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Topics - kaypy

Pages: [1] 2
1
DF Gameplay Questions / Put some *&%& clothes on!
« on: November 12, 2010, 12:54:15 am »
While I have managed to get *most* of my dwarves to put on some clothing[1] by placing them into a squad with an appropriate uniform, this doesn't seem to work on miners and woodcutters, presumably because they need separate civilian equipment (pick or axe). Has anyone else encountered this, and if so did you find any workaround?

[1] I'm kind of insisting on this after a rather long traumatic cleanup operation after a forgotten beast got loose in the fortress... Fortunately it was early enough in the game that my important dwarves still had shoes, but if all my now naked legendary miners died I would be rather ticked off...

2
DF Modding / This belongs in a museum
« on: May 13, 2010, 09:06:10 am »
Well, I cant quite make a museum in entirety, but I have managed to put together a custom workshop that can be built including any one object of your choice.



It requires clear glass, which I figure as the minimum base price for something that will take an otherwise useless artifact and
(a) protect it from thieves
(b) use it to boost room value

In building_custom:
Code: [Select]
Display case
Requires:
1 unit building material
1 clear glass box
1 object to display
[BUILDING_WORKSHOP:DISPLAY_CASE]
[NAME:Display Case]
[NAME_COLOR:7:0:1]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BUILD_LABOR:MASON]
[BLOCK:1:0]
[TILE:0:1:'#']
[COLOR:0:1:0:7:0]
[TILE:1:1:'#']
[COLOR:1:1:0:7:0]
[TILE:2:1:'#']
[COLOR:2:1:0:7:0]
[TILE:3:1:147]
[COLOR:3:1:7:0:0]
[BUILD_ITEM:1:BLOCKS:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:BOX:NONE:GLASS_CLEAR:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][CAN_USE_ARTIFACT]

The last BUILD_ITEM line is what allows the 'use any object' feature

and add it to the entity

I used one of diacriticed letters to make a pedestal tile  (I stripped them out of the language files so I can do what I like with them). You may want to change those tiles.

---

Now to see what happens when something built into a building rots...

--

Much later edit: there are some refinements of this idea in a new thread: see http://www.bay12forums.com/smf/index.php?topic=79807.0

3
DF Bug Reports / [31/01] Reams of error logs
« on: April 03, 2010, 05:34:33 am »
I have about 16MB of the following:
Load Game: Invalid Hist Event Collection ID Number
Load Game: Invalid Hist Event ID Number
Load Game: Invalid Hist Figure ID Number

4
Because I'm pretty sure that my 90 level cavern (well, it might be bigger, I cant see it all...) is a touch excessive. (Oh, and that's just the bottom layer, not the upper cavern levels)

This was is a 'build world now' so it shouldn't have any weird parameter settings

5
DF Suggestions / Artifact Selection Mechanism Tweak
« on: February 27, 2010, 02:01:01 am »
Ok, the 'problem' here has been raised before, but after a quick search I think my proposed solution is newish

The issue is the current artifact selection mechanism: grab a dwarf at random, then pick their best skill. Firstly this gives rise to unintuitive game behaviour- most dwarves will be relatively unskilled, so these unskilled dwarves, en mass, are more likely to produce artifacts than your artisans. Secondly, this promotes 'gamey' behavior in players, such as having all the peasants make one weapon or armour, just to influence what artifact they might make.

So, how might this be improved? How about this algorithm:

Start with a list of all eligable dwarves. For each dwarf, go through the eligable skills.
Add the experience (or level, or something) of each eligable skill to a total.
Eventually you wind up with a grand total for all the dwarves.
Create a random number between zero and that total and store it.
Now go through your list of dwarves and skills again. Subtract the experience/level/something from your random number.
When you hit zero, that is your dwarf *and* the skill they will be using.
(Half the people reading this have probably seen and or used an algorithm like this before, but it's easier to write out in full than try to put a name to...)

Consequences:
The process is somewhat cumbersome, but doesn't need to be executed often, so shouldn't be a performance hit. Larger number support than usual may be required, especially in terms of large random number generation.

More skillful dwarves are more likely to produce artifacts, so it will be your artisans who get inspired. There is also less predetermined behavior, in that secondary skills can still get picked- keeping an unwanted skill's level below a wanted skill's level is another gamey behaviour.

