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Topics - mnjiman

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Dwarf Fortress was created by ToadyOne and ThreeToes in August 2006, and has been evolving and growing ever since. Over time Dwarf Fortress's has slowly grown in popularity along side of a smallish but helpful community, some being interested in programming and modding. Many of the mods and utilities created have become integral part of Dwarf Fortresses gaming experience for many, and without them there would likely not be as much interest in Dwarf Fortress as there is today. We tend to give our thanks those modders in the spotlight for their continuous hard work, however I believe it may be time to shift our thanks towards the one holding up the spot light.

Profit has continued to maintain and update the "Community Mods and utilities list" for 6 year as of December 20th. His continuous efforts has allowed the community to easily access mods of the community as well as allow modders the chance to show others there own work. I feel that his actions has allowed the community to be more organized which has brought about much more refined communication between players for these last 6 years. I hesitated creating a thread like this a few year ago for fear of coming off pretentious for thanking someone over something that some may view as simple, however a few years later he has continued to do an amazing job.

Profit, Thank you :-)

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Dwarves will work and complete their tasks, and will take breaks normally after a task is complete and they have a certain desire that needs to be fullfilled (Hunger, Thirst, Tiredness). Once they have fulfill their need, they go back to work if their is a task to do. They may also stop mid way if one of their desires become unfulfilled for too long and starts to become an issues (starving,dehydration, etc.)

My proposed suggestion is to have the ability to set your dwarves labor attitude (how hard and long they will work) to either "Relaxed","Casual","Normal","Over-Worked", or "Slavery".

A Fortress may not be able to use these setting right away. They must wait until they gain a Count or Duke. An Royal Admin will come with the duke for fulfill this role.

The purpose of this will help with tantrum spirals and over all happiness levels. This will also assist with being able to complete tasks faster if they need to be. However the higher a work setting you have, negativity thoughts will be given to your dwarves. However, a lower setting will give happiness thoughts to your dwarves at the price of your fortress work activity being slowed down.

This will also give players the ability to run their fortresses with more control. If you have a really good fortress, then running it on over worked for a period of time can be affordable. However the longer your have this setting on the more accumulative negative thoughts will occur. This may not be an issue however if you have a strong internal guard system in place with your Captain of the Guard.

To give an example of what each setting:


Relaxed: Your dwarves will work if it makes them happy too or not at all, depending on their likes/dislike and beliefs. If they have a need that needs to be fulfilled they are more then likly to drop what they are doing and address it. Dwarves that have a lazy out look on things will more then likly work at a slower pace. Having it on this selection will occur more positive thoughts on your dwarves. Dwarves that have an outlook of a hard working attitude may dislike the way the fortress is currently ran. Examples, Happy thoughts from this mode 35+, negative ones from hard working dwarves only -5

Casual: All your dwarves will work no matter what. In terms of productivity this is a step up for from relaxed, however your dwarves will less likly drop their tasks and address basic needs unless its lingered for too long (about half the length to go from just being hungry to starving.) Majority of your dwarves will gain a small increase in happy thoughts. Example, Happy thoughts gained from this mode about +10.

Normal: Currently how DF handles work at the moment, however they will more then likly actually reach their beds before falling asleep.

OVer Worked: All your dwarves productivity is increased with a sacrifice with some happy thoughts. Lazy dwarves will more then likly have more of an issue with this mode (-10) while hard working dwarves may see an increase from this (+10). Dwarves will eat and drink when need be they need too, however if they drop their tasks to fulfill their needs they may be punished. These negative thoughts will become worse and worse as time goes on, with fight outbreaks likly to occur. Captain of the Guard recommended.

Slavery: Your dwarves are pushed to the max and no one likes it. To keep this mode going you need to have a strong Internal Guard system otherwise your dwarves will lash out.  Your fortress productive will be really high and dwarves will move faster here as well. You must take more care with what you have your fortress doing because on Slavery mode dwarves that stop to work are punished with at least prison time or a hammering. This mode is for !!FUN!!!.

Slave Labor: You

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Just wanna say thank you ToadyOne for taking time and working on bug fixes. Looking at the changelog (http://www.bay12games.com/dwarves/mantisbt/changelog_page.php) and I am seeing some really annoying and old bugs being fixed. Seeing these bug fixes makes me as excited as if it was another huge yearly release. Honestly. Please don't stop anytime soon.

This is like having another birthday present after getting your Christmas gifts already. Go TOADYONE GO! *showers ToadyOne with money*

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I am very excited about the new release, so much so I have been looking at the main page off and on for the last few days :P

My excitement for the release does not reflect my level of expectations with the new content/changes to the game. I have read the devlog and read the lists people compiled of the changes that are coming... and I think people need to realize that the game itself has not greatly altered. This isn't an update comparable to when multiple Z levels were added. This update is focused on the games foundations, so that future changes to the game can take place. This is merely a stepping zone for things to come, and I feel that ToadyOne is very relieved to be finished this stage of the game development.

