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Topics - Xonara

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1
DF Suggestions / Swimming ideas
« on: January 25, 2009, 04:27:42 am »
At the moment, water completely cuts off access to areas if it's deep enough, we need a water pathing system.

First of all, water is dangerous and pathing through water is complex, most likely eating up more cpu cycles. There should be a toggle option in the 'o'rders like "Dwarves can swim/Dwarves stay out of water."

Now on to how I think the pathing would work. There's several factors: how much air the dwarf has, how much energy it has to swim, and air pockets. When a dwarf has to path through water, the pathfinding system would first make a direct path to the job site, and then map out air pockets on the way there and turning them into "checkpoints." The dwarves would traverse between these checkpoints and stop for air or to rest on the way to the job site, without canceling their current task. This would work something like this: When a dwarf gets low on air/energy it would start to get nervous and would decide if it can make it to the checkpoint or if it should turn back. The dwarves would only get nervous when they have just enough air to go back. A nervous dwarf would go back to the previous air pocket, cancel the job, and path out of the water to get to whatever else they need to be doing. If a dwarf thinks it has enough air to get to the next checkpoint when it's nervous, it would go ahead and go on to the next checkpoint. The dwarf would repeat the process until it gets to the job site or gives up at a certain checkpoint.

Novice swimmers should be able to know if a part they path through will make them panic and refuse to path through it. If there was a sudden change in water level or anything else that interferes with it's ability to safely path somewhere, it should cancel the current task and attempt to find the nearest air-pocket. IOW the water pathing system should adapt to changes in the environment in a similar way to the land pathing system when a door that is required to access an area is suddenly locked.



Also, I think certain jobs should actually be able to be completed under water. I can't imagine why the hell you'd want to complete a workshop job underwater rather than building a workshop on the surface, but what game are we playing again? DWARF FORTRESS! So, ahem, I'll go into that. Some jobs, like forging, definitely can't be done underwater so this could be a problem. IIRC all items that can be created are already in the RAWS so there could be a [DOABLE_WATER] token to define workshop jobs that can be completed under water. Like when swimming to the next checkpoint, dwarves could get nervous while attempting an underwater job, and if they didn't have enough air to complete it, would give up. Besides workshop jobs, I'm certain most other tasks like construction and deconstruction could easily be accomplished underwater, with the possible exception of mining/carving stone, and woodcutting, due to the friction underwater. WHY do you have underwater trees anyway?!

Currently a way to train swimming isn't even officially implemented. I'm not entirely sure how it could, but I'm thinking of something like designating a meeting hall over water. Your dwarves would swim around in it in their spare time. If the water level is higher than 4 though, non-swimmers would refuse to get in as they'd panic. And then there's the possibility of a dwarf absolutely hating water, but I won't get into that.

2
DF General Discussion / Did you spoil HFS for yourself?
« on: January 22, 2009, 01:15:20 am »
When I first joined to forums here, there was one acronym the baffled me every time it was mentioned, HFS. It was mentioned so much I couldn't help but put in 'HFS' in the dwarfort wiki. Of course it lead me to "that article" and I read through it despite the warnings. I have to admit my first encounter with HFS wasn't as impressive as it could have been because of this.

So, how many of you couldn't resist the temptation? If you don't already know what HFS is I urge you not to look it up. You'll know it when it happens, it's quite Fun. Don't spoil it for yourself!

3
DF Suggestions / Giant digger wasps!
« on: January 20, 2009, 03:14:19 am »
Giant digger wasps in caves or chasms would be BADASS. Imagine one of your dwarves having some eggs implanted in them. If you recovered the dwarf before it was carried off to a nearby cave you'd have to quarantine it or treat it somehow. It's condition would rapidly deteriorate causing some seriously unhappy thoughts. After their body is sufficiently damaged they would inevitably die and release deadly swarms of wasps (while technically young they'd be young giant wasps ]at a certain point of decay to unleash terror on your dwarves. The wasps could hole themselves up in some part of your fortress if you manage to ward them off and could create more nests to unleash even more terror on you at a later point, possibly producing more full grown wasps capable of infecting more dwarves. You'd end up with infected areas all over the fort that you'd have to seal off, or deal with.

