Want more depth.

P.S.: http://www.youtube.com/watch?feature=player_detailpage&v=h7PiVHzhx4M#t=2315s -> "You want things to be nice and you want to keep having them." No! I request my 'pretty things' be destroyed by lava! That would be FUN! :p
 
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Very good idea Phazey about the multiple food type would add an additional bonus. That would be fantastic additional depth in the food and happiness area.
I tend to only have one food until a second one is finally available and then switch over to that one. This would have me thinking on that area more.
Zeal, maybe not the next patch – but how about the one after that?
:)
 
I think there is difference between a clean tooltip, and a misleading one. The current food one's out right confuse the player. They make it look at though the Mushrooms/Lemon Trees provide the same amount of food when apparently that is not true. I don't need to know exactly how much food per hour a Lemon Tree produces in its tool tip. But I do want to know that it produces roughly 5 times what a Mushroom does. That's critical information.

I noticed today that mushrooms only give one food, but are much quicker to grow and harvest, when lemon trees do give five food but take much longer to mature and harvest. Maybe it's food/minute or something like that?
 
I noticed today that mushrooms only give one food, but are much quicker to grow and harvest, when lemon trees do give five food but take much longer to mature and harvest. Maybe it's food/minute or something like that?
Yes, and also how much experience is given to the worker. The Devs are looking at how to better show all of this to the player.
 
Further complicating the issue is that the tooltip info now isn't even sensible. The numbers shown are not either accurate or at least not linear. There is a small and a large stone cupboard and the bigger one costs double of the small one. The storage bonus listed is something like 5x and 8x respectively yet the large cupboard actually gives twice the storage of the small cupboard so that they are perfectly in balance with each other. The numbers actually imply an imbalance that doesn't actually exist. The number in the tooltip is actually a detriment to player decision making.

Just because Minecraft and other small time indie games force people to wikis to learn how to play the game doesn't mean it is actually a good way to design the interface! That lack on information and teaching on the part of the game info is one of the biggest detriments to the initial player experience of many of those games. Hiding how deep your game is from the player doesn't make it a better experience; it makes it challenging for the wrong reason.