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Dwarf Fortress => DF Community Games & Stories => Topic started by: mastahcheese on March 29, 2013, 08:35:37 pm

Title: Testing my Community Mod, Dwarven Voices. Community Style!
Post by: mastahcheese on March 29, 2013, 08:35:37 pm
I've written up a simple mod that will (hopefully) give the dwarves more of a voice in fortress devolopment, or at least make them whiny brats.
It's geared toward community games to give overseers more to talk about and handle. It's very simple in that you simply assign each dwarf to the "Dwarf" noble position, and they get a single demand. Dwarves that are "dwarfed" go into the "named dwarf" position, giving them the need for a bed, cabinet, etc. and an extra demand.

I haven't gotten a good chance to test it yet, I've been trying to get other people to try it out and I want to know what people think of it, so I've decided to start a succesion game on it.

Feel free to Please go ahead and ask for Dwarves.

if you want to try the mod out on your own, the link is in my sig, it's just a few lines of raw code to shove into the entity positions of the dwarves. Since all it does is add two more positions, it will even work on games that are in play, without a re-gen.

I think I've decided to change this from a succesion game to just a community game, so I can observe and test out my mod a bit more closely, also because I've grown attached to the fort. but if I get bored of it that may eventually change.
-------------------------------------
Ok, we are here at "Hallropes", I'll be putting up some info on the Dwarfed here.

CognitiveDissonance - The Carpenter
Spoiler: CognitiveDissonance (click to show/hide)
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: mastahcheese on March 29, 2013, 08:42:35 pm
Going ahead and posting a second reply here in case I want to use this spot for something.
I guess I'll just use this spot for random stuff I feel like mentioning.

I forgot to mention that I'm also use the Deeper Dwarven Domestication (http://www.bay12forums.com/smf/index.php?topic=123155.0) mod by Wannabehero. I'd recomend that you go try that, too.


Spoiler: Dwarven Dieties (click to show/hide)
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: mastahcheese on March 30, 2013, 02:42:45 am
Our king has mandated the construction of a new fortress along the road connecting our mountain halls to the human cities of the north, it seems that there is a goblin tower somewhere along these roads, and merchant caravans are being robbed.
As to why he doesn't just send some soldiers to investigate is beyond me, but the pay makes it worthwhile, and personally I think it's nothing more than an excuse for the king to have more control over the trade networks.
A ragtag group of men and women have been assembled, through the time honoured tradition of drawing names out of a helmet, and we are expected to arrive to the site on the first of the new year.
Spoiler: The Dwarves (click to show/hide)

Year 101:

Spoiler: The Fortress (click to show/hide)
Granite 1:
We have arrived at the bridge that is to mark the spot. We have tossed words into the cap and drawn out two. Hallropes. We toast our new fort and drink merrily.
Granite 3:
Ingish and Erith do not listen! I tell them to make hole one dwarf deep, and they make hole two dwarf deep! And then the fail to dig the hole right, and the not-hole falls down into the hole! Now neither of them are working because they are not awake anymore.
Granite 4: Ingish and Erith woke up and are cleaning themselves off. They say they are not badly injured.
Granite 5: I had to yell and Ingish and Erith to get back to work, lazy miners! Nil and Etur have felled many trees in the area where our fort shall be.
Granite 6: Now it is raining, hopefully Ingish and Erith hurry up with carving out the fort so we can get out of this horrid outside!
Granite 10: Ingish and Erith have struck stone! We shall drink merrily, but Atir has been complaining about the lack of stone and how we wouldn't find it. Hopefully he shuts up now.
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: mastahcheese on March 30, 2013, 07:26:18 pm
Granite 14: That blasted Atir! I told him to shut up about the stone and he tells me that he can not work the stone without a shop, so I tell him to build a shop, and he builds it..
Spoiler: Blasted Atir (click to show/hide)
...in the middle of the hallway that Ingish and Erith are mining! At least Nil and Etur are cutting trees, and Adil is gathering plants, since we are yet to have farms.
Spoiler: The Horrid Outside (click to show/hide)
Granite 20: Ilral's office has been dug out and mostly furnished! Perhaps he can get to work now and we can drink merrily!
Granite 28: Nil made a carpenters shop and has starting making bed out of trees she killed. Ingish and Erith have made good progress on store room. Perhaps we can soon move our goods inside and drink merrily!
Spoiler: The Storeroom (click to show/hide)