The Fun doesn't stop there, no! If the afflicted dwarf goes melancholy before it dies and decides to take a swim in your cistern or some other difficult to reach place you'd better hurry your ass up and get that corpse back, or seal the area off entirely. If you bother to make tombs for these poor souls it's not going to be much more extravagant than a hastily dug out chamber you can seal off forever before wasps start swarming out of the corpse.

So what do you think? :D

4
DF Suggestions / Overloded Caravans
« on: January 18, 2009, 06:07:17 pm »
I have to admit, sometimes it's kind of hard to get a decent amount of some things from caravans, particularly rock and metal and other heavy things. I think it would be nice if you could ask the liaison to bring along some extra wagons full of whatever you ordered when your order is particularly heavy so you can actually get worthwhile amounts of what you're ordering. Of course, they would charge a premium for this, perhaps jacking the prices up on everything you buy from them next year.

5
DF Dwarf Mode Discussion / Hardcore Fortress: A Challenge.
« on: January 15, 2009, 11:38:30 pm »
I've thought up a challenge in DF. It's simple. Don't use the labors menu. Ever. You use what you get, if your only miner gets killed, too bad, hope you can survive until you get another one. Your farmer died? Oh well, guess you're going to have to acquire a taste for turtle. You can draft dwarves of course, and unless you want to be REALLY hardcore, you can have them train in any weapon skill regardless of whether or not they have previous experience. Basically, the challenge should really force you to improvise when a bunch of civilian dwarves get killed in a siege, to emphasize the crisis.

What are your thoughts on this?

6
DF Suggestions / Traditional commands
« on: January 13, 2009, 08:11:45 pm »
DF's order management system is immensely helpful considering how many things a fortress has going on at once, and it'd be hell if orders in DF worked like they do in a typical RTS. But let's face it, the system isn't perfect and sometimes you'll wish you could reach through your monitor and strangle those little ascii characters that represent your dwarves. They'll often not do what you want them to do in the right order, sometimes it seems like they're trying to do things the most inefficient way possible. I propose the in addition to DF's current order system there should be a traditional RTS order system.

Basically, by default dwarves would carry out your orders like they normally do, but if one of your dwarves is being a jackass you could assign an order to him like in a traditional RTS, effectively overriding the normal order system for the unit until the order is completed. I suppose this called be called an ASAP order or something.

Alternatively, instead of waiting for the dwarf to finish the current task before assigning a new one like in a traditional RTS, lists could be defined for when you can't afford to screw around. You know, for serious business. It'd be great if there was a way to assign an ASAP order that would not only override the normal task list, but cancel any task the dwarf is currently seeing to, giving unhappy thoughts as necessary. Things that would give a dwarf unhappy thoughts if they're interrupted would include, eating, drinking, sleeping, "on break", "attending party", and "burying miscarried child". The dwarf would not eat, sleep, or drink unless they were becoming ill from it, and would not go on break or attend parties or anything that's not necessary to survival. You wouldn't be cruel enough to let them become ill with dehydration though would you? What kind of monster would do that?

7
DF Dwarf Mode Discussion / Fortress labyrinth megaproject
« on: January 12, 2009, 02:11:25 am »
I had an idea for what to do with prisoners... Force them to path through a deadly labyrinth of traps and horrors, and see how many survive! In order to keep them from all taking the same path, you could use simple dwarfputer tech to open/close floodgates at intersections, creating a stoplight sort of system. You could also rig up spikes and drawbridges up to a similar system, heh. Survivors could be rewarded with an extravagant cage to live in while your dwarves gawk at them.

Post ideas for making a labyrinth here, and if anyone ever makes one, upload a movie of it in action!

Here's a few of my own ideas:

  • Pit traps to completely trap it's victims, or alternatively a different part of the labyrinth.
  • Use water to push your prisoners through a complex network of pipes, perhaps launching them out a cliffside or leading to areas of the labyrinth. Whether or not they survive is your choice.

