Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Tinker Thinker

Pages: [1] 2
1
I've had some trouble using the search function to find this tale, because I don't remember it well enough to wrangle through the results.

A long time ago someone told a story about something they saw in legends mode, about one old battleax of a female dwarf who led countless battles and singlehandedly saved her tiny empire from ruin again and again, at least that's how I remember it. I may be embellishing details here, but if memory serves she dropped dead of old age during her last duel, and her empire was crushed soon after she fell.

2
DF Dwarf Mode Discussion / Military Frustrations
« on: July 29, 2011, 05:06:58 pm »
So I start an embark missing a few things, like dogs and cats. No big deal, I'll just survive without.

I'm not even finished building my farm when I realize that 1) my pack animals are Yaks 2) they need to eat, all of a sudden.

So I set them out to pasture, and before they're even in the pasture a skeletal mountain goat starts harassing. I set the woodcutter to military to go take them down (since he was out there pasturing the aforementioned Yaks). . . and he goes and puts his axe away before coming back out to take on the goat barehanded, who has since given up and wandered off, so I cancel him as a military commander. He then goes off to fetch equipment, only to be interrupted constantly by skeletal hoary marmots. I have no idea what he was trying to get, but he was bound and determined to bounce off of those marmots until he got it ( it can't have been the axe since he had a clear run back into the fort). He also won't drop the military commander designation.

he's also getting thirsty, and I've already lost such enthusiasm for the venture that rather than help him out or watch him die, I just abandon the fort and call it a day.

I can't stand dealing with the military most of the time.

Is there some technique to streamlining the whole process?

3
DF Dwarf Mode Discussion / FPS Killer: Swampland
« on: May 01, 2010, 12:01:59 am »
So, my latest embark has me in a sandy swamp (who knew?).

Normally, this isn't an issue, but that it is in that one temperature zone where water evaporates, but can also freeze over, and there's a nice long river. . .

Therefore, there's a lot of water flow stuff eating at my framerate, to the point that even a meager seventeen dwarves is seeing some nasty lag.

So I ask you: How do I clean out this excess water in an efficient manner?

4
DF Adventure Mode Discussion / Slow-downs Query
« on: April 25, 2010, 10:50:57 pm »
I've been having some issues with my long-lived adventurer. When she goes back to her hometown for another quest from Reg Oakdips, she starts in a tavern on one side of town, and has to walk to the other side of town to Reg's house (assuming Reg is there), and if she isn't, into the fortress.

This isn't an issue, normally. But, for some reason, for the past two visits it has taken 5-10 seconds to take one step in her hometown, and absolutely nowhere else in the game. Does anyone have any idea why this might be?

5
DF Modding / Plantfolk Mod *Under Construction*
« on: April 25, 2010, 02:39:01 pm »
The idea here is to create a civilization composed of a diverse group of sentient, mobile plantforms.

I'll be discussing the actual construction of them later in the post, but first I have something that is actually complete, and I endorse for the usage of any other plantpersonthing:
Plantfolk Mod's directory listing, but the only extant file: the Language.

As described on the page, this currently only contains the file for a Plantfolk language. It was made using DFLang, and operates on certain assumptions about Plantfolk: These are not humanoid plantfolk with a mouth and vocal cords. Instead, these use water dripping in a cavity (which they can reshape at will to modify the sound)  to project certain sharp sounds (t, for instance), as well as to make the ' sound (which can be made yourself by slapping your tongue against the bottom of your mouth. Sounds like droplets.) Then they use branches and leaves to create numerous sibilants and the constant h sounds. This means that they can make long and complex words that are actually impossible for a human to articulate. So you don't have to try.

Now, this civilization will abuse the caste system like a [Redacted].

Some caste ideas:

Thresher: Hulking, shambling masses, with a few combined (i.e., assembled as a rope from several smaller ones) tentacles. These are the most generalized members of the plantfolk, and will be the mainstay of their activity. High incidence rate. Don't be surprised if you start a fortress composed entirely of these.
Proposed tile: &
Proposed construction: four legs, dorf size body. two tentacles for arms and graspers. Maybe have splay-out points and extraneous pieces to increase their combat toughness. Will have a brain core present in the tentacle-side of the body.

Slider: Smaller, lighter creatures, with no actual legs, instead moving with a snakelike propulsion system*. This simplicity of motion makes them very quick, but they are not suited to combat. These are best at doing repetitive, high motion tasks. Farming, hauling, brewing, composting.
Proposed tile: Z (thanks for the suggestion)
Proposed construction: scoot along on their lower body, maybe give them four arms for extra hauling capacity, if that would make a difference. Will also use the brain core piece.
*The idea, currently, is this: They lower a forward point of their lower body, and retract the backpoint of their lower body, creating a mossy rolling motion. They can do this at very high speed, of course, and don't have to worry terribly much about tripping and such.