Slate 8: Work is progressing good and we drink merrily! Our storeroom has been dug out and our supplies are being hauled in. Adil made a still and a farming shop on the surface in case we need them. Ingish and Erith have just begun mining out the new meeting hall, and Although that blasted Atir keeps trying to build walls while he stands on them but is making small steps toward progress.
Spoiler: The Finished Storeroom (click to show/hide)
Spoiler: The Dreaded Outside (click to show/hide)
Slate 21: Ingish and Erith have dug out the food store, and we will soon have the last of the supplies inside, we will surely drink merrily tonight!
Spoiler: The Food Store (click to show/hide)
They work on finishing the meeting hall now, and then we can work on getting proper rooms!
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: mastahcheese on April 01, 2013, 12:46:52 am
Slate 27: Ingish and Erith have finished the new hall, and once it is furnished, we can drink merrily whilst sitting! They have begun on tunnelling out a room structure, while Nil, Etur, Atir, and Adil finish moving in the food. Once they've hauled it all in, then we can kick down that blasted wagon!

Felsite 8: Ingish and Erith are doing good work on the rooms, so we will be able to furnish them, and we can get our tired backs off of the floor.
Spoiler: The Future Rooms (click to show/hide)
Felsite 24: Ingish and Erith had dug out a new area for non-economic rock working, so maybe now that downer Atir can move his shop out of the way of our depot, after he gets around to building the blasted thing.
Spoiler: The Main Hall (click to show/hide)

Hematite 1: It is now the start of Summer, thank Armok we are inside now. Ingish and Erith has excavated a small pair of rooms for wood, so we could have them inside, they are now drinking merrily. Atir will work on building the depot once he finishes his drink. Nil is assembling the new wood working shop. Etur and Adil are moving some loose stone to the new stone room, and Ilral is updating his records again.
Spoiler: Out Glorious Fortress (click to show/hide)
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: mastahcheese on April 01, 2013, 07:26:33 pm
Hematite 8: New areas had been ordered to be excavated, one above the fort in the clay levels for farming, and another down by the stone pile and rock working shop for a crafting shop. It seems that Ingish can not tell the difference between a rock and log, as he dug out an area near the wood working shop.
Spoiler: Bad Ingish (click to show/hide)
However, Erith did an excellent job on the farmig level, and even dug out a room below it for seed storage! We shall give her a toast when we drink merrily tonight!
Spoiler: Good Erith (click to show/hide)
Hematite 19: I has Ingish fix his mistake by carving out a new room, and then another right next to it. We'll need two crafting shops eventually, anyway.
Spoiler: The Shops (click to show/hide)
Also, the gems lying around everywhere has gotten iritating since Etur keeps tripping on them, so Erith dug out a room for them to go in so we can get them properly cut later.
Spoiler: Gem Room and Seed Room (click to show/hide)

----------------
Ok, here's a big picture of how the fortress looks so far, with walls cut away and some poor labeling.
Spoiler: The Fortress (click to show/hide)
I would show a picture of the outside, but it doesn't really look any different from the last picture, other than the workshops have been destroyed and moved underground.
----------------
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: CognitiveDissonance on April 02, 2013, 10:37:49 am
I really like that idea for a mod. Simple, but adds a lot. I can see it being used to distinguish dwarves in both community and solo games. If I ever get into playing modded games, I just might include that.

And the DDD mod you linked is interesting. I enjoy the realistic creatures the game currently has, and the cave creatures feel incredibly powerful... but add a lot of flavour.

Either way, I would like a dwarf. Not sure about a turn yet, but I want a carpenter/building designed please :D
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: mastahcheese on April 02, 2013, 08:06:14 pm
Either way, I would like a dwarf. Not sure about a turn yet, but I want a carpenter/building designed please :D
I've been having Nil work as the carpenter since I don't really have one yet, is that ok?

Also, thanks for the comments!
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: CognitiveDissonance on April 03, 2013, 10:05:19 am
Either way, I would like a dwarf. Not sure about a turn yet, but I want a carpenter/building designed please :D
I've been having Nil work as the carpenter since I don't really have one yet, is that ok?

