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Topics - dree12

Pages: [1]
1
DF Adventure Mode Discussion / Claiming a hillocks
« on: July 26, 2014, 07:25:24 pm »
Is it possible to successfully site-claim a hillocks? I've killed the mayor and tried to occupy both the Castle Mound and the Civic Mound, but the successful site claim message never appears.

2
DF Adventure Mode Discussion / Wow...
« on: July 14, 2014, 08:48:50 pm »
I start as an elf adventurer. Usually, elf adventuers start in forest retreats, so imagine my surprise when I start in a fortress, with not a single elf in sight. There are dwarves, humans, and goblins though, so I figure this fortress has been an important battleground.

The invasion seems to be fresh, as I notice there is still fighting between races. People do not talk about anything except various attacks that occur very recently, such as in the last hour. There is still blood splattered everywhere. It's a crowded fortress and clearly not all the population is content about the new rulers.

When I ask the inhabitants, they confirm that my elf civilization has recently occupied the site. Some of them say "it's for the best" while others don't seem to know anything about them. I ask one how many other civilizations want to control the site, and...



Holy cow.

I guess my next course of action is going to be rooting out all possible sources of insurrection and hopefully solidify my civ's claim to this site.

This release is awesome.

Edit: I dug around a little further, and it seems this occupation was a consequence of a war started due to a dispute over plants. Everything is so deep in this version!
Edit2: The head here seems to be an elven Administrator. Most other nobles are dwarves, except for the countess who is a goblin. (Weirdly enough, there is also a count... not a count consort, but a count.)

3
Life Advice / An... awkward situtation
« on: April 26, 2013, 11:53:01 pm »
A bit of background.

I had a brief crush on a girl that goes to the same high school as I (I am male). We flirted around, chatted, etc., but I never got the chance to ask her out. Eventually, she started to ignore me, because these things end as quickly as they start. But then I made a stupid decision to try to win her back. Needless to say, it didn't work.

Now I've moved on in life. I've found a new girl, etc. But the girl I used to like hates me now because of what I did. As very few people (i.e. no others) hate me, this feels really awkward. I don't want to confront her, because that would probably make things worse. But I feel that a laissez-faire approach isn't exactly perfect here either. If nothing more, I'd be stuck in this position for a while. To make things worse, we share a friend circle—her friends are also my friends.

So I'm at a crossroads here. I can either do something and risk making things worse, or I can do nothing and blindly hope time can fix things. I know I made the mistake, but I'm still unprepared to take the consequences of it. As you can doubtlessly see, I'm desperate for a solution (otherwise, I would not be asking here of all places :P).

I live a good life and don't mind these small things. But I'd probably feel more successful if I can fix this.

Any advice?

4
DF Gameplay Questions / Is vampire blood retroactive?
« on: April 22, 2012, 08:20:27 pm »
If a non-night creature historical figure, let's call him Urist, bleeds from a wound into a water aquifer, and then subsequently is converted into a vampire, will the water aquifer blood cause vampirism?

5
DF Gameplay Questions / Will a necromancer siege leave?
« on: March 24, 2012, 04:12:40 pm »
So, a necromancer decided to pay a visit. After causing some havok with the outdoors livestock, the dwarven living quarters have been cleared and locked-up, with the only issue being that the 57 undead + 1 necromancer are preventing all trade and immigration. Will this siege ever leave? If it does, will it return in a short period of time? Because it is a first-year siege, there is no military to speak of, 6 paltry stone-fall traps guarding the entrance (but stone is available, so more can be generated) and a small underground farm that could thankfully support the fortress.

If the siege will never leave or will recur, will traps protect the fortress? If a necromancer steps in a cage trap, will they still be able to animate undead? Can caged undead reanimate?

Also, if none of these are plausible, is there a way to just force the necromancer to leave right now, even if it involves raw editing?

6
Is this a leftover from testing or an intended feature? If intended, can anyone explain why ostriches are selected to drop them?

7
General Discussion / Off-topic debate about weights
« on: November 24, 2011, 10:54:11 pm »
From http://www.bay12forums.com/smf/index.php?topic=96724.0:

While many people have complained that weight is the measure of the "force of gravity", to the common person this is a ridiculous definition. What this would imply is that a kilogram of ballooned nitrogen would weigh the same as a kilogram of uranium. In that thread, I posted the more generally accepted equation of weight, given below:

weight (n) = mass (kg) * magnitude (m/s2) - air density (kg/m3) * volume (m3) * magnitude (m/s2)

This has received support from one of the definitions posted by Cruxador, and opposition from most of the others:
For weight:
Google: A body's relative mass or the quantity of matter contained by it, giving rise to a downward force; the heaviness of a person or thing.
Dictionary.com: the force that gravitation exerts upon a body, equal to the mass of the body times the local acceleration of gravity: commonly taken, in a region of constant gravitational acceleration, as a measure of mass.
TheFreeDictionary.com: The force with which a body is attracted to Earth or another celestial body, equal to the product of the object's mass and the acceleration of gravity.
Wikipedia: In science and engineering, the weight of an object is the force on the object due to gravity.
Merriam-Webster: the force with which a body is attracted toward the earth or a celestial body by gravitation and which is equal to the product of the mass and the local gravitational acceleration
(bold: support common sense definition; italic: oppose common sense definition; no formatting: neutral)

This suggests that what humans generally think of weight (the Google definition) is the heaviness of an object or the force needed to hold it up. However, scientifically it seems most scientists tend to define it as the weight without buoyancy, or simply the force of gravity. This leads to confusing and unexpected results like a massive helium balloon weighing the same as an uranium pill of the same mass.

