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Messages - Khym Chanur

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1
DF Suggestions / Villany mechanic: rumors and graffitti
« on: July 22, 2018, 11:51:31 pm »
From the dev log:
Quote
But plots can also be aimed toward adding another layer to the network. If a visiting agent has turned a fortress bookkeeper, the bookkeeper can attempt to compromise their friends, family and other position holders.

Another thing that a compromised fort resident can do besides trying to compromise other residents is spread rumors to weaken morale and make citizens doubt their loyalty, or to sow conflict and raise tensions.  This would require a fortress mode rumors mechanic to be added, so rumors can spread from dwarf to dwarf (but such a mechanic could be used for things besides villany).  Such a mechanic would also allow for agents pretending to be ordinary visitors to spread their influence without having to compromise anyone.

A compromised resident could prevent a rumor from being traced back to them by writing the rumor on a wall as graffiti. While catching a resident scrawling seditious graffitti could mean that they're compromised, it could also be a non-compromised dwarf spreading a rumor they genuinely believe.  On the other hand, a visitor caught scrawling seditious graffitti is almost certainly an agent.

2
DF Announcements / Re: Dwarf Fortress 0.44.06 Released
« on: March 09, 2018, 08:53:48 pm »
Quote
* Stopped dwarves being dragged to cages/chains from trying to clean the floor
* Stopped animals from developing need for alcohol after experiencing trauma

The DF bugfix notes can be hilarious sometimes.

3
It's be interesting if dwarfs other than the one involved in a strange mood would react to the mood and the artifact created.  Each of the various types of reactions would only have a chance of happening, both so that you don't have every dwarf in the fortress simultaneous react to each mood/artifact, and also so that each dwarf doesn't react the same to every mood/artifact.  For individual dwarfs types of reactions and probabilities would depend on their beliefs and personality.

Reactions to the strange moods themselves:
  • Dwarfs close to the mooder could worry that the mooder won't be able to complete the artifact and thus go insane, feel somewhat relieved once the work starts, and completely relieved when the artifact is finished.
  • Conversely, dwarfs who hate the mooder could hope that the mooder goes insane, and be disappointed when that doesn't happen.
  • Dwarfs could feel a sense of awe or dread about strange moods.  This reaction might cause the dwarf to contemplate things at a library or go pray at a temple, with going to a temple especially likely if any of the deities they worship has a sphere related to moods/artifacts, like ART or CREATION.

Reactions to the creation of the artifact:
  • Throw a party in celebration.
  • Excitement that such an awesome thing exists and at the fortress (especially likely if the artifact's item type or base material are among the dwarf's preferences).
  • Pride that the fortress has gained another artifact and/or another dwarf of legendary skill.
  • Envy that someone else is getting attention for creating the artifact, that someone else got to create the artifact, and/or that someone else got the skill boost to legendary.
  • For dwarfs who have themselves already created an artifact, melancholy that they'll never again create something so perfect and awesome.
  • Worry that the artifact is going to attract thieves and/or invasions (more likely the more valuable the artifact).

4
DF General Discussion / Re: Linux DF delayed / Computer death thread
« on: November 28, 2017, 08:14:39 pm »
cloud suggestions: Just not putting it online, unfortunately.

For backup purposes you could encrypt the drive image before putting online, if you're worried about other people getting your hands on the source.  And speaking of that, I hope you've already done something like that for offsite backup of the source code.

5
DF General Discussion / Re: Linux DF delayed / Computer death thread
« on: November 23, 2017, 10:48:43 am »
I have backups of the linux DF itself, but it's still a major pain to get that system built again, as we've experienced in the past.

If you can save the drive you should get someone to clone it and keep the cloned drive safe, so when the old drive fails you can just swap in the cloned spare.

If you can't save the drive, then you should document exactly all the steps you need to take to get the Linux computer to the state where it can do a build.  That way when/if this happens again the recovery will be a lot easier and faster.

