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Messages - DuniteOlivine

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DF Suggestions / Re: Possibility of AI integration in DF?
« on: April 16, 2023, 05:15:49 pm »
There's lots of types of AI for games, but based on your example and context I assume you mean specifically a deep-learning chat bot. There are some huge barriers.

Data-set: The reason Chat-GPT talks so realistically is because it has a massive database of transcribed dialogue, novels, and articles to learn the patterns of. If you want to make an immersive Dwarf Fortress chat bot, you would need a separate Dwarf Fortress data-set for every part of generation except grammar. Just creating enough of that data alone is a head-ache, So Tarn gotta write a couple Dwarf Fortress novels at minimum. This is made extra difficult by Dwarf Fortress having generative per-world lore, instead of game lore, so you have to set up a sorta Mad-Libs style system for history, places, and things.

Integration: Even if you get a DF Chat Bot perfectly staying in character and in world, you need a separate AI interpreter to actually make things happen according to the chat. For example, if you only had a chat bot and a representative of the humans said "We are declaring war on your civilization!" no war would happen. So you need to train a separate AI to translate text back into gameplay.

Offline: Chat bots are not nearly as optimized as txt-to-image diffusion yet, and you need a very strong computer to run it. DF is also a CPU heavy game. So the only real solution is to stream the chat bot. Even if you could easily deal with the logistics of running that server, it would force anyone using the feature to play online which would inconvenience everyone.

That said, there are lots of ways AI can be improved in DF that do not involve machine learning models. Invader AI can be improved by trying to break into doors, setting up their own traps outside, and having various battle formations / siege weapons. We can add diplomacy meetings with the classic multiple choice scripted style. Let's not get over our head and just focus on perfecting AI in the realm of programming before we jump to machine learning.

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Mod Releases / Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
« on: April 10, 2023, 02:55:34 am »
I was watching some Minecraft videos after playing DF, and I began really wanting a Minecraft Mod for Dwarf Fortress, so I looked for one and found this. Seems you took a bit of a break from modding just before the Steam version. Want to know if you still plan to come back to this mod for a Steam port. I'd also be willing to help get this mod back up and running, I don't have DF modding experience but I have pixel art experience and can help get this mod any graphics you need.

Because I just play on the Steam version now, I haven't gotten a chance to play your mod yet. So I have some questions about your mod, and I guess also questions about the limits of modding in general. Forgive me if these questions are ignorant:

- Are iron golems and snow golems build able by a player or do they just spawn?
- I'm assuming adding actual dimensions aren't possible, so how do you handle Nether / End content?
- Minecraft has unique mechanics like potion brewing and enchanting. Are these mechanics possible to implement through modding?
- Since you added Creepers, is a TNT trap a possibility?
- Noticed Diamond Gear isn't listed in the features, do you plan to add Diamond (plus gold and netherite) gear?



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LOL volunteering someone else to work. Mark is definitely aware of Dwarf Fortress, and if he was interested in joining the DF team I'm sure he would take initiative to reach out himself.

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DF Suggestions / Re: Assorted ideas for dwarf behavior/interactions
« on: January 06, 2023, 03:46:33 pm »
I like the bodyguard idea, because often when I want a couple miners or web gatherers to go down into the caverns, I end up stationing a whole squad down there. Bodyguards would be a much more efficient way to give my risk-taking civilians some protection.

In regards to clothing repairs, I generally don't appreciate mechanics that consume items without player input. I'd much rather it be a repair clothing task from the clothier's shop, with task order conditions relating to how much clothes need to be worn down before considering repair.

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DF Suggestions / Re: Better catapults?
« on: January 06, 2023, 03:36:23 pm »
Ah yes, I too was thinking a similar thing of wanting to fire dwarves out of catapults. I think it would be really cool if you could craft parachutes for your military and airdrop your dwarves into the enemy, but I suppose even though they have the material to make it, historically speaking Dwarves wouldn't have parachute technology :(

Improved sieges are on the development list.

Siege engines like the catapult are just defensive tools against sieges. I think by "improved sieges" they are referring to increasing the ability for enemy sieges to breach your defenses. Yes catapults may improve the siege experience, but catapult changes are not mentioned in the improved sieges section.

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DF Suggestions / Re: Blowguns and Venom-Milking
« on: January 06, 2023, 03:26:30 pm »
Vermin venom can already be extracted by using vials at a butcher with the (extract from dead animal, targeted towards phantom spiders, bark scorpions or cave spiders, theoretically bees if able to be grabbed) job on animal traps, but i otherwise agree that blowdarts should have a component that stores venom permanently done via tokens on the ammunition, while other things dipped in venom have only a temporary coating without being coated over/washed off with blood/water, same for separating the milking job.