Also, thanks for the comments!

Sure, why not :D
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: mastahcheese on April 04, 2013, 12:51:51 am
Ok, Nil is now "CognitiveDissonance", If you'd like to change it or add a custom proffesion just tell me.
I removed you from the "dwarf" position and placed you in the "Named dwarf" position, so you now have a small handful of needs.
Spoiler: CognitiveDissonance (click to show/hide)
I'll be back to the fort now.
-----------------

Hematite 23: Ingish and Erith have begun to dig out an area for a tomb, we don't have any dead yet, but Cognitive has insisted on a tomb to be made, it seems she is worried.
Spoiler: Tomb under constuction (click to show/hide)
The bedrooms have been furnished with beds and doors, just basic nessatities for now. But at least we drink merrily!
Spoiler: Bedrooms (click to show/hide)
Hematite 24: Ingish and Erith have finished the tomb, now we only wait on Atir to make a coffin or two.

Malachite 1: It is mid-summer now, and some people have been worried about being unprepared for incoming migrant parties, so Ingish and Erith have dug out a new section of rooms.
Spoiler: New Rooms (click to show/hide)
Cognitive and Etur are still trying to clean up the fort, Atir has decided to go on break, as opposed to making the needed furniture, Adil has started trying to build a new still, kitchen, and farmer's shop in preperation, and Ilral has been writing furiously in his stockpile record books.
Malachite 2: Migrants have arrived
It appears that Ingish and Erith dug out the perfect number of rooms, exactly 7 migrants arrived.
Spoiler (click to show/hide)
Malachite 3: Well, since half of them are married to the other half, we'll only be needing four of those rooms, but the rooms that were already built were assigned to the original seven, to make sure those leeches migrants don't steal them, and all thier labors have been checked and assigned, so hopefully I won't have to fiddle with them anymore.
It will be confusing now that there are two Atir's around, but we'll get used to the idea.
Malachite 16: Work has been going good, furiniture has been getting moved quickly, and the rock and debris is getting picked up. Ilral's office has been moved into his room, and Cognitive's room has been fitted with her requirements.
Spoiler: Cognitive's Possesions (click to show/hide)
Spoiler: The Living Spaces (click to show/hide)
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: CognitiveDissonance on April 04, 2013, 09:48:19 am
Most excellent, I like the "noble peasant" approach. That said...

I have in the past assigned individual dining chambers to normal dwarves, when I was working on the Great Dwarven Accomodation Project (tm), and found that dwarves will in fact prefer eating in their own chambers... making them lose the happy bonuses from visiting a great dining hall AND preventing them from socializing with each other.

Something to keep in mind as individual rooms develop.
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: mastahcheese on April 04, 2013, 10:46:00 am
Most excellent, I like the "noble peasant" approach. That said...
I have in the past assigned individual dining chambers to normal dwarves, when I was working on the Great Dwarven Accomodation Project (tm), and found that dwarves will in fact prefer eating in their own chambers... making them lose the happy bonuses from visiting a great dining hall AND preventing them from socializing with each other.
Something to keep in mind as individual rooms develop.
I usually go for the approach of putting plenty of work into personal rooms, rather than good dining halls, I view dining halls like a dormitory, it's a place to use until you get your own, better one.
I prefer to just stick statues in a hallway.
As for socializing, I'm ok with them not talking, it helps with tantrum spirals.
Actually, I've tried a method of not even having a meeting halls, so idlers just go to thier room, but then new migrants just stay on the map edge, so it's tedious.
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: CognitiveDissonance on April 04, 2013, 10:52:03 am
Most excellent, I like the "noble peasant" approach. That said...
I have in the past assigned individual dining chambers to normal dwarves, when I was working on the Great Dwarven Accomodation Project (tm), and found that dwarves will in fact prefer eating in their own chambers... making them lose the happy bonuses from visiting a great dining hall AND preventing them from socializing with each other.
Something to keep in mind as individual rooms develop.
I usually go for the approach of putting plenty of work into personal rooms, rather than good dining halls, I view dining halls like a dormitory, it's a place to use until you get your own, better one.
I prefer to just stick statues in a hallway.
As for socializing, I'm ok with them not talking, it helps with tantrum spirals.
Actually, I've tried a method of not even having a meeting halls, so idlers just go to thier room, but then new migrants just stay on the map edge, so it's tedious.

