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Topics - Tamren

Pages: [1] 2 3 ... 6
1
When you build a pyramid in DF you have the choice of making it an even number of tiles wide, or an odd number. This results in the top of the pyramid being 2x2 or 1x1 tiles wide respectively. Currently there is no way to create a capstone to have a properly pointed top to the pyramid, if you place ramps on top they will simply appear to be flat because they are invalid without an orthogonally adjacent wall. So my suggestion would be to add new graphics for ramps placed in 1x1 and 2x2 squares with no supporting wall tiles. A single ramp standing on its own should display a four sided pyramid. A 2x2 square of ramps should combine to create a larger pyramid using four corner ramp tiles.

This would not be difficult to implement because the graphics for this partially exist already. 1x1 ramp tiles are displayed as a pyramid, but only if they are carved out of natural soil instead of constructed. The graphics for 2x2 ramp pyramids are four of the existing corner ramp tiles put together, since this is purely a cosmetic change you would just have to tell the game to display them this way, there is no additional gameplay effect.

Another minor graphical issue is that the existing single-tile ramps have black dots at the corners of the tile, which are even more noticeable when several ramp tiles are placed beside each other. These dots could be recoloured to match the ramp and do not seem to serve a purpose.


2
DF Gameplay Questions / Maximum height for fully grown mushroom trees?
« on: January 13, 2023, 11:51:26 pm »
I'm trying to plan out a very long term tree farm and I'm wondering how tall a cavern I need to accommodate mushrooms at their maximum size. In the RAW files it says that tower caps can grow to a maximum trunk height of 5 levels and have a trunk width of three tiles, the same thickness as ginko and highwood trees. However if I look in the caverns every single tower cap I can see is six levels tall, and only one of those levels is made of trunk.

So does anyone know what the actual maximum height is for tower caps and other mushrooms? My current fort is only four years old, so if you have a fort significantly older than that you may have bigger mushrooms in your caverns than the ones I can see.

3
DF Gameplay Questions / Best way to train the (new) Mason skill?
« on: January 11, 2023, 12:05:07 pm »
Now that Mason has replaced Architect and is no longer used for making stone blocks/furniture, what is the quickest way to powerlevel a Mason for higher quality structures? Do they get the same amount of experience per designed item regardless of how many materials are used? Do they get Mason experience for building the item as well as designing it if it is made of stone?

In previous versions the best way to powerlevel Architecture was to design a bunch of supports and then deconstruct them before they are actually built, this lets the architect return to the same tile and re-design another support for fast xp. I'm just wondering if anything changed in the new version, or if Mason is simply the same skill with a new name.

4
Plant gathering zones are great for efficiency because dwarves will gather several plants at a time. But they won't actually carry those plants back, instead dumping them on the ground for haulers to take care of one at a time. This seems silly to me and there are various ways we could make this more realistic.

1. Picker baskets

If you've ever seen people working on a plantation or orchard you will likely recognize this idea. It's basically a large wicker basket about the size of a wine barrel that you wear on your shoulders. When picking fruits such as melons or pineapples you just toss them over your shoulder into the basket and keep going until it is full, then return to a central location to drop it off, typically a truck on modern farms. In game terms this would work like a backpack but be a separate item that doesn't get used by soldiers, instead it is a specialized harvesting tool like a stepladder that gets stored in furniture piles when not in use. Picker baskets can be made out of wood, cloth or leather and contain the same volume as a barrel. Instead of dropping harvested plants when there are too many to carry, a dwarf with a full picker basket will stop gathering and first look for an empty barrel to dump the plants into, or failing than simply place the basket into the nearest food stockpile where it acts like a barrel with a built in "give" order that causes dwarves to empty it into other containers.

2. Plant stacking

When dwarves gather plants from a zone they should try to gather all of a single type first before moving on to the next. So for instance a dwarf gathering mangoes will continue to gather mangoes until there are no more, or they run out of carrying capacity. This reduces the amount of hauling jobs created down the line. When combined with other tools like picker baskets you could have a dwarf pick an entire basket of mangoes and then empty it into a barrel creating a barrel full of mangoes in one fell swoop, which eliminates "sorting" hauling tasks entirely.

