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Dwarf Fortress => DF General Discussion => Topic started by: Toady One on February 04, 2021, 03:23:31 am

Title: Dwarf Fortress Talk #28 Feedback
Post by: Toady One on February 04, 2021, 03:23:31 am
The twenty-eighth one has been posted. (http://www.bay12games.com/dwarves/df_talk.html)

Any comments about the format, content, quality, etc. of the call are welcome.  DF Talk questions (http://www.bay12forums.com/smf/index.php?topic=44597.0) are welcome.  We'll need a fresh batch of questions, so please keep them coming.


Transcript:  We've been piling them on, so we're still back at episode 24!  Hopefully this will come together over time. (x3)


Credits/acknowledgements for this time:

Capntastic has a Twitch channel now at goodmorsel (https://www.twitch.tv/goodmorsel).  You can follow Capntastic on Twitter (https://twitter.com/Capntastic) and support Capntastic on Patreon. (https://www.patreon.com/Capntastic)

Mentioned in the episode: RisingSunZ (Twitch) (https://www.twitch.tv/risingsunz), Hyperbolica (Steam) (https://store.steampowered.com/app/1256230/Hyperbolica/), Realms of Antiquity (http://quixotic.adamantyr.com/roa.htm).
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: Shonai_Dweller on February 04, 2021, 04:18:30 am
Animated cheese maggots!
Ha ha ha... 🤣
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: PatrikLundell on February 04, 2021, 09:10:13 am
Regarding mine carts and rubble:

It looks to me that you'd need partial volumes (such as depleting sand/clay deposits and soil movement terraforming) to implement a stockpile/dump site/zone for rock rubble and then have rubble being moved to the stockpiles(s) using mine carts but without actually constructing any tracks (leaving tracks for hauling routes, but ignore the tedium, confusion, and ugliness of having tracks through your tavern just because you're expanding beyond it. Also, leaving staircases as a viable option to reach further down and still get the rubble out is useful, although elevators could still be required after they've been implemented, if dorfs can be taught to use them for hauling transport). These stockpiles would need to have some kind of rules about how high they may grow before getting full (3D definition?).
Rock rubble might be possible to use as a construction or crafting material so it won't just be a matter of garbage disposal.
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: Starver on February 14, 2021, 10:47:49 pm
Only just got around to listening to this[1]. I haven't seen the original 'request' for a hex grid, supposedly to help with diagonals, but you need to consider that it may give you two sets of diagonals face-to-face, but either sideways or up/down (your choice[2]) are now corner-to-corner passes. Which is at least as annoying if you aren't happy with that from the start.

Coordinating hexes is a little awkward. You can do a skewed grid[3] of /_/ or \_\ 'squares' or alternate miss-odd/miss-even[4] without skewing (assuming you don't use 'halves', or don't explicitly but assume[5] so).  Yeah, I'd say that if you're not (re)starting out anew, best avoid trying to convert. ;)

(Also, the standard cube is a hexahedron, as I'm sure you realised later. Though you mean something with >6 edges with non-orthagonal face-to-face angles, which is a bit awkward. You probably should take a cue from the (not necessarily platonic) solid that uses the 'kissing' points of one or other packing of spheres (https://en.wikipedia.org/wiki/Sphere_packing). I think an edge-kissing lattice of octahedra (fudge the unkissing gaps between, or overlaps if you nudge them closer to have face-centre touching face-centre) as  is probably most logical but might be all diagonals[6], or else choose just 1D out of the 3 to be axis-orthagonal if you twist it accordingly.)

I think I had that particular hyperbolic game on my prior tablet. I must get it onto this one some time. If you could tightly pack icosohedra in (necessarily) non-Euclidean 3D space then you'd have plenty of player-choices for straight lines -  but weirdness in general and very few practical right-angles to any given axis!


Hah, I'm rambling. Don't mind me, the thing next in my listening queue that is playing to me now (no further D-things, nor E-things or F-things, it's a G-thing!) is distracting me from properly composing this. So E&OE, possibly. Someone else'll spot an elementary geometric error that crept in, I'm sure  :P


[1] I have a lot of things 'queued' and I try to go through in wrappedharound alphabetic. Just got (back) to the Ds...
[2] ...or skew the hexes so that neither orthagonal is represented, say 45°, 105°, 165°, 225°, 285°, 345° and wrap. ;)
[3]
Code: [Select]
2,4 3,4 4,4 5,4 6,4
  2,3 3,3 4,3 5,3
1,2 2,2 3,2 4,2 5,2
  1,1 2,1 3,1 4,1
0,0 1,0 2,0 3,0 4,0
[4]
Code: [Select]
0,4 2,4 4,4 6,4 8,4
  1,3 3,3 5,3 7,3
0,2 2,2 4,2 6,2 8,2
  1,1 3,1 5,1 7,1
0,0 2,0 4,0 6,0 8,0
[5]
Code: [Select]
0,4 1,4 2,4 3,4 4,4
  0,3 1,3 2,3 3,3
0,2 1,2 2,2 3,2 4,2
  0,1 1,1 2,1 3,1
0,0 1,0 2,0 3,0 4,0
[6] Unless you prioritise corner-to-corner travel, when its two mutually exclusive but entwined cubic packings.
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: neblime on February 20, 2021, 10:47:13 am
hey good news you said my name right the first time.  It's neb-lime  :)
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: darkhog on February 01, 2022, 12:03:39 pm
Wish you still provided transcripts. The "combined one" seems to end at #24 and I am usually a fast reader, I don't really have a time to listen to something for an hour. Not to mention that deaf people exist.
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: NTJedi on October 13, 2022, 01:43:45 pm
Any news when enemy invasions will include siege weapons?
Would be great fun watching enemies bring catapults to destroy our walls or bring battering rams to knock down our gates.
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: Bumber on October 25, 2022, 09:12:06 pm
Any news when enemy invasions will include siege weapons?
Would be great fun watching enemies bring catapults to destroy our walls or bring battering rams to knock down our gates.