When the game finally releases, whether you are happy and sad with the results... please make intellectual posts about your feelings and reactions to the release. Its going to be buggy, it may not live to peoples expectations... however the game is free and ToadyOne has been working tirelessly so that the game can live up to his future expectations.

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DF General Discussion / Keep up the great work ToadyOne!
« on: May 02, 2014, 10:27:01 pm »
Just wanted to give a shout out, and happy to see your working hard on fixing bugs and working on optimization. I understand you would rather work on new content instead of working on this stuff, but seeing you do a great job here makes me know that Ill enjoy the next release even more so.


Thanks bunches and can't wait! <3

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DF General Discussion / Help needed with Streaming: Technical issues.
« on: December 05, 2013, 02:22:54 pm »
Hello all. I am attempting to setup a Stream for Dwarf Fortress, however I am running into issues.

I am using Open Broadcast and doing it through Twitch. I am at a point that I have a Global Source added for Window Capture. The best I have gotten so far is just a image of the start screen of Dwarf Fortress. I can see my mouse move around and hear the music, but thats it. When I actually go into the game and play, it doesnt move away from the start screen. My upload rate isn't an issue because it is 9mb according to speedtest, but I set it to 1mb due to data cap restrictions. I have played with the settings a bit with Aero, resolutions, and what not. I checked and I do have 256x codec as well. I am really at a loss.

Thanks to anyone who can help. I know it can be done because I have seen a ton of streams. I have no clue what I am doing wrong.

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If you have been paying attention to the online blog, you would have read that there were hospital trips and something mentioning Zach's health as well. Has something occurred, and does anyone know anymore details? If this has been talked about already, could someone provide me a link?

This is very concerning to me :(

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I know many modders enjoy modding and do not do it for praise or glory. They would rather work behind the shadows, while they watch people enjoy their hard work. I guess you could say they are kind of like Batman... if he knew how to mod df (which he likely does because hes Batment.)

Anyways, recently while I enjoyed peoples countless modifications, I realized that I am so extremely grateful. Sure I have went on their forums and thank them, or even said thank you in a chat to them... but that didn't seem embarrassing enough :P. So I decided to make this thread, and hopefully many others will join me in thanking all the modders out there.
Without the communities continual support in modding, I doubt that there would be such a cult following as there is with dwarf fortress.

From me to all the modders out there trying to make dwarf fortress the best game possible, Thank you. If there is a donation option to some mods you enjoy, I suggest helping them out. Sure, ToadyOne diffently deserves donations as well, but I diffidently feel that the modders are too much overlooked. I have avoided mentioning specific modders, though some do some in mind, because I have suggested (i may do it later in the thread.)


Again, thank you so much. For myself, I doubt I could enjoy dwarf fortress as much as I do now without some of the mods that currently exist.

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DF Suggestions / Time to introduce additional liquids.
« on: May 10, 2013, 10:16:43 pm »
I would like to see additional liquids in the game, plus maybe boiling mechanics for liquids too.

I know how complex the game would be if there additional liquids in the game interacting with one another, however I think I solved the issue. just keep it simple.

Let us start with two liquids. Blood and Water.

First issue that comes to mind, how will blood be able to be turned into zlvl liquid when coming off of a body when its current only a splash?

Why not make it so if so many splashes of blood occur on a single tile (lets say 3) a single zlvl of generic blood appears. Stepping in the zlvl blood will give a bad thought to most dwarfs, however wartorn dwarves will get a happy thought of "bathed in the blood of his enemies (if it occurred during a recent combat)"

Second issue that comes to mind: How will blood interact with water?
Why not give liquids certain densities,. The density will basically say whether or not the liquid is ontop of the current liquid or on the bottom. If it floats on top it will share the top of the first liquid. If there is a majority of the second liquid on the top vs the liquid on the bottom, the first liquid will simply start being diluted into the second liquid... aka the first liquid underneath goes away.

Liquids, such as blood that falls to the bottom will simply gather if in close proximity. The higher density liquid that gathers on the bottom will simply push up the liquid ontop, but the liquid on the bottom will not move unless a current occurs.

Third issues: Why can't these two liquids mix? I think liquids should only be able to mix together if the densities of the two liquids are close enough together. If its a liquid form of posion for example; lets say 7zlvl posion falls into a pound of 3x3x3 7z level water. Why not keep the water the same 7lvl, but simply adjust the toxicity of the water?