8
DF Suggestions / Siege Thread
« on: January 12, 2009, 01:00:02 am »
Well, I decided I'd try my hand at a megathread, but I'm not sure if it'll go anywhere. This is basically a thread for everything siege related, from siege ai, siege equipment, whatever, anything that will make sieges a more tactical and exciting experience. I'll put every idea I think is significant (even if I don't like it) in this post. If I don't think an idea is significant but you'd like to see it, just post to show support and I'll put it on, as long as there's more than one person who agrees with it I guess.

I'll post idea too, of course, but this thread isn't going to go anywhere if no one else is suggesting things, so feel free to.

Sieger AI (in general):
--Siegers could calculate a summary of danger zones of various types, and other important areas based on gathered knowledge and come prepared with specific equipment and units to counter these. If the siegers detected alot of traps in the area, they'd come prepared with equipment to jam/break/trip traps, and would know where the traps are. If they detected a good path with walls in the way, they could bring climbing equipment, etc, etc.
http://www.bay12games.com/forum/index.php?topic=29283.0

--Siegers could set up camps nearby your fortress to sustain the soldiers. Things that would be part of the camp could include: Tents, fires, crude fortifications watchtowers. Sieger wagons could include food, drink, wood for construction, etc. Workshops could be set up to manage the camp's resources and produce supplies. The siegers could take turns keeping watch when everyone is asleep. Caravans would be in for a nasty surprise if they planned on trading with you.
http://www.bay12games.com/forum/index.php?topic=27247.0

Sieger Abilities:
--It's been suggested that some units should have the innate ability to scale walls, like cave spiders. Combining this with the ability to use said units as mounts could make things pretty interesting.

--As an expansion to climbing, some units could launch themselves forward several tiles to bypass channels, effectively "jumping" over them. Very large units like megabeasts could instantly step over small obstacles, like 1 z-level high walls and 1 tile wide channels.
http://www.bay12games.com/forum/index.php?topic=29646
http://www.bay12games.com/forum/index.php?topic=29646.msg389972#msg389972

Dwarf AI (in general):
--If your dwarves are alerted to the presence of attackers, they would wake any sleeping soldiers and the soldiers would NOT go to eat or drink or sleep or pick their nose during battle.

--Especially as sieger AI is improved, you should be able to set higher priority targets for your dwarves. This should be somewhat automatic, dwarves would attack any siegers charging at defenseless peasants with high priority, but if the peasant is all the way across the map they should know they don't have a chance of saving it. Perhaps zones could be defined that would automatically raise the priority of a sieger to be attacked, this could be useful for protecting fisherdwarves.

--You should be able to set whether siege operators "hold their ground" or "run from danger" from the building tasks menu on ballistas and catapults. Let's face it: Dwarves are terrible at gauging danger.

Fortress Infrastructure:
--Basically, secret door would be exactly like normal doors, except, umm, they're secret. Enemies couldn't path through it unless knew where it was. Doors would have a higher chance of being spotted the closer the enemy is to the door and a lower chance of spotting it if it's a quality door. If they saw one of your dwarves use the door they'd immediately see it. You could forbid the door to prevent this and even if the enemies spotted it, they'd have to pick the lock or smash it.

EDIT: I tossed the poll idea, it's kinda retarded, frankly.

9
DF Suggestions / Rogue fort
« on: January 11, 2009, 06:22:30 pm »
It might just be me, but I think of dwarves as generally lawful creatures. The ETHICS in the raws seem to confirm that. I think these kind of get in the way though, "slavery" for example probably wouldn't be accepted by the dwarves despite how awesome that would be. You should be able to start two different types of fortresses: a standard lawful fortress, and a "rogue fortress," which would act as a sort of refuge for criminals and an (more or less) organized crime center. The major things that would probably be different in a rogue fortress would be ethics, immigrants, diplomacy, nobles and the fortress would maintain a steady level of chaos.

So what does everyone think about this?

