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Topics - Kobold6

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I just has 3 clutches of a total of 138 salt water crocodiles hatch without their mother present on the nest box basically the entire time after my dwarves failed to collect the eggs.

This serves as a warning to others.

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I was just thinking about how Incusion would put creature AI (should research, but it was some aspect of the creatures) as user designable code. And thought that DF could potentially do something similar, in other words have DF provide an architecture of functions that modders and users can alter for proc-gen designs and modable designs of their own making. Maps, AI, creature design, whatever can be abstracted into designability. Naturally vanilla examples would be a good foundation for how this is done, and give guidance. Obviously this could potentially be a hell of a lot of work, on the other hand it provides a much deeper modder experience and puts a lot more potential in the game.

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DF Suggestions / Prompt on shutdown
« on: September 17, 2020, 12:24:20 am »
Just a simple QOL suggestion. I forget I have DF running, and occasionally go for a shutdown to update windows. It'd be nice if DF stalled windows shutdown to ask if I want to save.

Thanks.

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DF Dwarf Mode Discussion / Militia commander personality
« on: August 21, 2020, 02:37:17 pm »
In my 7 dwarf fort with my 3 person squads, I notice a phenomena where often one dwarf will sometimes train a lot less than the other two dwarfs, usually the militia commander.

Does personality affect how the commander chooses who will train?

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DF Dwarf Mode Discussion / Peregrines pathing
« on: July 06, 2020, 11:28:22 pm »
Is it a bug or suggestion that multiple peregine falcons seem to always chase the same vermin rather than spread out?
I think they probably shouldn't be hunting in groups and be a bit more random like cats.

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DF Suggestions / Reopen bug reports forum, rename bug discussion.
« on: May 23, 2020, 02:04:11 pm »
I see a lot of bugs on mantis that aren't fully thought out, discussed, or even checked to see if they already exist on the bug tracker. I think for some people being able to discuss bugs on the forum might help the signal to noise ratio and prevent repeat reports. It would also be a good place to put threads like 'help with game ending stress' if it were also to include feature discussion.

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DF Gameplay Questions / Scaled screens and fullscreen
« on: May 22, 2020, 11:24:44 pm »
I'm running windows 10 on a surface pro. This means the screen is scaled 200%. When DF is made full-screen there is a corner of the play area in the top-left of the screen.

Are there settings to fix this? Or is it some sort of bug?

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DF Dwarf Mode Discussion / Potential bug, sand not collecting.
« on: May 22, 2020, 07:45:57 pm »
Okay, so I think I've got a bug. I've got 'sand' on the embark, but on the cave moss covered stairs I'm unable to collect any sand. I've previously collected sand or clay on stairs and over cave moss, and I was unable to collect from there even when there was no cave moss. I've half a mind to futher dig out the aquifer to see if being unable to collect sand is consistent.

I've made a few bug reports that were silly before, so I'd actually like the bug reports forum available to discuss bugs just to make sure I'm going to report something sensible.

Thoughts, diagnosis procedures, etc?

I'm using the latest version.

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DF Suggestions / Reread init files and raws without restarting DF
« on: April 25, 2020, 06:39:23 pm »
I just thought it'd be nice if I could press a button and change settings like the pop cap without restarting DF. Seems trivial and convenient.

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DF Dwarf Mode Discussion / Guild halls and migrants !!science!!
« on: April 01, 2020, 06:02:57 pm »
I've noticed that having a diagnoser guildhall attracts diagnoser immigrants.

Anyone else can confirm?

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DF Suggestions / Personality, world gen and diplomacy
« on: November 03, 2009, 07:26:16 pm »
What I'd like to see in later versions of DF is a way to better control how civilisations interact with each other and the player. Currently war is achieved in DF with entity_default tags by including [ITEM_THIEF],  [BABYSNATCHER] and, if memory serves, editing creature_standard.txt to have [CAN_CIV][CAN_LEARN] in favor of [INTELLIGENT].

I think some of these effects could be moved into personality giving modders more control over how civilisations interact.
Goblins could have [PERSONALITY:WARMONGER:50:85:100], which means their leaders will be more likely to send regular sieges and reject peace offers
And something like [PERSONALITY:EXPANIONIST:50:85:100], would make civs branch out and try to claim more land even if it means going to war.
Another personality tag could be THEIF, where a value >75% means individuals will venture into other societies and steal things, a value >90% would cause leaders to send raiding parties and individuals to steal from their own society (It'd be pretty funny to see a dwarf stealing black bronze items from the hammerer). On the other end of the scale, a trader with <25% may make donations to your fort.

I'm sure there's other personality tags and effects which could be implemented, this thread is for your ideas.

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DF Suggestions / Mining patterns
« on: October 21, 2009, 11:16:19 am »
I find that the system of going from North to South, East to West (in region squares) and excavating them in a similar predictable pattern is annoying with many miners.
With this current system, I'll see that the seam of magnetite on the top left corner has been dug away, so I designate more to be mined away. Because most of the mining jobs are other veins of resource to be chipped away, in about 1-2 minutes about 4 of my 6 miners are all working on the magnetite.

Obviously some randomness needs to be added, but true random would be expensive and would leave miners walking all over the place.

So I propose that when the mining task is enabled, one of several systems is randomly choosen for each miner, giving them a different preference of region squares (and the squares inside). Some could go from South to North, West to East; some may go North to South, East to West; others may work in a clockwise spiral pattern from the Northwest corner, others might do anticlockwise.


13
DF General Discussion / Finding the perfect embark site
« on: October 19, 2009, 02:57:14 am »
So I'm planning on casting a huge castle out of obsidian over the ocean, however as a twist I want it over Pelagic clay/Calcareous ooze/Siliceous ooze with worker quarters in said soil layers. I've manually searched about 8 custom world gens and found about 1 suitable 2x8 embark locations and a few 2x12 locations. Is there a program like the 'find desired location' which can easily find these locations.

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