This brings me to my last point: making sacrifices.

It will be impossible to make a every liquid perfectly interact with one another. I think there should only exist so many liquids with specials rules. That way there won't be too much computer power used to make sure the liquids behaves exactly like real world liquids.

Liquids that I think the game should have be limited too:

Blood: Higher density then water, so it will sink vs water.
Oil: Thickest Liquid. Will sink even below blood, but float on water. Surface will turn a blaze if a certain temp is reached (or fire comes near it.)
Posion: Can be its own zlvl as long as other liquids do not come in contact with it. If more then 1/4 of the current posion liquid comes into contact with it within a certain period of time, it will turn into "Mega High toxicity" of the liquid in question. When Posion liquid is added to other liquid, they become poisoned themselves and gain a posion tag.
Posion can cause many different ailments. If any different kind of posion interacts with another, it will dirty the posion rendering it to become a default posion that simply makes entities slightly ill. The best posion is a pure posion!.

If there is water, blood and oil in the same pit then posion is added, all three liquids gain a posion tag.

Lastly...

For boiling...

When Water Boils it evaporates over time.
Oil boiling will set the top portion a blaze, dissipating over time (depending on surface area of oil.)
Blood will evaporate over time, however it will turn into dry blood by itself.
Oil will only be set ablaze ontop of water if fire/magma comes into direct contact with it. Oil will boil with water ontop of it. If water evaporates enough where it touches the heated bottom, it will be set ablase.

Oil will sink in Blood, however if enough oil is added to blood, the blood will NOT dry out when boiled.

These mechanics can safely co exist with one another.

I hope you like my idea.

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DF General Discussion / Going Crazy, would love a new release soon....
« on: April 10, 2013, 01:13:24 am »
I know that Toady has his own scheduled and I respect that, that doesn't mean that it isn't eating me up inside to play with the new release. Every day new features are being added, and I think that's wonderful. More so, its now the time to see the finalization of the new additions. However, how will I know I like those features if I can never play them? :( As a gamer, it is agonizing. Its been 9 months since the last release, and I disregarded Dwarf Fortress so I could forget the game to come back to a release later on. Months went by, and upon returning no release. I am now at a point where I have to play, and can no longer avoid playing it (one fair I have is over playing the game and getting tired of it).

 Ive been holding out saying anything about really wanting a new release on the forums for months, and I simply could not hold my mouth (fingers) shut anymore.

I hope a release comes soon.

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DF Modding / Dwarf Therapist Question: What is Related Rolls?
« on: April 07, 2013, 01:31:20 am »
I have a Dwarf Therapist question that I can not find the answer on: what are related rolls? I assume that they are referring to the attributes that effects the skill that its pertaining too, however I would love a definitive answer if possible (rather then theory).

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DF Dwarf Mode Discussion / Stone stockpile not filling up
« on: August 14, 2012, 09:39:43 pm »
Hello all.

I have a problem.

My stone stockpile is not being filled up by idled dwarves.

I have checked the following to the reasons why this could be occurring:

- stones are not forbidden
- all stones are allowed for use, aka green
- there are idled dwarves
- idled dwarves have all hauling selected
- there is no party
- the stock pile is a stone pile
- the stone stockpile is not blocked, there is a clear path to it
- no events in my fortress are taking place to stop my dwarves from going to the pile
- the pile itself is not forbidden
- the pile is opened to being used with stones located anywhere, aka the default


I am really confused atm.

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DF General Discussion / Toady must submit his game for IGF awards
« on: August 09, 2012, 04:37:49 pm »
http://www.igf.com/03submit.html

Hopefully he wins this year ><

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I am wondering how Minecarts have changed Dwarf Fortress, and whether or not it has been a good addition to the game or a bad addition.
I have me own opinions, but I am wondering what the community thinks as a whole.

If Minecarts have been a blessing to the game, how has it made better?

If Minecarts have been making the game worse worse, how can they be improved?

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AH SO EXICTED!!!!!!!!!!!

http://www.bay12forums.com/smf/index.php?topic=100851.1260

ToadyOne's recent answers in the Future Of Dwarf FOrtress thread really gives a clear idea of what minecarts can really do.
These are really what people hoped minecarts will be able to do, and really gets me excited about future idea's now that they have been confirmed.

Top things that make me excited from what has been said is:

1) Minecarts will hurt creatures depending on the speed and mass of the cart.

2) Minecarts going too fast at a turn will create "fun".

3) Minecarts will be able to jump ramps and land on tracks on the other side of a hole.

4) Dwarves will eventually be able to ride in minecarts at some point in the future, but not necessarily this release.

5) You can create a Newton ball out of Minecarts :O think of the contraptions that could be built.

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