Weight has nothing to do with air resistance, however. An object at rest encounters no air resistance, rather it encounters fluid buoyancy (no, these are not the same thing). If weight is measured in the "common sense" model, it would make sense that a kilogram of feathers weighs less than a kilogram of gold.

The term "common sense" is likely to spark debate among the scientists in this community. Most people would not accept that nitrogen would weigh the same as uranium on Earth. The reason for this is that there is no other practical application for something's weight, rather than the force needed to keep it at rest on Earth, where an atmosphere is already providing some counterforce. So, the "common sense" definition of weight is "the force needed to keep a resting object at rest" or "the force a solid ground exerts on an object of relatively miniscule mass to keep the object at rest", not "the force of gravity on an object".

If you have any disagreeances with this post, please share them below.

8
DF Modding / Reaction not showing up
« on: July 28, 2010, 09:36:49 pm »
I'm in the middle of an Elf Forest mod, and I figure I'd give them free wood in the most cheesy way possible. But the weaponmaking reaction isn't showing up...

Code: [Select]
creature_item

[OBJECT:CREATURE]

[CREATURE:GET_SOME_WOOD_WEAPONS]
[DESCRIPTION:A wooden weapon.]
[NAME:weapon:weapons:weapon]
[CASTE_NAME:weapon:weapons:weapon]
[CREATURE_TILE:250][COLOR:0:0:1]
[NATURAL]
[VERMIN_MICRO][VERMIN_ROTTER][VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]
[VERMIN_NOTRAP]
[POPULATION_NUMBER:0:0]
[CLUSTER_NUMBER:0:0]
[SMALL_REMAINS]
[SPEED:2900]
[PREFSTRING:ability to attack]
[FLIER]
[DIURNAL]
[NO_SLEEP]
[HOMEOTHERM:9571]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]
[NOT_BUTCHERABLE]
[NOBONES]
[BODY:INSECT:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:1]
[MAXAGE:1:1]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:chitin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[ITEMCORPSE:WEAPON:NONE:WOOD:NONE]
[ITEMCORPSE_QUALITY:5]

reaction_other

[OBJECT:REACTION]

[REACTION:SUMMON_TREE]
[NAME:summon from the tree gods]
[BUILDING:IMMORTAL_TREE:CUSTOM_W]
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:MAGIC:WOOD]
[SKILL:WOODCUTTING]

[REACTION:MAGIC_TO_WOOD]
[NAME:transmute magical logs to wooden weapon]
[BUILDING:IMMORTAL_TREE:CUSTOM_T]
[REAGENT:A:1:WOOD:NO_SUBTYPE:PLANT_MAT:MAGIC:WOOD]
[PRODUCT:100:1:VERMIN:NO_SUBTYPE:CREATURE_MAT:GET_SOME_WOOD_WEAPONS]
[SKILL:WOODCUTTING]
The first reaction works, but the second one never shows up. Any suggestions?

9
DF Suggestions / Make days longer
« on: July 17, 2010, 04:02:37 pm »
So, I know this has been suggested before, but the other 2 I found were related to other issues. This suggestion is a little different from those.

The point of this suggestion is to remedy several issues with one tiny tweak:

  • Food is almost never an issue
  • The is a lack of time to prepare for caravans
  • Focusing on a task is hard when immigrants, caravans, and sieges require your immediate attention.
Basically, my suggestion is increasing the length of a day. The catch is that some times are measured in frames and others are measured in days.

For example, moving still takes 11 frames for a dwarf. Carpentry, crafting, etc. take the same number of frames to perform. Caravans also stay for the same number of frames (which is no longer 28 days). Hunger, thirst, drowsiness, etc. take the same number of frames to increase. Syndromes, combat and other stuff like that too.

Seasonal activities, though, use days rather than frames still. Caravans, sieges, and immigrants still arrive seasonally, allowing you much more time between elves and goblins and humans. Freezing is still during winter. Farming, aging, and other stuff like that are seasonal as well.

Using this suggestion, 1 is remedied by butchering and farming nerfed from more regular eating/drinking. 2 is remedied from more regular trading. 3 is remedied by allowing the user to focus on their current task without SIEGE, A dwarven caravan from … has come, etc. for longer.

I’m not saying we use adventure mode times, but somewhere along 1.2 – 1.5 times longer of a day would make a huge difference. Pack more ale, or regret it. Farm early and large (1.2 to 1.5 times as large!). Winter is longer, make sure you have booze.

Moods can go by frame or by day, either way works. This suggestion is meant to be low-priority, as it requires some more work for dwarves to do, improved/longer sieges, better caravans, lowered food prices, etc. But it helps with farming (I never really liked the decrease yield suggestion, it doesn’t make sense.) It also deals with a lot of annoying annoyances, so I think it would work nicely. Besides, if this makes it in 2012 or something, we’d have i9s to work with, eliminating one of the worst aspects (days per second) of the suggestion. :P

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