3. Gathering with wheelbarrows

In the zone options there could be a toggle for gathering with wheelbarrows. When this is enabled dwarves will no longer carry plants back to a stockpile by hand, instead they drop all of the plants on the ground creating a "bushel". This creates a special hauling task where a dwarf will find a wheelbarrow and pick up that bushel of plants. The dwarf manning the wheelbarrow will continue to gather bushels of plants until there are no more jobs, or the wheelbarrow is full. Then they will cart the whole thing back to the nearest food stockpile.

4. Assign wheelbarrows, picker baskets and stepladders to plant gathering zones

Gathering zones could have a configurable number of tools to keep in stock that are bound to that specific gathering zone. This is configured the same way you control how many supplies are kept stored in a hospital zone. Tools assigned to a zone are stored there instead of in furniture stockpiles and will not be used for other tasks.

5. Option to cap the number of pickers working in a zone.

Having a cap would be helpful to control how many dwarves will gather plants at the same time, without actually disabling that labor on your dwarves until there are only a small number.

6. Cap the number of plant gathering assignments and clear all gathering jobs when a zone is deleted.

There is a longstanding bug where plant gathering zones will queue up EVERY possible gathering job in the entire zone all at once. These jobs persist even after you delete or pause the gathering zone and cannot be removed even if the plants they refer to no longer exist! Zones should not assign a job until the moment a dwarf is active in the zone and you should be able to cancel this task like any other job. This bug dates all the way back to 2015 and really needs to be fixed because if you make the mistake of designating a large zone you can potentially softlock your fort if plant gathering is enabled for every dwarf.

5
This suggestion is intended to make small scale farming and "touchups" more practical compared to mass irrigation by flooding. I'm sure almost everyone here has had to create mud at one point or another. Underground this is required to grow crops on stone floors and on the surface there are scattered tiles of stone that restrict how big you can make a surface farm plot. Since most interactions with terrain tiles such as digging, channeling, engraving etc are designations you can use to "paint" the job command onto the intended tiles. I think it would be useful to have a command to add mud to specific tiles. This would be much easier than the game's current solution for mudding single tiles which is to dig a hole in the ceiling above it, or building a wall and a ramp so that you can create a pond zone and get dwarves to drop water from above down onto the floor below.

How this works is pretty simple, you just tag the tiles you want to add mud to as if smoothing or engraving the floors. This creates a hauling job where dwarves will first find a bucket, fill the bucket at a designated source of water and then carry the bucket to the tile where they dump the water onto the floor. This creates a 1x1 tile of mud after the single layer of water evapourates. You can designate as many or as little tiles as you want, however the limited throughput of buckets means that you would be better served using pumps and other methods to irrigate large areas. This job shares the same type as filling pods or pits, so if that task is disabled dwarves will not muddy tiles.

At the same time as the above command you could add a second one for cleaning up mud on stone tiles (which the current cleaning task does not handle). For instance if some water gets dropped halfway up your nice stone staircase that tile will be muddied and begin to grow cave moss. Cleaning a tile works the same way as mudding the tile, a dwarf carries a bucket of water to the intended tile and after some "smoothing" the tile will be clean and free of mud and other growths.

In both cases when multiple tiles are to be muddied or cleaned dwarves who take up this task will "reserve" more than one tile and immediately refill their bucket to work on the next tile after the first tile is done. This prevents dwarves from wasting time repeatedly bouncing buckets in and out of stockpiles if you wish to work on a large area.

6
DF Dwarf Mode Discussion / What do you do with your Adamantine?
« on: April 13, 2010, 08:06:54 pm »
So I made it to the bottom and uncovered a small cache of this stuff. I've discovered 2 things so far:

1. Wafers will go into block stockpiles, but you can't store adamantine cloth or threads in a cloth stockpile. I found a loophole for this, make the cloth and set it to also be a finished goods stockpile. Finished goods adds the tag for material: adamantine so it allows adamantine materials to go into that pile. The threads and cloth can then be stored there.
2. If you make a flask out of adamantine you get an iron one instead.

So what should I do with it? I was thinking of making an uber suit of armour and some weapons. Any adventurer can then come along and attempt to claim the gear from my abandoned fortress, which by then will be brimming with monsters. Should be a fun quest.

7
The latest dev notes made me squee!

What other super tall projects are you going to attempt now that we are no longer limited to 15-odd levels above ground?