Neither of these two I've just described will have blood or other complex systems, being moss and fungi based.

Snapper: Descendants of fly-traps, these grew to enormous size, and grew straightforward root legs, due to the increasing prevalence of creatures which are fatal for them to swallow, and are highly suited to combat, with their natural bite being both powerful and poisonous.
Proposed tile: T (for triffid)
Proposed construction: sap blood, they've got a similar shape to triffids, but can use their mouths for grasping objects (by splaying the teeth outward and clamping down tightly), and can wear special armour.

Walker: Colossal, tough creatures, with very slow recuperation, and very low speed. You should be reminded of ents about now. They live for a very long time,  and are rarely born. This makes them perfect for beautiful craftsmanship: You get a great deal for your investment. But they're not good for repetitive, necessary tasks. Essentially, the more movement a task requires (and combat requires a great deal), the less useful they are.
Proposed tile: Y (evokes a tree)
Construction: They're ents. Not that hard to figure. These will use the sap blood as well.

Obviously, these later two will have "skin" and underlying components, to facilitate correct sap leakage.

Workshop: Composting Heap. This can be used to create fodder from wood and other types of ordinarily inedible organic matter. Obviously, you won't have much need for it, but they can eat what they like. It operates on the premise that they already have things composting in there, and operate on an honour system: unit in, take some other unit out.

Weaponry: Aside from natural weapons, the plantfolk will not use highly mechanical weapons, and will prefer to use long, heavy weapons. Ideally, the Slider will be so small, comparatively, that the larger one-handed weapons will be two-handed for them. The Walker will easily be able to use the largest weapons with one-hand, but, again, will be so slow regardless that the enemy can attack multiple times to its once, and they're really a better investment at home.

6
DF Modding / Deciphering the raws
« on: April 24, 2010, 08:07:15 pm »
I've been looking all over for explanations of various things, but nobody seems to know, or if they do know they haven't codified it anywhere, so I ask you all in general:

My biggest issue with modding is that my mods are fairly in depth, and so require an unusually intense comprehension of what exactly does what when dealing with a wide variety of situations. This isn't typically a big issue when the code in question is written. [INTELLIGENT] and [TRANCES] aren't exactly difficult to figure out. But when it comes to numbers, I find myself hopelessly lost as to their meaning, and perhaps more importantly, scale. To demonstrate:

[PERSONALITY:IMMODERATION:0:55:100]
What do these numbers mean?

[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]
I can see these are the same, but does that mean (being dwarves) that these are the defaults, or is it coincidental?
And what on earth do the pluses and minuses mean?

Others that confuse me as to their meaning:
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
Further, I assume BROADNESS has an inherent meaning, or is there some way to insert custom modifiers?

Bone has:
   [IMPACT_YIELD:200000]
   [IMPACT_FRACTURE:200000]
   [IMPACT_ELASTICITY:100]
Wood has:
   [IMPACT_YIELD:10000]
   [IMPACT_FRACTURE:10000]
   [IMPACT_ELASTICITY:1000]
I can gather, from what I know of bone and wood, that the lower numbers are worse, and the higher numbers are better. But is 1000 10x more powerful than 100? Further, what values (and I gather it isn't just these. Does density have an effect?)  can be expected to produce results that are in the same range, as far as combat hardiness goes, for bones, but are not simply bones? Obviously, this goes for the several other stress types that each material has defined.

So far, those are the values that are eluding me. I might add further later when they come to my attention. Any assistance is greatly appreciated.

7
DF Adventure Mode Discussion / Finding Something to Kill
« on: April 20, 2010, 04:21:46 pm »
I've been scouring vast tracts of land, but the only places I can find anything to kill are in caves, and those have the unique issue for a fresh adventurer of being populated with semi- and megabeasts. Also, I can't find all that many caves, despite some pretty far roaming. . .

Forgot to add the question, though I hope it wasn't too difficult:

How do I find something to kill that won't punch out my spine with nary a second thought?

8
DF Adventure Mode Discussion / Trading and Otherwise Making Money
« on: April 19, 2010, 03:45:21 pm »
I'm having a very difficult time getting ahold of useable items to sell. My teammates are remarkably healthy (except one who I acquired because she had lost her arm in an unexplained accident, solely so I could grab her gear which spawned under her). None of the monsters I've been sent against have managed to accumulate any loot at all.

Further, I do not understand how to get money. When I trade with someone for currency, they just owe me that amount of money, and I can't seem to use that as credit to purchase something.  But more than that, I can't figure out how to judge the actual worth of items. . .

Can someone help me?

