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Topics - Jazz

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1
DF Adventure Mode Discussion / Goblin Arrows...
« on: March 20, 2008, 08:29:00 am »
I was wondering if there was any particular strategy of finding and killing Goblins with bows/crossbows with a melee adventurer. It seems that my number one cause of death is being shot dead by one of these buggers.

I've tried taking refuge behind trees or walls while attempting to advance on the attacker, but it seems that they are always one or two levels above me and out of my field of vision.

Any thoughts, or do I just need to stop playing Axedwarves if I'm going to do a solo raid on a Goblin fortress?    :roll:

[ March 20, 2008: Message edited by: Jazz ]


2
DF Dwarf Mode Discussion / Water Pressure Question
« on: April 09, 2008, 10:39:00 am »
My current Dwarf Fortress project is to push back the ocean using lots and lots of screw pumps powered by DPMT (Dwarven Perpetual Motion Technology  :D) and build myself a glass city, since it seems to be the rage these days.

I had planned to have buildings include a certain feature, and I was wondering if the current version's water pressure calculations allow this to be possible.

code:
Water Entrance (Side):
~~~~~~~~~~~~~~~~  
~~~==========~~~
~~~=XXXXXXXX=~~~
~~~=XXXX=====~~~
~~~=~~~~=====~~~
~~~~~~~~=====~~~

~ denotes water
= denotes a wall
X denotes the building's inside space


Assume that other than a 4x4 square-shaped hole facing downward, the entire building is sealed. I assume that swimmer dwarves in Dwarf Mode won't use them, but if I were to construct something like this, would an Adventurer be able to swim between buildings and have the buildings still be air-tight?

I know that this design is possible in the scope of real-world physics, but I would appreciate it if someone would tell me whether this is possible in-game or not.


3
DF Suggestions / A musical bloat.
« on: April 14, 2008, 09:40:00 pm »
Yeah, I'm aware that Toady is going to eventually make musical instruments actually do something in the future. This is taking that above and beyond.

I think it would be really cool if you could actually literally have the dwarves compose and perform their own music. The fortress could generate their own drinking song with lyrics provided that the random word generator is tweaked.  Also, though likely complicated, there are indeed ways for a computer to randomly create a melody and harmonize it and still have it sound decent. Of course, that would be once the game's sound becomes a higher priority.

In short, being able to hear a fortress create/play music would go great along with the artistic engravings and could be a great way to add a lot of flavor to the Dwarven culture.

code:
Pseudocode:

Select Random Tonality (Major or Minor)
Select Random Key
Select Random Meter //Would favor simple meter such as 2/4 3/4 or 4/4
Select Random Tempo //Would favor mid-range numbers e.g. between 80-140
Select Random Length //Somewhere between 8-32 measures unless your dwarf is decides to create an entire symphony.
Select Random Phrase Length // 2, 4, or 8 measures for each phrase.
Select Harmonic Rhythm // Determines how many chord changes per beat.

//Once these basic parameters are set, the song can start to be generated.

//Start from the beginning and generate the song.

Loop (Until End of Song)
{

Select Case:

   (Beginning of Phrase)
       Select Harmony(1,5)//selects either the 1 or 5 chord to begin.
   (Middle of Phrase)//Chord progression. Choose randomly from these three choices.
       Select Harmony(Current Harmony-5 OR Current Harmony+4)//Drop a fifth or go up a fourth.
       Select Harmony(Current Harmony-1 OR Current Harmony+1)//Progression by step.
       Select Harmony(Current Harmony-3 OR Current Harmony+3)//Progression by third.
   (End of Phrase)
       If (!End of Period)
       {
           Select Harmony(5)//Half cadence
       }
       Else
       {
           Select Harmony(1)//Authentic cadence
       }

   End Case

//Once the chord is selected, notes can be generated until the next chord change.

   int GeneratedBeats

   Do Until (GeneratedBeats == HarmonicRhythm) //Determines when to stop generating notes and move on to the next chord.
   {
       GenerateNote(CurrentHarmony,RandomRhythm)
       //Create a note of random rhythm in current chord.
       //Note that the random rhythm cannot exceed the number of beats allowed by harmonic rhythm.
       GeneratedBeats = GeneratedBeats + RandomRhythm
   }

//Once the chord is fulfilled, loop back and pick a new chord.

}//Loop back and pick new chord.


Figured I'd add some pseudocode a proof of concept. In theory, this could create a random melodic line. Obviously it has holes, and obviously you cannot compile this, but then again, thats what pseudocode is.

[ April 14, 2008: Message edited by: Jazz ]


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