For me? Build a starship of course  ;D

8
DF Suggestions / New levels of "glancing" for combat
« on: September 09, 2008, 06:44:26 pm »
One thing that can get annoying in adventure mode is that you always read that your weapon blows "glance" off the target repeatedly. This is an indication that you can't hurt it. The problem is that it doesn't tell us enough information on how vulnerable the target is to your weaponry. I often find myself hacking at a seemingly invulnerable target before getting a lucky hit to the spleen.

So instead of saying "the wolf bites you but glaces away!" Repeated for 200 lines why not say something like "the wolf bites you and chips a tooth!" You could get very creative with all the permuations of combat dialog.

9
DF Suggestions / Ranged weapons and the use of gunpowder
« on: August 07, 2008, 12:59:34 pm »
(wall of text warning! To make sure I don't lose any data this will be updated section by section)

So its been a while since we discussed missile weapons. While nothing will actually change until the combat arc gets worked on, thinking out loud here will help us create and refine ideas until then. It was mentioned multiple times that the addition of guns would unbalance the combat system. Personally I think this isn't true as all missile weapons have specific pros and cons that make them unique.

To start with: Bows, Crossbows, Slings and Guns.
Possibly upcoming: Thrown weapons, siege weapons

Bows: Bows come in all shapes and sizes. Most are similar and can be lumped into 3 general categories:
Longbow: The standard, any bow that is as tall as you when unstrung counts as a longbow. Some of them can get even bigger like the english longbows. However they are not fit for "general" use and are meant for mass rank volley fire.
Shortbow: Any bow significantly smaller than a longbow. Smaller with less power.
Compound bow: Compound bows use a pulley system in order to harness the power of very springy but short bow limbs. The shape of the pulley can be configured to reduce the amount of force needed to keep the string pulled back. This can be anywhere from 0 to 100%.

In addition bows can have many variants:
Recurve: The bow staff curves away from the user at the tips. Increases spring force. Also makes it much harder to string the bow by hand.
Composite: Often confused with compound. Composite bows are made of more than one material in layers such as animal horn or laminated bamboo. This allows them to be much stronger than one made of a single material. The bows the Huns used are a good example which were also recurved.
Offset: Offset bows are normal bows where the arrow is held closer towards one end of the bow rather than the center. While this looks very strange it has advantages such as being able to use a tall bow while riding horseback.

Ammo and reloading:
Arrows come in all shapes and sizes. The important part is the arrowhead. Its shape and weight combined determine what happens to the target on impact. Arrowheads can be made for general use such as broadheads or diamond heads. Or they can be specialized such as needle tips for attacking heavy armour. One often overlooked but very important point about arrows is that as bows get more powerful you must provide stronger and heavier arrows to match. If you take a really light arrow and try to fire it from too heavy a bow, the arrow will simply bend and shatter in your face.

Reloading a bow takes much practice. Its possible to whip arrows out of a shoulder quiver and nock them in the same movement like how Legolas does in the LOTR movies. Since arrows are very long it limits where you can carry them. Generally most humanoids have space for two quivers. One mounted on the shoulder, the other strapped behind the lower back tilted towards the shooting hand.

Pros:
- Can be very general or specialized to many tasks depending on what ammo is used.
- Many types of arrows can be carried in the same quiver.
- Smaller bows are easy to use while mounted.
- Can be used in massed ranks of archers.
- Fastest firing of all the available missile weapons. (with the possible exception of repeater crossbows)
- Can be mounted with sights for long distance shots.

Cons:
- Very and in the case of compound bows, extremely vulnerable to any and all damage. A damaged bow can explode into shards if used.
- Cut bowstrings render the weapon useless.
- Bows must be stored unstrung or spring power will degrade over time.
- Usage requires a lot of training and constant practice.
- Holding the string back in the ready position for extended periods can get tiring.
- Tall bows can not be used in low tunnels.
- The glues used to assemble composite bows are sensitive to moisture. (or at least the ones that were available at the time, we can leave this one out)
- The quality of the ammunition is very important for overall accuracy.

Crossbows: Since crossbows are effectively a bow mounted to a stock the same variants can be found. Crossbows come in many sizes but the power of the crossbow is more dependent on the strength of the bow limbs. The strength of the crossbow also affects what methods can be used to reload it. The general shapes are:

Pistol crossbow: These little ones are used to fire small bolts. These bolts are much weaker than full sized ones but are still very deadly when used against unarmoured targets or gaps in armour.
Wrist crossbow: A crossbow mounted flat against the side of your wrist. A lot more effective than it sounds but difficult to reload. Leaves the hand free to use something else.
Medium crossbow: What people generally think of. Has a rifle stock.
Heavy crossbow: Same as medium but reinforced to allow the use of stronger bows.
Siege crossbow: Also known as an arbalest. These are meant to be used to defend forts and castles via arrow slits or to attack one from behind moveable cover. Extremely powerful but hard to reload.