10
DF Dwarf Mode Discussion / Batsplosion!
« on: January 07, 2009, 12:04:20 am »
Ok, I just started a new fortress and I wanted to have an all-above ground fortress. Anyway, I was digging a quarry and look away from the quarry entrance for a bit. I look at the quarry entrance again and there's an ASSLOAD of bats swarming out of the newly dug quarry. Or so it seems. But that's not the cool part. The cool part is that the bat's are dropping dead left and right, leaving remains everywhere. Rotten remains!

I caught some footage of it, but only the very last parts of the batsplosion, unfortunately. It was WAY cooler when they were all over the place.

http://mkv25.net/dfma/movie-1040-batsplosion

I strongly suspect those flies everywhere are linked to the incident too.

11
DF Suggestions / Minor stockpile improvments and easier profile viewing
« on: January 03, 2009, 10:41:44 pm »
Sometimes I need to make a stock pile that isn't a perfect rectangle, without making several sections of it and cluttering the place up. Currently the only way to do this is make a rectangle large enough to encompass the entire area, the remove the excess. Not only is this inefficient, it tends to overwrite other stockpiles nearby. It would be nice if there was an option to e(x)tend a stockpile through the set building tasks (q) menu when you highlight a stock pile. Basically you'd just be adding to the selected stockpile.

Also, if I make a furniture stockpile that only accepts mechanisms it'd make sense for it to appear as a "mechanism" stockpile. This is very minor though.

Finding skilled candidates for a job based on a dwarf's favored items and materials, and browsing your dwarf's thoughts is a pretty manual task. I think it'd be nice if there was a thoughts/personality traits menu, where you could browse any thoughts/traits/favored items your dwarves have and see which ones have it, all in one list and without the need to manually check every single dwarf.

12
DF Suggestions / Dwarven knowledge/experience, and apprenticeship
« on: January 03, 2009, 09:33:03 am »
Well, after reading the "books and scrolls" thread I decided to post this. Currently any dwarf can become legendary in any skill without any setbacks, every dwarf automatically knows how to perform the job they're assigned, though they might not be skilled in it. In real life, trade secrets like cheesemaking or smithing can die out in a town. I think dwarves with a skill level of "Not <profession" should be completely unable to do any jobs concerning the profession, and "Dabbling <profession>" dwarves should be grossly incompetent in any jobs concerning the profession, to point of being almost useless. Dabbling dwarves could often fail at whatever job they're doing, but still gain experience, though mayble less than they would gain from a successful job. For example, a farmer could fail when planting a seed and produce a stunted plant, and a weaponsmith could fail and produce a lopsided sword. Both would be literally unusable, the plant would be ripped out of the ground to make room for new crops and the sword would be classified as refuse. Essentially, dabbling dwarves know enough about the job to do it, but lack the experience to apply the knowledge.

(I'll refer to dwarves with a skill level of "Not <profession>" as "untrained" and dwarves with a skill level of "<profession>" as "trained" from this point on.)

As you can see untrained and dabbling dwarves are undesirable. However, dwarves could aquire knowledge concerning a certain trade from two sources: books, and other dwarves. With books, an untrained dwarf could be ordered to study a book concerning a profession and gradually gain experience from it until they become "dabbling." Poorly written books wouldn't be able to assist a dwarf past that point, but well written books could be used as a "field guide." A dabbling dwarf could carry a well written book with them while they work to refer to, decreasing failure rates and ultimately training them much faster than they would have been with a poorly written book.

An even better source of knowledge is other dwarves. You could assign untrained or dabbling dwarves a mentor and they would follow their mentor around while he/she works. The mentor would advise the apprentice and the apprentice would assist his/her mentor. The advantage of tutoring a dwarf as opposed to having him/her study is that as the mentor works, the apprentice gains full experience along with the mentor. This costs no additional resources and the apprentice doesn't affect the outcome of the mentor's job. Note that only trained dwarves can be mentors.