You can also get blowdarts off the cavern tribals, so it seems a little unnessecary to add blowdarts to the vanilla dwarf-civ just to dispense venom. The irritated waves of invaders attacking your fortress would make them less scarce, or whatever inter-tribal (or subterrenean civ) interaction can happen in future fortresses.

Much much older forms of IRL powdered venom like the infamous assassins venom is actually made out of mouse remains, stung by various different venomous animals, so maybe a seperate <Poisoned Hamster Remains> could be created from vermin that is bitten by cave spiders naturally etc, or by introducing two vermin in the small vermin workshop to bite each other that have been ground up in a quern into poisonous powder.

I want a method to extract venom from a non-vermin animal and a way to extract venom without butchering the animal. Which are to my knowledge not possible currently, which is important because many of the most powerful venom are found in non-vermin creatures. If Dwarves unlocked the ability to venom-tip blowdarts I think it's necessary to add some reliable way to obtain blowdarts and blowguns to vanilla dwarf-civ, hoping for tribal animal people to randomly show up to offer a limited supply of said items upon death is simply not a supply you can build an army on without luck, especially because you also need the luck of having highly venomous creatures spawn too, without the venom blowdarts are just worse crossbows. If you don't think crafting would be fitting, I suppose a novel alternative would be to introduce tribal trading and diplomacy with animal people.

Your suggestion of using vermin to house the venom and be turned into venom powder is cool.

It might be the occasion to have plants having poisonous extracts to be used for this.

That would be a logical extension of the idea, but one reason I liked the venom milking from live animals was the risk involved. Perhaps poisonous plants could be a hazard in the sense that occasionally children and pets will accidentally eat stored poisonous plants. So to safely utilize the plants you will need to build a secure stockpile with 2 layers of doors to manually prevent children and animals from accessing the dangerous plants.

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DF Suggestions / Blowguns and Venom-Milking
« on: January 03, 2023, 04:43:40 pm »
Blowguns with a few reworks could be an interesting addition to the Dwarven arsenal.

Blowguns and blowdarts are made craftable. Wooden and bone blowguns can be made at the bowyer's workshop using the bowyer skill, metal blowguns are made at the metalsmith's forge using the weaponsmith skill. Wooden and bone blowdarts are crafted at the craftsdwarf's workshop with their respective skills, and metal blowdarts are crafted at the metalsmith's forge. Blowdarts are crafted in stack batches of 40, opposed to bolts which are crafted in batches of 25, making them more resource efficient.

The bowyer's workshop gets the new task Apply venom to blowdarts, which will take a 20 blowdarts and apply them all with the effects of one glass vial of venom. This would make blowguns in some cases compete with crossbows, but venom is too inaccessible. So the farmer's workshop gets the new task Milk venom from animal which will send a dwarf to extract venom from a living caged venom-producing creature using a glass vial without killing the creature, creating a renewable source for venom. The venom-milker skill is important because similar to gelding, a low-skill venom milker may sustain injuries during the venom-milking process potentially making it the most dangerous workshop task. Best to train dwarves by starting them milking weak venom animals and moving up to stronger venom when they become skilled if possible.

Venom application to weapons should be limited to blowdarts to maintain balance. Logically this is also explained through venom mostly dripping off weapons, whereas darts have a special compartment and channel to deliver venom effectively. Also certain creatures like lizardmen should be immune to venom. Blowguns and blowdarts can also be used in weapon traps.


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DF Suggestions / Re: More Names
« on: January 02, 2023, 03:08:10 am »
Three-part surnames would be really cool, and also second names if another individual was already so named, and nicknames and monickers and noms de guerre but only if they've done something relevant. Oh, and some cultures add ancestors by naming you son of X (who is or was) son of Y (who was) son of Z.
E.G. Urist Zasit "Rumad" McMiner (there was one Urist McMiner already), called Libash for he felled many trees and singlehandedly started a war with tree enjoyers, son of Urist McStonecutter, son of Urist McWoodcutter, son of Urist McBrewer.

In that same line of thought, adding "Jr." and "Sr." to parents and children that share first names would be neat.

9
DF Suggestions / Re: Blur the line between soldier & civilian
« on: January 02, 2023, 03:05:40 am »
I agree with the suggestions and have been thinking about a similar thing recently. Here's a couple tweaks / add-ons I thought of:

2) In the barracks settings, add the ability to toggle civilian training and gear storing.
3) Quick squad, add the ability to paint over a group of Dwarves to automatically create a squad, mostly useful in emergencies.

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