The strength of the bow limbs affect how you can reload it:
Hand: The simplest way is to pull the string back by hand. For pistol and wrist crossbows this can be done with one hand. For medium and heavy crossbows, generally a metal loop is attached to the front of the crossbow. The user stands in the loop and pulls upward on the string with both hands.
Lever: Levers are slightly easier to use compared to using your hands. The main advantage is that you can use the lever while moving. They tend to be somewhat bulky on the larger crossbows.
Ratchet: A smaller lever than needs to be pulled multiple times to reset the bow. This is a lot slower but allows you to cock a stronger crossbow. This is a lot more mechanically complex than a lever and prone to damage. This method can be used on the weaker arbalests.
Winch: A pulley and gear system combined with a ratchet. The most time consuming method by far but allows you to reload the heaviest of crossbows.

Since bolts are shorter than arrows you can store them all over your body. Quivers or racks can be carried wherever there is room. Small darts must be carried in pouches or they will fall out. In a pinch or for stealth you can even strap a few to parts of your body.

Pros:
- Unlike bows the base accuracy of a crossbow depends on its quality and not the skill of the user.
- Easier to use than all other missile weapons, guns included.
- Bolts are just as customizable as arrows. Since they are thicker and heavier they allow the use of exotic materials whereas arrows must be made of wood.
- Can be tripod mounted for increased accuracy. Also allows civilians to use heavier crossbows without difficulty making crossbows a good militia weapon.
- With a modified string which includes a pouch, crossbows can be used to launch rocks and other small objects.
- The bow can be detached from the stock and replaced allowing you to change the power of crossbows to suit your needs.
- Heavier bolts are not as affected by wind.
- Can mount telescopic scopes as well as better iron sights than bows.

Cons:
- Very slow to reload depending on the power of the bow and thus the method used.
- Almost impossible to string by hand.
- Less sensitive to damage than bows but damage tends to be more catastrophic.
- Generally shorter ranged than bows (but still very long ranged)
- Hard to use with long range volley fire.
- Poorly made crossbows or crossbows that fire underpowered ammo have reverse recoil that greatly slows reloading.

Slings: Slings are a simple weapon that anyone can use, but few people can use well. Slings differ from the other missile weapons in that the damage the weapon deals out relies completely on the strength of the user. Longer slings mean more power, but you have to be stronger and taller to use them. They come in a couple types:

Hand sling: A small sling about a foot long when folded. Its used to increase the range and force of thrown stones and other objects. Very easy to make from various materials.
Heavy sling: These are meant for throwing much larger sones or shaped bullets. These slings are as long as the user can handle. For 5' 6" me that means just under a foot and a half folded.
Staff sling: This is a heavy sling attached to the end of a staff much like the sling on a trebuchet arm. Slow to operate but it can throw stones out to extreme distances.

Its worth mentioning that the length of the sling will vary greatly depending on how tall the user is and how they use it. For underhand throwing slings can not be any longer than the distance between your hand and the ground when standing straight. Overarm slinging can use much longer slings but is less accurate at long ranges and harder to do underground because of the high arc of the shot. Sidearm throwing is the most "direct" of the methods but also the least accurate.

Slings can be made out of any material that forms a rope or sheet. This means that cloth and leather work well, but also foraged materials like damaged clothing or vines can also be used to make slings.

Something that isn't well known is that slings can also throw darts. These work the same way but fly very very far.

Pros:
- Plentiful free ammo in the form of stones. (smooth stones from a river or beach are the best)
- Weighs almost nothing, so it makes a good backup weapon.
- Can be used to garrote someone in a pinch.
- Can be made from foraged or recycled materials
- Kids love em and will passively train slinging skill (but beware of accidents)
- Rocks are hard to see in flight, especially when they fly at high arcs. This means they are rarely dodged.
- Rocks don't pierce armour well but they don't have to. They kill stuff without blood loss so are good for hunting.

