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Topics - Proteus

Pages: [1] 2 3
1
DF Suggestions / Stockpile: Refuse -> Corpses -> only butcherable
« on: October 15, 2016, 03:00:13 am »
Especially now, that we have a great multitude of creatures (that can be turned into corpses) it would be great if we had a button for the stockpile creation to allow only butcherable corpses to be stored in a refuse pile (so that we can make a refuse pile for butcherable corpses near the butchers workshop/s that doesn't get flooded by unbutcherable corpses)

At the moment it seems to be a PITA, as you have to consult the DF wiki to find out (the many) non butcherable creatures and then search the non alphabetically sorted refuse-corpses list in order to find them and disallow their storage

2
DF Adventure Mode Discussion / Weapon-Adventurer-Relationships
« on: February 25, 2012, 10:21:49 pm »
Something we have/had in fortress mode (from 0.31, I assume in 0.34 as well)...
i.e. after a certain time wielding the same weapon, a dwarf would get attached to it (getting unhappy if he got assigned another one) ...
also, after a certain number of kills he would name his weapon turning the weapon into an artifact.

So, the interesting question is:
Does this happen in adventure mode as well?
And if yes (for dwarves) ... does it also happen to other races (elves, humans)?

Maybe there are people out here who had their adventurer wield the same weapon for quite some time (probably several months) and can tell, if s/he became attached to it and/or named the weapon

3
DF Suggestions / [Adv. Mode]Keep Water in Wells fluid
« on: February 23, 2012, 05:19:12 am »
As the topic says ...
coming from deep down below the soil one would assume water in wells to still remain fluid (soil is very good at keeping warmth, meaning that already a few centimeters below the surface it gets warmer than above thr siurface).

Considering the fact that the water in wells has only limitzed access to the outside air (more exactly, the part that is at the well shaft) and that most of the water that supplies the well is groundwater that is warmed by the soil deep below the surface, one would assume that the water within the well remains fluid.
One would also assume that the short travel of the bucket from the water level to the surface isn´t enough to turn all of the water into solid ice.

Therefore it would be nice if a well in Adventure mode (maybe also in dwarf mode) would supply us with fluid water, even if you have freezing temperatures outside (for example because it is winter)

4
DF Adventure Mode Discussion / Dysfuntional Families
« on: February 22, 2012, 11:55:12 am »
Is it possible that everyone in every town either has no family or is part of a dysfunctional one?

Every person I spoke to says that s/he has no family to speak of.

No "I have a brother in Dingsda and he is guardian" or the like (which we usually got, for example, in adventure mode 40d (not sure about 0.31 however))

Has anyone ever in 0.34 encountered someone who has a family family to speak of?

5
DF Suggestions / [Adv. Mode]Trade Lists with Categories
« on: February 22, 2012, 07:51:40 am »
At the moment in adventure mode it is rather cumbersome to navigate the trade screen of shopkeepers for items you are looking for,
as they are displayed in a long list and often (for example with leather items) their name exceeds the displayed number of characters (often forcing you to use (v)iew to check whether a certain item is of the needed category.

It would be helpful if the shop lists were ordered acording to categories, similar to the Fortress Mode trading system.

A clothing/Armor shop for example could have categories like
[Headwear]
[Bodywear]
[Legwear]
[Footwear]
[Gloves]

I am sure that this (if you are searching for certain items) would shorten the time you need to search for items by 75 %
(and yes, I am one of those people who really don´t get all of their items from catacombs and bandits, but (at least initially, until I am powerful enough to not end with a bolt in my head in case of bandit ambushes) try to buy my initial items from shops ;) )

6
DF Adventure Mode Discussion / Sharp stones as throwing weapon
« on: February 21, 2012, 04:59:41 am »
As we all know we can use knapping to produce sharp stones.

One unsolved queastion (at leats for me) is, however, whether knaping stones only allows you to use them as makeshift knives,
or if it also increases their damage potential as a throwing weapon (compared to normal stones).

Is there anyone who already did experiments in these regards?

7
DF Adventure Mode Discussion / Problems with butchering
« on: February 20, 2012, 11:01:18 am »
So is it me who does something wrong or is butchering in adventure mode somehow broken?

My adventurer (pikeman) has a companion who is bowman.
While traveling rthrough the wilderness we met a Tiercel Peregrine, which was shot on sight by the bowman.
I took the corpse into my left hand, dropped my pike and got my large copper dagger out of my backpack (and placed it into my right hand).
Then I tried to butcher it (x -> b -> enter) ... but nothing happens ... there is no option to select an item for butcher and the corpse stays a corpse instead of turning into multiple edible parts
I also tried to put the corpse on the ground and butcher it (while being in the same tile (and in a third attempt while being in an adjacent tile) but with the same result.

So is this tasty peregrine corpse doomed to rot away in my backpack with me being unable to butcher it, or is there any way that I overlooked?  :'(

8
As the topic says....

Problem:
When DF is calculating a new world (well, at least windowed) it now seems to become totally unresponsive for keyboard input and doesn´t seem to react on any keyboard input anymore, neither during the time it calculates a new year (which might take more than 10 minutes) nor at the time that it refreshes the window after finishing calculation of a new year, meaning that you have no chance to finish the calculations prematurely (giving you a younger world than expected, but at least not requiring you to wait till the whole world generation is finished).
At the moment in this case the only way to prematurely finish calculations seems to be, to close the window/shut down the program thread, thereby losing all the things that DF had calculated till this time.