However a dwarf is trained, by book or mentor, the dwarf most work independently to gain more experience once they're trained, the book or mentor is no longer useful at that point. A dwarf trained in a skill could write a book concerning the skill, but not if they're dabbling in the skill. This could be done using the "Writer" skill. If you didn't guess it already, untrained and dabbling dwarves are restricted in the writing skill the same way they are in others, so they might have to read some books on writing or be apprenticed to a more experienced writer if they want to write a legible book. Books would be a valuable commodity as they could save your dwarves if the secret of a trade is completely lost to your fortress. Books in DF would be time consuming to write, and therefore expensive. Though simply buying books from a dwarven caravan would be the easiest, it would be expensive and once your writer(s) becomes skilled enough the books could become a good export. [I can't imagine human or elvish traders carrying any dwarven books with them, so you would have to get them from a dwarven caravan. Also, I haven't really thought about how the books would be made. See the "books and scrolls" thread.]

Dwarves don't have to be mentored to pick up knowledge from other dwarves though. Just casually talking with a trained dwarf would be enough to receive a very slow trickle of experience. While it wouldn't be much, it could be just enough to save you if your farmer decides to croak, one of the farmer's friends might have picked up some pointers on farming.

So how would this all affect the game? Well for one, it'd be important to make sure your dwarves have some level of experience in what you want them to do before you embark, and it could be worth it to bring some books with you. Immigrants would be more welcome than before as they'd bring previously inaccessible knowledge. As I said before, books would be nice to fall back on when your farmer dies and your populace is eating rats.

13
DF Suggestions / Islands
« on: November 18, 2008, 12:30:42 am »
Islands are great. There's something about a map with a crap load of islands on it that makes me think, "this is place is fucking awesome!" Generating worlds with a lot of islands is hard, there should be an islandism parameter or something, because worlds that have too high a volcanism setting are rejected. Archipelagos would be great, starting a fortress on an archipelago would be the best. Or maybe it wouldn't, but I have this thing with islands. Besides continental islands, some smaller islands nearby continental islands which might not even show up on the region map would make sense. Starting a fortress on a barren ~25x25 size island in the middle of an ocean would be good for lulz.

And what about icebergs? I'm not entirely sure how they'd be useful but the DF community is ingenious enough to figure something out... I suppose they could crash through your constructions, but the pathing issues with moving objects remain, so they would have to be stationary. Specific types of wildlife could flock to them I guess.

14
DF Suggestions / Play Now!
« on: November 13, 2008, 03:26:02 am »
Not sure if anyone has said this before. I like the play now option but sometimes there's a critical item that I absolutely want at the start. Myself, I think that the play now option should be changed to something like "load suggested settings," like a profile. That way you can squeeze in some of that bauxite or whatever you need and be on your way.

15
DF Community Games & Stories / Community Fort Intro I Never Finished.
« on: November 12, 2008, 03:33:13 am »
I wrote a pretty extensive introduction for a community fort I was planning but I gave up after a while. Anyways, I thought I'd share it. It's a first draft and there could be some major inconsistencies and things I overlooked, but if you have time to read it all let me know what you think, if anyone finds it particularly interesting I might finish it, revise it and start a community fort.

It is said that there was once a Golden Age. In the Golden Age there were three great dwarven nations. They were at peace with each other but they kept to their own affairs most of the time and prospered. It is said that for ages the elves had attacked our nation, The Incinerated Shields and the two greater nations whose names have been forgotten, as their interests were in direct conflict with Dwarfkind, ending the Golden Age and beginning the Great War. They cherish the lush forests and the verdant plains of this world more than any other race. So much that they refuse to kill a single creature or destroy a single tree.

Wood is an extraordinary material that dwarves have been using for as long as anyone can recall. It is light and easily manipulated, and is quite strong, and the elves hate us for the sheer number of trees we've "slaughtered." But they're all bigoted fools, they're born and die that way. Dwarfkind has created the most glorious crafts and weapons in all the world and has inspired uncountable legends because them of them. It is the dream of every dwarf to have their own place in the written and unwritten fables of the world. Many a dwarven child has wanted to create something so magnificent that they themselves would revere it, as well as every being that had the privelage to lay eyes upon it. This is the cause of all dwarves, to create, so that they may have something to be remembered by. The putrid elves insulted every dwarf that has been and will be by attempting to deny us the material we need to fulfill our destinies, and we hate them as we hate no other creature.