Quote from: http://www.bay12games.com/dwarves/dev.html
Siege engine improvements depend on state of boats, lifts/moving fortress sections, since these should all use the same framework
Not until after myth and magic arc, so probably next decade.
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: Haggoroth on December 19, 2022, 12:00:24 pm
With the steam release, lots of events stop pausing the game and redirecting to the source of the event.  I realize that is something that can be changed back with the .ini files, but wouldn't it be better to have the default be to have it redirect and pause and have the players turn if off if they want?  Seemed even more strange with the steam release since a lot of new players are coming on, and they don't know how important these events are.
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: Shonai_Dweller on December 19, 2022, 04:55:04 pm
With the steam release, lots of events stop pausing the game and redirecting to the source of the event.  I realize that is something that can be changed back with the .ini files, but wouldn't it be better to have the default be to have it redirect and pause and have the players turn if off if they want?  Seemed even more strange with the steam release since a lot of new players are coming on, and they don't know how important these events are.
No doubt an intentional feature to keep the game moving. Same as not pausing on menus.
(DFTalk #28 is not really the place for this discussion. If you have a question for Toady, post in Future of the Fortress thread).
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: dwarffun on February 12, 2023, 03:34:26 am
Sorry for ranting, but with versions 50.x I permanently run into frustrating situations.
1. Keybindings... WTF?! I was used to my keybindings like a century... you would not change your keybindings on emacs either, would you?
2. Mouse... WTF?! I play on a notebook on my way from/to work in a train. Imagine the satisfaction of using a touchpad in an environment (train) which permanently moves you into random directions.
3. Cursor... WTF?! Finally found out how to reactivete it (partially!) and Up/Down/Left/Right does not move the cursor by one anymore...
4. Building stairs? Fail
5. Ramps with tracks? Fail
Sorry ... not worth playing currently. Big bunch of things which simply are - no fun -.
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: Shonai_Dweller on February 12, 2023, 05:32:26 pm
Sorry for ranting, but with versions 50.x I permanently run into frustrating situations.
1. Keybindings... WTF?! I was used to my keybindings like a century... you would not change your keybindings on emacs either, would you?
2. Mouse... WTF?! I play on a notebook on my way from/to work in a train. Imagine the satisfaction of using a touchpad in an environment (train) which permanently moves you into random directions.
3. Cursor... WTF?! Finally found out how to reactivete it (partially!) and Up/Down/Left/Right does not move the cursor by one anymore...
4. Building stairs? Fail
5. Ramps with tracks? Fail
Sorry ... not worth playing currently. Big bunch of things which simply are - no fun -.
You seem to have posted this in the wrong place.
(Haven't had any trouble with ramps and tracks. Maybe start a thread about it in Gameplay questions?)
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: bratok on March 19, 2024, 05:29:19 pm
Hello. When map export function from Legends Mode will be aviable? Thanks!
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: PlumpHelmetMan on March 19, 2024, 10:50:54 pm
Hello. When map export function from Legends Mode will be aviable? Thanks!

This belongs in Future of the Fortress, not here. Post your question there in lime green text and Toady will respond to it in his next answer post.
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: 3njk09 on March 23, 2024, 10:13:03 am
Hello.Do you have any recommended translators that can take screenshots and then display the translation results directly on the picture, please?
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: 3njk09 on March 23, 2024, 10:13:40 am
Sorry, I don't really know how to set green
Title: Re: Dwarf Fortress Talk #28 Feedback
Post by: Starver on March 23, 2024, 10:50:50 am
Hello.Do you have any recommended translators that can take screenshots and then display the translation results directly on the picture, please?
Sorry, I don't really know how to set green

1) This looks like a question more for The Generic Computer Advice Thread (http://www.bay12forums.com/smf/index.php?topic=90025.0) (not specifically DF-related). Or perhaps file something under DFvSuggestions (http://www.bay12forums.com/smf/index.php?board=5.0) or DF Questions (http://www.bay12forums.com/smf/index.php?board=7.0) (specific DF usage), if there's not something already in 3rd Party Utilities (http://www.bay12forums.com/smf/index.php?board=29.0), like DFHack functionality.

But a question more direct to Tarn (whether or not you'll get a better/quicker answer to what exactly you're asking for) is better done with the Future Of The Fortress thread (http://www.bay12forums.com/smf/index.php?topic=169696.0). On this forum, at least.


2) To colo(u)r text green, the BBCode is something like [color=green]Your text here![/color]. Unless you've been changing the defaults (or I have!) you should see a "[Change Color v]" button on the top right of the edit-page toolbar ^^^up there^^^. If in doubt, you could just 'reply' to a green-texted message there and make note of how it goes. Or just re-edit to your own ends, directly, getting rid of all else (especially the [quote]-tagging)...