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Topics - Fishyfire

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Discus your thoughts!
Perhaps, the philosophical implications of literature, music, or other forms of art?
Maybe the philosophical implications of behavior, knowledge, morality, life in general?

for instance: The Library of Babel.
it contains all books that could possibly exist using 25 basic characters, 80 characters per line, 40 lines per page and 410 pages per book!
that's 251312000 books! more books than there are atoms in the universe! even if you new the location of a book you wanted to obtain, the odds of reaching it in your lifetime, if you started in a random room, is infinitesimally infinitesimal!

or maybe we could discuss about philosophy in general. how much do you value it?
do you find it itself trivial or do you find it trivializes every thing else? or is this question very trivial?


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DF Modding / how do you stop elves from warmongering?
« on: July 23, 2018, 03:38:31 pm »
I added about 5 new races and civs to go with them, but every time I generate a world, the elves always dominate the other civs.
even though they use wooden weapons. They always seem to have double the amount of wars (mostly offensive) than the civs with the second highest amount of wars.
they always seem to conquer other towns and leave them populated with only 1 person. Other civs never seem to try and stop them.
and they win so much? WHY?

So if I run a world for a long time, eventual the elves kill off 2 races entirely and make a few others with only 1 weak civ.
I see elves as defensive rather than offensive. the way they act should be sort of like: if you come into our forest we will kill you. rather than: if you are in the vicinity of any trees we will kill you (a bit exaggerated).

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DF Suggestions / Ramps, tumbling, sliding etc.
« on: May 24, 2018, 08:04:33 am »
This is a suggestion of add sertain mechanics to ramps and any z-level movement tiles, and some other movement related stuff.

1st part: tripping and stumbling (not z-level related)
Say urist mcwhoever is running and a enemy gets a successful hit on one of his limbs of locomotion, he would be 'tripped' and either fall flat of his face, slide onto his face (with enough velocity) or begin to stumble. When in a stumbling state, he would continue to move in the forward direction until he is either able to recover from the stumbling or falls down. (Perhaps other things could be taken into consideration, like kinesthetic sense and agility).
Or if urist is hit in the upper area without 'bracing for impact' he may stumble in the direction opposit to the strike. Stumbling forward would be more easily recoverable than stumbling backwards.

Part 2: sliding and tumbling.
So if urist sprinting down the stairs or side of a slope urist should go faster than he can normally go, and continue to accelerate down the hill, but one he starts to go faster than his feet could possibly keep up with, urist will begin to stumble, and stumbling down a hill will make you end up tumbling down the hill, and urist should tumble and tumble until he reaches the bottom. a materials friction coefficient may determine if urist tumbles or slides, stairs will have a artificial higher friction coefficient, and the higher friction coefficient, the more scraping injurys urist might sustain sliding down a ramp (therefore stairs will naturally cause more severe scrapings. But if urist is tumbling down a slope or or stair he will suffer Manny kinds of blunt and scraping  injuries. Also if once they reach the bottom of the stairs or ramp they will retain their velocity and slide a sertain amount of tiles after the bottom of the incline depending on the friction coefficient of the material and the velocity. But if urist has good spacial and kinesthetic sense then he can go into a recovery roll, were will slow himself down and take less damage.
Floors with contaminants such as puttles could cause dwarves to slip, especially if the are running, potentially insuring them. Also stumbling up a hill will just make you fall flat on your face. I'M SO DISORGANIZED! Also going up a ramp or stairs will make you go slower and take more energy than going down stairs

There is alot of other things you can do with this and take into consideration. This is just some of Manny of the things that I thought about.
And I understand this isn't something that could be done in a split second and would probably be moved over into a more long term changes.

But the real reason I want to be able to de this is so I can throw myself down a hill in adventure mode for fun, and to make a dwarven water slide to stransport my dwarves in fortress mode. And maybe when breakable objects become more applicable to more objects They might break what they were hauling if it is delacate!

"Ow no I slipped on a pile of vomit at the top of the stairs and dropped a cage with a dragon in it, and it broke open, what FUN!"

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I started this fortress, I'm one year in and so far it has 48 dwarves, 1/3 (16) of which are children.
it was running at full speed until the last migrant wave arrived and now it is stuck at 9 frames per second.
I though maybe it was was a pathing issue, so I got them all to go to a burrow I made specifically to test this. then it rised back up to 100 frames per second.
OK, I think I know what the problem is, so I unmarked all the objects marked for dumping and even remove the stone stockpile entirely. But no it still doesn't change my frame rate. So, it's still a pathing issue but, it can't be as simple as that.
In previous fortresses I was able to get 150 dwarves and all doing the same kind of tasks as this fort, and still have 50 frames per second, with no idlers. what is different this time?
and my computer has good specs but, DF only seems to use a quarter of my CPU. When I use my Mandelbrot fractal generator It uses my CPU proportionally to the amount of 'threads' I assign it. is there a way to get DF to use more of these so called 'threads'.
also note, my graphical frame rate seams to be running just fine. I can look around as and move my cursor around as fast as normal. I already have DF's priority set to real time.

Please help, I find it absurd to have to loose a fort to fps death one year in and with 48 dwarves.
Loosing a fortress to beasts, sieges, tantrums, is FUN, but loosing to fps death is definitely not FUN.

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DF Suggestions / Military fighting coordination and formation fighting skill
« on: September 03, 2017, 10:40:27 am »
It would be cool if you could coordinate your dwarves' fighting tactics. Making an engagement's outcome more favorable if there was organization and coordination. Example: you could have your dwarves with shields form up in a line perpendicular to the enemy and efectively making a defensive shield wall. or have one squad distract the enemy wile a second squad sneaks up on the enemy from behind basically flanking them. or even having dwarves with a more preferable weapon prioritize attacking an enemy that is more susceptible to damage from that weapon. Also, dwarves could have a skill level for formation fighting, where at higher skill level they will be more capable of being in formation and holding the formation. so, a 'not formation fighter' would most likely not go into formation when there supposed to.

it would also be neat if attacking forces had some sort of coordination (respective to who is attacking and weather or not they have 'can learn'). so a goblin or would have very low formation fighting skill, wile a human would have a higher skill.

It would also be cool if non-player military would adapt their formations based on there effectiveness.


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