The two greatest nations had underestimated the power of nature when they declared war on the elves. After five years the second greatest nation had been dissolved, the capital had been invaded and the peasants all fled into the wilderness. This drastically reduced the power of the dwarven force, The Incinerated Shields is said to have withdrawn it's troops so that it could defend it's colonies, which had only been recently discovered by the elves. The fabled greatest nation had lost it's greatest ally and it's lesser ally had abandoned it because of this. Many fled the towns and cities of the greatest nation and what was left of the defense was pathetic.

It is said that throughout the war our nation had kept the location of our capital a fiercely guarded secret and it had not been attacked throughout the course of the war. After the two nations fell and every colony of ours had been dissolved, the races of the world thought the dwarven race had been anihilated and the elves returned to their forest retreats. The remaining citizens of The Incinerated Shield could do nothing but hide away in fear. After so long the futility of the dwarven race had long been accepted as fact, so much that it was taken for granted. Eventually the events of the Great War and the existence of the other races became mere stories and few people believed them. The Incinerated Shield colonized the area around the capital as fast as it could, dismissing the stories of the Great War as nonsense told by fools who were afraid of change and the unknown. Even faster than we expanded, we made astounding technological discoveries, our nation had by far surpassed the power the Greatest Nation was said to have had during the Golden Age.

The stories of the Great War and the elves became much more credible after a small, insignificant outpost on the very edge of the border of our nation was attacked by an unknown force. All of the seven dwarves there had been killed, except for a hunter, Endok Gearedpillar, who escaped when he saw the slaughter from his favorite hunting spot on top of a hill. Endok, terrified, had ran towards the nearest city for three days without sleeping or stopping to rest, and when he finally arrived he flung himself on the floor in the main hallway, screaming incoherent sentences for about half a minute before falling asleep. The fortress guard had no idea where he came from and thought he was insane, so they locked him up in the prison. When Endok awoke he explained to the guard outside his cell what had happened and that he had not slept for three days. He described the invaders as being very tall, slender and agile, with pointy ears and no beards, firing strange weapons similar to a crossbow. The guard released him with hesitation and escorted him to the mayor, who he explained the story to. The mayor didn't believe Endok and had him escorted back to his cell, where he spent another day. The news of the insane dwarf had spread like wildfire among the fortress until the fort's philosopher, Urist Admiredgirder heard about the dwarf. The philosopher was well versed in the stories of the Great War and ran with all due speed towards the Mayor's office to inform him that the dwarf which had caused such a commotion was perfectly sane, and that the outpost had been attacked by the fabled elves, who hadn't in two hundred years forgot about the dwarves. The philosopher explained that their city was in peril and they must send a message to the capital if they expected to survive. The Mayor was understandably reluctant to accept the philosopher's story, but Urist was highly renowned for his work, and so the mayor sent Urist and some other dwarves to warn the capital, and recruited Endok into the Fortress Guard so he could have revenge on the elves. It is believed that everyone in the fortress was slaughtered while the messengers journeyed to the capital, the elves could not have been far behind Endok.

The king didn't believe the story Urist told much more than the mayor did but didn't have much choice but to prepare for war. Our nation had not known conflict other than civil disruptions since the Great War and had no military to speak of, and very little military technology, only guards to keep the peace. The king focused production almost entirely on war and sent members of the Fortress Guard to the nearest and most important cities, praying that it would be sufficient. Fortunately it took the elves some time to reach the heart of the nation and by that time the king had assembled a defense. When Urist left he had quickly crammed some unique ancient designs for old weapons of war that the three dwarven nations had supposedly used during the great war. These ingenious designs included crushing traps, rooms that seal and then flood with water to drown enemies, bombs made from booze, serrated rotating discs which pop out of a wall to shred into opponents, and enormous crossbows that fired bolts the size of small trees! Urist promptly handed the aged documents to the king. This, our massive production output and the sheer number of people the king drafted to defend the border is what has kept us alive for this long, though we've lost all of the outer cities.

Even the stoutest dwarves cried out in dismay at the situation of the war: we were losing, slowly but surely. We are running out of resources and the king has sent an exploration party around The Perfect Spikes................

<I stopped writing here>

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