Probable Solution:
Allow DF a 1-2 seconds wait for keyboard input every 5 years ... even with a 1000 years world generation this would prolong the calculation time only for ~200-400 seconds, which is negligible considering the fact that genning even a tiny 1000 years old world seems to take hours, but people would have the chance to really pause/prematurely finish the generation of the world before all years have finished and use the world that was genned till this time.

9
Lets say I want to build a channel that has a water source of a higher z-level,
but also an efflux out of the map by carved fortifications at the maps edge,
and also walkable tiles at each side of the river.

Something like this:
Code: [Select]
Sideview
S~
|~
|~
|~~~~~~~~=
----------
Code: [Select]
Channel from above
|++++++++++
|~~~~~~~~~~=
|++++++++++

Code: [Select]
Rear view
_   _
 |~|
  -

+ : walkable tile
S : water source (pressurized)
= : Fortifications at maps edge
~ : Channel tiles/water flow

So, which of the 2 possible scenarios will happen?
1. Water pressure will cause the channel to overflow and flood the walkable tiles next to it
2. Due to the efflux out of the map pressure will be drained off and the water willremain in its channel bed (without causing any floodings)

Normally I would build it myself for +science+, but maybe someone else already has tried this and therefore already knows what will happen

10
DF Adventure Mode Discussion / Incestouos relationship among dwarves
« on: September 11, 2010, 04:41:23 am »
From a conversation between my adventurer and a dwarven city neighbor:
Ber Otsuseral: Tell me about your family
Etur Kônastesh: My youngest son is named Adil Roughlabored
Etur Kônastesh: He is also my cousin


So lets see, if his son is also his cousin, Etur must have had Sex with either his parents or one of his (x*)Grandparents, right?

Anyone else noticed strange family ties in adventurer mode? :D
(obviously there is no taboo concerning incestuous relationships among dwarves ;) )

11
My fortress had a visit by a nice kobold thieve...
so, while he was busy fleeing, I thought, well, let a dwarf operate the spikes at the entrance of the fortress...
well, kobold thieves comes to the spikes and gets heavily wounded in the upper leg, with a fractured bone,
an opened artery and a severed motor nerve.
Kobold thieves stumbles for forward into the next tile,
which s full of weapon traps.
Kobold thieve falls and gives in to the pain
and afterwards gets hacked to tiny pieces by the giant steel axe blades of the weapon trap :D

Looks like the kobold trap immunity can get disabled by severe pain (and probably unconsciousness)

12
DF Gameplay Questions / Underwater traps
« on: September 07, 2010, 07:43:27 am »
Has anyone tested if weapons traps (and/or mechanism powered upright spears/spikes) work underwater?

A forbidden beast entering my fortress through my well (thereby moving through 2 underwater fortifications, fortunately only 1 military dwarf and 2 war dogs were killed)  brought me to the idea, that maybe traps/lever driven upright spikes might be a measure to avoid enemies (especially swimming invaders) entering through your channels/wells (I know, forbidden beasts are trap immune, but they should be affected by moving upright spears/spikes. And normal eapon traps would still be a nice thing against swimming mounts of invaders, like cave crocodiles, or normal critters).

So has anyone tested if they still work if submerged?

13
DF Suggestions / Equip individual armor/weapon..mark already equipped items
« on: September 05, 2010, 02:47:32 am »
As the topic says:
At the moment, when you want to equip your soldiers with individual equipment,
all items of the type selected are shown (i.e. all weapons, all helmets...whatever you selected)
even those, already assigned to or equipped by other persons.

At the moment there is no way to distinguish equipped from unequipped items in this screen, so that it might well happen (and has happened to me), that you individually equip one dwarf with a weapon/armor and another dwarf to which this item originally was assigned loses this item from his inventory list (even if he already equipped and used it). All this happens woithout you getting informed.

Well, all in all this makes it almost impossible to really individually equip your military darves (especially if many of your items have the same quality level...if yor example you have 5  +steel battle axe+ you cannot distinguish one from another, especially as the list order in which equipment appears always is dependent of the distance from the individual dwarf, which you have selected).

So, what I would really like to see would color codes in the lists of the military equip-screen for armor already equipped/assigned to dwarves (for example red = item already equipped, blue = item already assigned, but not equipped yet) 

14
Could it be that the predisposition towards getting a strange mood (and therefore becoming legendary)
has a hereditary component, with some families being more likely to develope one?
Fortunately since a while I always use the nickname to track family ties aqnd immigration waves and therefore was able to notice a strange coincidence:
One of the families in my fortress is a married couple together with 8 children.
Of these 8 children 3 had a strange mood, with 2 becoming legendary stonecrafters and the 3rd one becoming a legendary woodcrafter.
Especially interesting, as none of the other 50 children in my fortress ever developed a strange mood, so that it seems as if the children of this certain family have an extremly high likelyhood to develope a strange mood.

Anyone else noticed such a pattern in his fortresses (and/or made research into this) 

15
DF Gameplay Questions / Cold effects in DF2010?
« on: May 01, 2010, 04:23:19 pm »
As stated above...
I wonder if DF2010 has any negative  effects from freezing  Biomes.

I embarked to the northern tip of my world and founded a fortress that is obviously freezing
(eveyrthing covered in snow all year long and the river permanently frozen).

According to the DF-Wiki from the last version freezing Biomes should pose certain dangers to dwarves and animals outside,
even being ableto kill them.

Well, almost a year has passed without anything bad happening, despite the fact that my meeting area is still at the wagon
(and, whereas my dwarves often go inside for jobs or hauling things there  should at least a few of my unowned animals who are constantly (or  nearly constantly)  outside).

So I wonder if maybe temperature effects for cold temperatures in DF2010 have been nerfed (or are buggy)

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