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Topics - Di

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1
DF Suggestions / Planting interface
« on: June 02, 2014, 03:53:25 pm »
With the next update we're going to get a lot of new plants to farm. And even currently present dozen of aboveground plants is painful to micromanage.
What I propose is to replace the current farm interface with something more similar to that of stockpiles.
Preferably with plants grouped in more diverse groups than just 'aboveground' and 'below'.
The groups like 'edible raw(below)' or 'thread producing(aboveground)' or 'special' for those processable by some custom reaction would be nice. Some plants might fall in several categories, but I believe it's possible to make those entries connected.
Also, the ability to see what's scheduled for each season at the same time would be nice addition.
edit: It appears that NW_Kohaku has beaten me by three years. But this mine isn't massive or far-fetched and is centred around the forecoming problem.

2
DF Suggestions / Workshops displaying their swtockpile links.
« on: January 31, 2014, 12:27:01 pm »
Last version we got a pretty nice feature of being able to set piles to give or take resources to other piles and workshops.
And it very usefull to be able to limit workshop to a resources from a specific pile.
The problem is when you (q)uerry the workshop there's no way to tell whether or not it's linked to a stockpile.
The workshops should display their links in right bottom of the screen just like piles do.
And it should be possible to zoom to any object listed there.
While we're at it, it'd be good if stockpile orders could override dwarven maniacal desire to keep everything in a bin.

3
DF Adventure Mode Discussion / Ghost status in .34
« on: March 05, 2012, 06:58:53 am »
I recall someone getting torn in a half right at the entrance if fort in .31 but I've failed to find my two ghosts near the places of their death.
Have anyone encountered ghosts while adventuring in their former forts or are those removed after abandonment now?

4
DF Suggestions / Wandering ghosts aka don't fix the features!
« on: February 27, 2012, 07:36:34 am »
Ghosts of those who died far from home are mentioned in many cultures, Chinese Gū Hún Yě Guǐ's being an example within single google inquire reach. The other examples are less available but I recall that something similar was in western myth as well.
The ghosts that would roam the world seeking the place they've once lived or someone who'd perform a rite to lay them to rest.

That's exactly what we have now (well, except we cannot perform the rite  ::))
But:
Quote from: Toady
stopped ghosts and important families from migrating to fort
I find this a decent flavor feature, that doesn't need to be 'stopped', just tweaked a bit, the most important tweak being the long-wished fix so every ghost would put it's name into 'engrave slab' menu. Secondly, they need a better criteria where and when to migrate. It would make no sense for a ghost to travel to an outpost across the world from place where he has met his end if there are much bigger cities along this way. On the other hand, if player embarks a few steps from his former fort this would be fair enough to flood him with the consequences of his past, thus making the world be actually affected by player.
Just imagine what npc's could say about it:
Adventurer:'Tell me about surroundings'
Human potash maker: 'The dismal hills are two days travel south'
Human potash maker: 'People don't go there anymore'
Human potash maker: 'Fieryfail the dwarf fortress was located there'
Human potash maker: 'In 199 dwarves and goblins all burned to death in magma during hundredth attempted abduction of Fieryfail'
Human potash maker: 'Only their restless spirits wander those lands now'

5
DF Suggestions / Werecreatures and the lunar cycle
« on: February 23, 2012, 01:03:18 pm »
Werewolves have a great potential of fun but in a state they're now, they can't even annoy.
In a fortress mode, transformation is too short. They usually make it to the entrance then turn into human and are all like "oh, hell, I've forgotten to turn off the oven at home! Got to go, bye!"
In an adventure, transformation is too rare, player has to wait for weeks to fight a beast not a naked peasant.

The first issue could be fixed even with modding were it not hardcoded: make lunar cycles longer. We could pretend that either every df world has at least two satellites with cycles of one of which months correspond and the other one governs transformations or that dwarves measure months in some other ways and everyone else obviously uses dwarven calendar if you look at the names.
I'd personally like to see werewolf seasons, two whole months a year of monster rampage rather than 5 days a month.

As for adventurers, probably infected creatures should also become somewhat prone to rage and in case they become enraged they transform into.

6
DF Dwarf Mode Discussion / I'd like some justice here.
« on: February 20, 2012, 02:49:14 pm »
So what happened to old good dwarven tradition of making unhappy dwarves feel even worse?
My fort is now in having a bit of riots, dwarves go waagh and injure each other but justice screen remains empty except vampire deaths. I've assigned captain of the guard but no one is handling out free tickets to hospital where they could enjoy simple things like being fed, and no one chains them to the ropes so they couldn't harm civies when they snap.
Common, vampires only aren't enough to fill the jail.

7
DF Adventure Mode Discussion / An ambush! Curse me!
« on: February 16, 2012, 06:23:19 am »
So on my trip acros the country I was ambushed again, but since my adventurer was high-level one, I was drawn out of hyperspace at a superior position and was able to turn cloaking device on. So, I enemy forces consisted of three shooters and one swordsman already crippled by me. I've proceeded to sneak on archers but didn't notice one of them was already below me, then this happened:
Spoiler (click to show/hide)
And sneak mode wasn't disabled after that. Had this happen in previous version?

8
DF Modding / Dwarven cognitive sciences report
« on: August 18, 2011, 10:45:17 pm »
Consciousness and harm it causes to a breeding.

My fellow gentledorfs, today I'd like to present you my report on such an important matter as dwarven breeding. Forgive me if it all was said before, but, I presume, this information isn't what is known to the bone to community and thus bears repeating.