The only way to game the system towards some artifact types is to train those skills in bulk, so to get artifact weapons, you need a weapon producing fortress (etc).

Variants: Give each dwarf a tiny bonus for each skill, to add randomness. Give a larger bonus to the skills that could result in items the dwarf likes. (Maybe something proportional, eg +10%, so that it works best if a dwarf already has the skill to make something they like?). Weight the skills so that anything that trains too easily may not be as likely to give artifacts (eg mining).

6
DF Suggestions / Possible quick-fix for rope-ladder?
« on: January 23, 2010, 08:14:26 am »
Had a thunk regarding the 'rope-ladder issue' in the upcoming release:

Making an actual up-down rope ladder is fraught with peril due to path finding issues, but...

I wonder if you could rig up something using the pit/pond animal code.

So you set up a building with your rope and mark some dwarves to be dropped down it. They get dragged to the location and rappelled down to the bottom.

Since it's probably a job for whoever is doing the pitting rather than the pittee, it would likely be relatively easy to get to work on military dwarves without too much rework there (although that may not be such an issue these days)

Getting them back up? Well, you'd better send a mason down, too...

I'll have to go play with Dwarf Companion and see what happens if one of my dwarfs gets marked for pitting

7
DF Modding / AudioDwarf: Game message filter with sound
« on: October 22, 2009, 07:16:38 am »
OK the concept is pretty simple:

DF outputs reams of information to gamelog.txt
We have regular expressions.

therefore:

A bit of python later and I have a program that will read through the gamelog (as the game writes new lines to it) and:
(a) play sounds when user defined text snippets are found
(b) also create a window of filtered messages

I've thrown a first pass up on DFFD:
http://dffd.wimbli.com/file.php?id=1511

It requires python and a sound library: http://www.speech.kth.se/snack/

Oh, and it doesn't actually come with a collection of sounds at this stage, use whatever you have lying around already. I guess that makes it a game message filter with sound without sounds...

I just wish there was a way to turn on combat messages in recent versions...

8
DF Suggestions / Natural caves should use ramps rather than stairs
« on: September 12, 2008, 09:29:30 pm »
Since Toady seems to be doing some changes in this area soon, I thought now would be the time to raise it (it didnt seem to be in the planned features or the underground diversity list):

It always seems odd to me that the caves levels are connected using stairs- if they are natural caves, the stairs are decidedly out of place.

It would probably make the map generation a tad more tricky, but I think it would add to the cave-y ambience if ramps were used to connect levels.

Something like:

Code: [Select]
before: top level
  ###.##
###....########   ####
....>.........#####>.#
###...#######........#
  ###...#   ##########
    ###.#
      #>#
      ###

before: bottom level
 #.########       ##.#
 #........#       #..#
 ##.<.###.#       #<##
  ##..###.#       ###
   ####...#
      #.###
      #<#
      ###

after: top level
  ###.##
###vvv.########   ####
...v v........#####v.#
###.vv#######........#
  ###...#   ##########
    ###.#
      #v#
      ###

after: bottom level
 #.########       ##.#
 #.^^^....#       #..#
 ##^.^###.#       #^##
  ##^^# #.#       ###
   #### #.#
      ###.#
      #^..#
      #####


There would be some complexity added in order to make sure the ramps were usable- for example redirecting the tunnels around the southmost stair in the map I drew above.

Having some slopes on the chasm caves would be nice, too.

9
DF Modding / Rejigging ascii critters
« on: August 22, 2008, 09:56:15 am »
While I am, from too much roguelike experience, in the ascii-over-graphics camp, I find that the DF ascii representations of creatures tend to be rather ambiguous. Right now I am getting ready to start up a new fortress, and so I am once again trying to find a better letter-critter mapping.

This time I thought I would post my ideas here so anyone likeminded can steal and/or comment on them.