Makes sense, I like that approach.
As for the migrants, I recently accidentally discovered something useful in Paddledmirrors, as you probably saw. If you set up a civilian alert to a burrow, migrants will bee-line for that burrow even if there is no meeting room there. So if you feel like micromanaging it, you can infact avoid meeting rooms altogether - just run a bi-annual Practice Alert and get everyone in a general burrow. As a bonus, everyone will be familiar with each other!
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: mastahcheese on April 04, 2013, 10:55:33 am
Makes sense, I like that approach.
As for the migrants, I recently accidentally discovered something useful in Paddledmirrors, as you probably saw. If you set up a civilian alert to a burrow, migrants will bee-line for that burrow even if there is no meeting room there. So if you feel like micromanaging it, you can infact avoid meeting rooms altogether - just run a bi-annual Practice Alert and get everyone in a general burrow. As a bonus, everyone will be familiar with each other!
Hmm... I should try that sometime.
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: Ruhn on April 04, 2013, 04:56:26 pm
I'll watch for now, and pick a dwarf later.
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: mastahcheese on April 04, 2013, 05:21:15 pm
Malachite 22: Atir, (the original one) has begun making masterpieces, our thrones and doors have never looked so fine, and we toast him as we drink merrily! New areas around the wood working place have been dug out for future wood burning and soap making.
Spoiler: New Shops (click to show/hide)
The farming level will soon have a butcher's shop, and Ingish and Erith say they will make a hole to drop rotting animals part down into so we won't smell them. Kogan is working on cutting the gems so we can cart them off in autumn, and more beds are being made by Cognitive so we can set up more rooms.

Galena 3: Erith had an idea to allow Nomal to work hives in safety, she dug a hole from the surface down to a new hive room, and Atir can floor up the hole on the surface to keep it safe, it will just look like part of the road! Stodir is making some hives now and tonight we will give a toast to Erith as we drink merrily!
Spoiler: The Plan (click to show/hide)
Galena 8: Atir finished plugging up the hole, using up the last of the excess blocks. Chairs have been ordered to be placed in everybody's rooms, so that we may sit down in our rooms. Work is going well and we drink merrily!
Galena 22: Cognitive made us some wheelbarrows to speed up stone hauling, and coffers have been requisitioned to be placed in every room, except for Ingish's and Kadol's rooms, since they insisted on the pig tail bags.
Galena 24: We have just ran out of booze.
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: NAV on April 04, 2013, 10:28:32 pm
Hey sup can I have a dorf?
Title: Re: Testing my Community Mod, Dwarven Voices. Sucession Style!
Post by: mastahcheese on April 04, 2013, 10:35:35 pm
Hey sup can I have a dorf?
Sure, which one? We still have..
Spoiler: The Dwarves (click to show/hide)
Of the founding seven, and...
Spoiler (click to show/hide)
Of the Migrants. Do any of them sound good?
Title: Re: Testing my Community Mod, Dwarven Voices. Community Style!
Post by: mastahcheese on April 05, 2013, 06:00:32 pm
Galena 28: Kadol has succesfully brewed up some dwarven wine, Kogan has cut all of the gems in the fortress, and the boulder crabs now have a nest box inside the fortress. More booze is being brewed and we shall drink merrily!

Limestone 1: Autumn has come. Orders for trade goods have been giving out, and new rooms will have to be made for the insuing wave of dwarves that is sure to come.
Limestone 9: Ingish and Erith are hard at work (for once) mining out new rooms, and Atir and Cognitive have been mass-producing doors and beds.

Spoiler: New Rooms (click to show/hide)
Limestone 17: The new rooms have been dug out, and dining tables have been included into every current tenants' rooms.
Spoiler: The Living Quarters (click to show/hide)
Limestone 21: A second still has been constructed to speed up booze production, and Cognitive has been yelling out that she needs more logs. A larger area of the surrounding trees have been ordered for termination.
Limestone 23: Migrants have arrived

---------
Well, my computer crashed and I just lost all of this recent progress, I'll try to redo it later, when I not frustrated anymore.