Where do we begin, in order to get a children, two individuals must get married, thats a rule. Getting two unfamiliar dwarves to pair is long and inconvenient process. Luckily for them, pregnancies aren't the only one source of population in a fortress, being accompanied by constant flow of migrants. Besides, when they do get up to it, dwarven women start churning out babies like rock mugs. However, for races relying on wast numbers, or those with disproportional gender distribution this is a serious impediment to flourishing and thus must be overcome.
Let's start our search from what happens in intelligent beings heads that prevents them from doing everything possible for kind preservation, what makes them different from darwin responsible animals.

Experiment 1. Dog civilization.
Simply replaced dwarves in their entity with dogs.
Results: No jobs can be assigned, they breed just fine.

Experiment 2. Adding CAN_SPEAK and CAN_LEARN tags.
Now they need to eat and drink (due to the first tag, just pointing out that the wiki is true
about that, also I'd like to add that you can't change jobs, draft or noble a creature incapable of
 communication.
). Still no jobs could be assigned.

Experiment 3. Taking out pet related tags.
Results are promising. Jobs in, breeding out.

Now it is obvious that getting civilized has something to do with loosing of bucking freedom. Lets blame it onto women emancipation, for a starter.

Experiment 4. Back to stables.
Placing pet related tags to a female caste and intelligence ones to male.
This is a triumph.
summary:
They breed.
Men: standard citizen behavior including feeding requirements.
Women: behave as pet would. It's worth noting that they're shown on embark screen and you can mark them for adoption or butchering.
Spoiler: experiment log (click to show/hide)

Experiment 5. Feministic revolution.
Now women run world.
Predicable fail.
1 year run, no births whatsoever, females got some friends (other females only). While this is reasonable course of actions considering shortage of resources, somethings tells me that reason wasn't what caused this behavior.

Experiment 6, Woman, know your place.
They're pets but are allowed to speak and go to school. Pack has grown over 80 before promptly starving out.
Success. Just as planned.
Actually, that's how tigermen work. (Now it's obvious, after all we got through)
Everyone breeds, have names and is valid target for nobling. Though, in my impression, breeding was faster in fourth experiment and now you could butcher them at will.

As a summary, the results are pretty self-explaining, if womens 'only after we get married' thing leads to depopulation of your creatures, you know what to do. Via cunning use of this method one can create hives, concubines and slaves, though the last one might need extensive use of Therapist. Or someone could use this feature to bring a catmod to a new degree of awesome.

Also, this means that every tag could be caste specific and is worth testing. Who knows, maybe by using REGIONAL_FORCE and assorted religion tags we could create a worshiped castes, like ethereal tau.
If there is anyone willing to verify or elaborate my experiments or to update wiki articles on related notes, you are welcome here.
Well, thank you for attention, now I bid your farewell till our next meeting.

upd:
Here's how these tags work:
[pet] - makes creature show up on animals z-list, allows premarital impregnation and trading creatures.
Creature without [can_learn] and [can_speak] tags is simply friendly unit contributing only to breeding. You can assign rooms to any creature of the main race, creatures will develop relationships to any members of their race even not speaking ones.
[can_learn] - allows drafting and nobling provided you have someone who [can_speak] in your civ.
[can_speak] - enables labor menu. You can't view nobles mandates if he cannot speak.

9
DF Dwarf Mode Discussion / Dwarven healthcare, meaningless and ruthless
« on: December 29, 2010, 05:14:48 pm »
So after an epic showdown with half a hundred of goblins riding voracious cave crawlers and crocodiles my military has became a ten dwarves smaller. Furthermore, my hospital was filled with injured dwarves, one of them being a hero of the battle and thus patient of higher importance for me. I've got a bunch of good doctors and splints and thread and cloth and soap. So everything looks like under control....
Aaand those seven doctors with all other labors disabled prefer to just idle in meeting room instead of justifying me not atomsmashing them just like other useless scum. Seriously, some of dorfs got infections while they were standing with no job queued. Threating to starve them to death and assigning them to burrow directly covering the hospital seemed to improve things a bit. hero got his single stitch he was waiting for a month, and most other dwarves were served within a week. But still doctors preferred to just chill out on the same tile with patient. And dwarf with almost every main bodypart injured still only got one suturing. (I believe he slipped and was trampled by every mount on battlefield; seriously, there are three pages of wounds on health page)  He isn't in hospital but burrow with medics encompasses his bed.

Which tricks do you use to ensure injured dwarf is taken care of?

10
DF Suggestions / Additional/advanced wrestling moves
« on: November 14, 2010, 05:58:33 pm »
Currently there are many useless grab options which only give you an opportunity to release targeted bodypart.
Also each bodypart is currently quite isolated.

There probably should be moves that require several parts grabbed. Two legs to break lower spine for example, or the head and upper body to do the same with the upper. Maybe even upper and lower body to tear enemies in two if someone gets that badass.  :o

Also throwing moves to send enemies few tiles away. Edit: I've discovered that this is possible, however you need to be size of giant to perform that. If you're superhumanly strong legendary wrestler the only difference between takedown and throw that latter stuns enemy.

Additionally, holding an enemy should yield some advantages. For example if enemy attempts to strike you with that bodypart it should be easier to block strike and/or you can counterstrike either by throwing enemy to the ground or lightly damaging that part or joints in it.

Add some moves to use against bigger enemies. Like bringing giant to ground holding his arm or foot (probably by using every limb you have), or how did they call the one with minimus in Kung Foo Panda?  :D

Finally you SHOULD be capable of breaking finger by upper leg in case you somehow managed to grab the aforementioned finger.

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