   Critter Type      Letter      Examples   
   Ape      a      gorilla,orangutan,etc, also apelike: troglodyte, sasquatch   
   Amphibian      A      Giant Olm, Giant Toad   
   Bear      b      black bear,polar bear, etc   
   Bird/Bat      B      giant bat, giant eagle, giant cave swallow (small birds are '.', etc)   
   Canine      c      dog   
         C      wolf, ice wolf   
   Deer      d      deer, elk, gazelle   
   Dragon      D         
   Elf      e         
   Elemental      E      fire imp, blizzard man, magma man, iron man, mud man, etc   
   Feline      f      cat   
         F      cougar, lion, tiger, etc   
         F      Giant lion, Giant tiger, etc   
   Goblin      g         
   Small Humanoid      h      gremlin, grimeling, gnome   
   Human      H         
   Kobold      k         
   Monkey      m      chimpanzee, rhesus macaque, etc   
   Ox-like      o      muskox, cow   
   Ogre      O         
   Pachyderm      P      elephant, hippo   
   Rodent      r      racoon, large rat, groundhog, etc   
         r      giant mole, giant rat   
   Reptile      R      alligator, beak dog   
         R      sea monster, hydra   
   Shark      s         
   Spider      S      giant spider, giant scorpian   
   Titan      T      titan, colossus, giant   
   Troll      t         
   Ungulate      u      horse, goat, camel, warthog, mule   
   Unicorn      U         
   Walrus      w         
   Whale      W         
   Crossbreed      x      chimera, griffon   
   Hydrid      y      small *men   
         Y      large *men, satyrs, blendecs, harpies, centaurs   
         Y      stranglers, nightwings, werewolves, minotaurs   
   Dwarf      @         
   Demon      &         
   Fish      α      fish that your dwarves eat   
         α      fish that eat your dwarves   
   Treant      ♠         

Some notes:

I am planning on adding bold versions of some characters as shown here, but it is used more along the same lines as colour differentiation

'u' for horses is familiar from nethack, but still a bit of a stretch for the number of critters I have stuffed in there. At least they are all pretty interchangable domestic animals

There are way too many things stuffed under hybrid, and Im not too happy with x for crossbreed.

There dont seem to be many canines, looking now, but I dont really want to lump dogs (probably friendly) with wolves (probably hostile)

Any thoughts and suggestions welcome

10
DF Suggestions / Enter region on road
« on: July 14, 2008, 11:28:05 am »
In a similar vein to the way you can (in adventurer mode) enter a region and zoom straight to creatures or towns, it would probably be a good idea to be able to zoom straight to roads running through the region.

They do seem likely to become a rather significant part of the terrain.

11
DF Bug Reports / [39a] Wacky bridge
« on: July 14, 2008, 11:06:44 am »
Was following a road in adventurer mode, and came across this abomination.



"Them human types may be able to get a hovel to stay upright with a few tries, but this is what happens if you let em try building bridges. Best let dwarves do what dwarves do best, methinks"

I have a save file if it would help, 6Mish

12
DF Gameplay Questions / Building on topmost z level
« on: April 04, 2008, 07:55:00 pm »
Are you allowed to rewall and stuff up there?

I need to know if my prospective insane monument will have 35 z levels or 34. Im trying to mock it up before construction, in order to avoid messing it up during. Having unexpected rules at the very last stage would be... annoying...


13
DF Gameplay Questions / Some questions on defensive structures
« on: December 30, 2007, 04:26:00 am »
Hi. I was after some information on a few defensive options I'd rather not learn about the hard way:

Will BUILDINGDESTROYER critters break down walls? My previous fortress I made sure all external facing walls were protected by an airgap as well, but I may have been a trifle on the paranoid side...

Do SWIMS_INNATE creatures like trolls need air (ie can they go through enclosed, completely full, tunnels)?

I know in Adventurer mode you can get out of a water filled trench provided you are not drowning. Does this apply to swimmers (especially critters) in fortress mode too?


14
DF Gameplay Questions / Industrial GCS methods
« on: May 16, 2008, 11:48:00 am »
Ok, Ive got my GCS in a nice enclosed area, now how do I make it gimme the good stuff?

Having a recruit blow raspberries through the fortifications doesn't seem to work. Any other ideas? Has anyone had much experience with critters long range attacks and how to trigger em?

---

quote:

I want to build a fortress that produces silk clothes from a (tamed) GCS. [...] Is there any advice for easier finding one?
—barak177
My advice would be to give up now and check yourself into a padded room.
—McDoomhammer

15
DF Bug Reports / Kings without preferences [Oops: bug220]
« on: May 24, 2008, 12:00:00 pm »
I just had a Queen and company arrive. Checking the thoughts of the Queen showed that she likes.... nothing! Theres nothing at all listed there!

Is this normal? Am I just going to get completely random mandates?

Or maybe they'll want a 'large'? 8-)

[ May 26, 2008: Message edited by: kaypy ]


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