Also, should I take on a dragon with an adventurer I'm dearly attached to (whose skills are still 'skilled', with starting gear)? This is a tiny topic compared to the main. I can always make another, but I don't want to lose this one.

9
DF Gameplay Questions / Efficient Removal of Carp.
« on: October 24, 2009, 02:13:09 pm »
I play on a very particular type of map that's hard to find using the Site Finder, and nearly impossible to discern with the naked eye. I found one that is *almost* perfect but for two things, one I'm willing to give up (no underground water), the other is somewhat more of a bother.

CARP!

Also, hippos, but those are more interesting.

So, my questions: What are the most efficient ways to rid myself of carp? What is the best strategy to ensure no dwarf cancels suicide: interrupted by realizing how terrifying the carp actually are?

Second question translation: To ensure the dwarves don't attempt to drink from carp-infested waters.

I suppose I could just make the carp untenable in the raws for a few moments, if all else fails.

10
DF Modding / Realism versus Practicality (Some creature modifications)
« on: October 22, 2009, 03:18:24 pm »
Essentially, I find it rather ridiculous to have dogs living underground. They just don't do that if they can help it.

So, I want to replace them with giant beetles. Which are ridiculous, I know. Not the only modification, and I may have more questions later. . .

Anyhow, the species I plan to use (Lucanus Cervus) as the model, are a group of wood-eaters that seem to be Crepuscular. The thing is, Dwarves are Diurnal. Would it be problematic for the hunters and soldiers to have Hunting Beetles and War Beetles that are out of synch?

11
DF Gameplay Questions / My Very Own Magma Glass Forge!
« on: September 13, 2009, 12:16:52 am »
So.
I've discovered that I have sand. And a magma pipe. Naturally, I want to make myself a magma glass forge. I seem to have all the basic layout plan, but I've hit a snag: 1: Do I need to channel a hole where it will funnel the magma from below, or what? 2: Does it need to be built of magma safe materials?
Note that I already know to make a fortification block in the magma tunnel.

12
That is to say, I figured out why I prefer Dwarf Fortress to most other games:
It isn't frustrating. Things will happen in a variety of ways, never the same way twice, and so you don't feel too bad about yourself if that latest siege gets you, and you feel genuine triumph if you win, because you succeeded on skill, not rote memorization of what happens next.

Let's take the game that brought me this epiphany for example:
Medieval II: Total War.
Spoilered for rambling and not terribly important.
Spoiler (click to show/hide)
tl;dr
Medieval II sucks due to the circular problems (need a to get b, need b or c to get a, c is impossible) that occur, and how everything pretty much plays out the same.
DF rules due to the well-evolved infrastructure and the randomness and variety of *effective* solutions to problems available.

I have now confirmed that there are three games on my shelf that are in the same genre as Dwarf Fortress that I would actually play now (I have a lot of civilization-level/fortress-level strategy games), and this is because they are enjoyable and nothing at all like Dwarf Fortress.

Anyway, has Dwarf Fortress ruined other games/proven itself way better than other games to anyone else?

13
DF Gameplay Questions / Designing Worlds - An explanation?
« on: September 05, 2009, 08:57:11 pm »
I have been designing worlds (in the parameter sense, not the painting sense) for some time now, but have only been able to adjust them somewhat, due to the fact that I don't actually /understand/ most of the values I'm tweaking, beyond my best guesses.

And, checking the wiki, doing a cursory check here, I haven't see anything that really explains how it works in all the details.

So, if anyone has any detailed advice to give, that would be very helpful. Ideally there's a list somewhere explaining the effects of each parameter, but I'll take what I can get.

14
DF Gameplay Questions / Incompetence in the Ranks
« on: September 02, 2009, 04:53:48 am »
Err, my incompetence, or theirs? I don't know yet. That's why I'm asking you.

I've been getting fairly frequent goblin raids (this is my first fortress to actually get to the raiding party stage), and in preparation I'd trained a unit of five champions (wrestlers, all). Now, when I put their squad into active duty instead of standing down, they hang out in this odd place halfway up the mountain. Aha! You think: That is where they have been stationed now you see. . . Wrong. They have been stationed right on top of the goblin raiding party, which is currently at my front gate taking potshots at my war dogs. They have yet to even engage this raiding party and have adamantly refused to come down from their perch (they haven't been thrown into an inaccessible region or anything).

So, my question is: How do I make them get down and fight the goblin menace?

15
DF Gameplay Questions / Combat Logging
« on: August 23, 2009, 04:53:23 pm »
I read on the wiki that is possible to have some form of 'combat logging', in Fortress mode, which will give you a more detailed text account of combat, instead of just watching it and examining wounds. I haven't found /how/ to do this. Can someone help me, please?

Pages: [1] 2