6
DF Gameplay Questions / Megabeasts used to be immortal during worlgen?
« on: February 09, 2017, 01:59:23 am »
I remember that megabeasts used to be almost immortal during worldgen (could only be killed by other megabeasts), but they could still be injured, leading to heavily injured megabeasts dropping dead the moment they appeared at a fortress and their worldgen death-immunity was removed.  Am I remembering right?  If so, when was this removed?  My Googling hasn't been of much help in tracking this down.

7
DF Announcements / Re: Dwarf Fortress 0.43.05 Released
« on: July 08, 2016, 09:14:13 pm »
The problem is not really to write the code so things run in different threads, but to ensure they're not stepping on each others toes while doing so, i.e. protecting all the data stores involved so they handle parallel access from multiple threads, as well as ensuring things are not processed out of order

This is hard enough to do if a program is engineered from the ground up to be multi-threaded.  If you have a program which started out single-threaded and try to retrofit in multi-threading, it becomes even more difficult.

8
DF Modding / Re: RAW travesties: "DATA: Specifics, sir."
« on: July 07, 2016, 10:35:20 am »
Quote
COMMANDER: Activate the attacking.

ENSIGN: Attacking activated, sir!

9
DF Announcements / Re: Dwarf Fortress 0.43.05 Released
« on: July 05, 2016, 05:04:17 pm »
I ran worldgen again under valgrind, and all the warnings that came up during woldgen are gone (looks like no false positives due to -O2), but while saving the generated world it gave some warnings about uninitialized bytes:

Spoiler (click to show/hide)

10
DF Announcements / Re: Dwarf Fortress 0.43.05 Released
« on: July 05, 2016, 04:49:07 pm »
Toady, I still get the "CXXABI_X.Y.Z" error with libs/libstdc++.so.6, and I have to remove it to get things to run.  Also, I don't need the libs/libgcc_s.so.1 file.

Also, you can close bug #2688 now, since that was a 32 bit problem.

11
DF Announcements / Re: Dwarf Fortress 0.43.04 Released
« on: July 04, 2016, 05:40:48 pm »
Did you try code analysis tool in VS?

There's also various third-party C static code analysis tools, like PC-Lint/FlexeLint, Splint  and Clang.

12
DF Announcements / Re: Dwarf Fortress 0.43.04 Released
« on: July 03, 2016, 02:46:43 am »
Burned most of the day trying to fix the worlds with the same seed that produce different results...  it's hard to tell when it has been narrowed down.

Running a worldgen on Linux under Valgrind I got a lot of "Conditional jump or move depends on uninitialised value", so it might be an unitialized memory problem. If you compile on Linux with the flags set to generate debugging info then you can get Valgrind to give you function names, file names and line numbers where it happens.  Even if those aren't the cause of the bug you're looking at you should fix them anyways, since they might start causing bugs in the future.

13
DF Announcements / Re: Dwarf Fortress 0.43.04 Released
« on: June 30, 2016, 12:20:22 am »
To get it working under Fedora I simply removed the libstdc++.so.6 file from the libs directory; that took care of the "version `CXXABI_1.3.8' not found" problems.  I still had to deal with the bug 2688 problem.  That particular bug should be a quick-fix since several users have offered modifications to the df script which will automatically find the proper 32-bit libz file to use.

14
Can bogeymen break through locked doors if you build down on ground level?

15
DF Announcements / Re: Dwarf Fortress 0.42.02 Released
« on: December 05, 2015, 05:48:04 pm »
To the Linux users experiencing the 'libpng error: bad parameters to zlib'error, causing the game to be unable to read curses_640x300.png:

Edit the df script with a text editor, and add export LD_PRELOAD=/lib32/libz.so.1 somewhere in the middle of it.

Depending on the distribution, it might need to be export LD_PRELOAD=/lib/libz.so.1 instead. Replacing df with this script should make it work on most any distribution.  Or to copy-paste the script from right here:

Spoiler (click to show/hide)

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