Cons:
- Hardest missile weapon to use effectively by far.
- Slings made of weak materials degrade rapidly and must be replaces.
- Wear and tear on the sling greatly degrades performance.
- Requires lots of practice (so its good to start young)
- Not very useful against opponents with shields (unless you use good bullets)
- Reloads slowly without lots of practice (but once trained up they reload quite fast)
- The stone tends to fall out of the sling if the user has to make sudden movements (like dodging).

Note: I'll be the first to admit that unlike the previous three, I have zero first hand knowledge of medieval firearms.

Guns: The period of tech we supposedly must stick to in DF means that the quality of firearms is very low overall. That is not to say they don't have a place however. Unless Toady decides to bump up the tech level a few notches, the guns we do have access to are going to be expensive and rare.

I think we can safely deviate from the progression set down by our own history. If dwarves got thier hands on gunpowder technology, what would they start to do with it? The earliest gunpowder weapon were mostly crude cannons. The smallest of which was eventually mounted on a pole to form an infantry firearm that required two people to operate. A little further on someone had the idea to mount a small thin cannon on a stick, and the rifle was born. To qualify as an actual rifle the weapon must have rifling in the barrel which is probably beyond our tech level. But the shape and usage of these crude guns are mostly the same. Eventually someone made a really short version and along came the pistol.

Now as to when we stop moving up the tech levels, that has to be discussed. But the pros and cons of firearms remained generally the same in the time period we are talking about.

Pros:
- Extremely powerful. Where arrows and bolts could be fended off by plate and mail. Gunpowder weapons could usually punch through plate armour with ease, which eventually made it obselete.
- Guns are frightening to people and especial animals who are not used to being around them.
- You can carry a lot more gun ammo by space (and sometimes weight) than you can arrows or bolts.
- It takes more training to use a gun safely than it does a crossbow, but far less practice.
- Usable bullets are far easier to make than usable arrows or bolts.
- Cannons and rifles as well to a lesser degree can be loaded with whatever fits down the barrel. This can be anything from lead pellets to candles.

Cons:
- Extremely dangerous and unreliable. There are just so many things that can go wrong that I have to list them individually.
- Lots of recoil making repeat shots impossible.
- Improperly loaded guns will fail to fire and or explode. Reloading also takes a very long time and lots of training to do safely.
- The user must carry a large amount of gunpowder on his person and some sort of lit flame (since were a bit far back for percussion caps), the danger from this gets even worse when rifle bearers are in close proximity.
- Guns are very expensive to manufacture, even more so than crossbows. The standards of manufacture are also very high, cruder components will work but increase the danger of using them exponentially.
- All early firearms are very inaccurate.
- Rifles are made up of many more components compared to say a shortbow. Each of these components can fail rendering the rifle useless and will sometimes make it explode.
- Rifles are very loud and may render the user deaf for a time. This can be countered by stuffing your ears with cotton or a similar tactic, but that will also make you deaf.
- Rifles cannot arc projectiles over obstacles very well. They can do this at long ranges just as well as a crossbow but the minimum range is far greater.
- The blast a rifle emits is dangerous in enclosed spaces. This would for example make them hard to use inside an arrow slit. The resulting cloud of smoke also lingers and impairs the view of the user and nearby people.
- Early gunpowder has a tendency to go "stale" and is useless when damp.
- Guns are generally not prone to damage but the firing mechanisms are very sensetive.
- Some others I am forgetting and all the others you guys can think up of.

So basically its looking like guns would work in the game. But it would take a lot of time and money to produce them. A lot of training to use safely. And after all that, isn't very accurate. But it still has its place on the list as a unique and useful contender. Also keep in mind that infantry firearms are just one branch of the technology. There are so many other things we could do with gunpowder, even with lower tech levels.

Thoughts?

10
DF General Discussion / So who is going to PAX?
« on: August 01, 2008, 05:22:29 pm »
End of August in Seattle. Me and a friend are going for all 3 days.

Its gonna be loads of fun. Who else is going?

EDIT: Is the Penny Arcade eXpo really that obscure?  :o

11
Basically, if there was something like the "make a magic card" editor for Df screenshots. It would make it so much easier for us to make custom screenshots of df.

Its easy to explain in words how improvements to the interface can be made. But making a picture of what and how the final results change is a pain in the ass. With an editor like this you can recreate situations in DF that would be almost impossible to set up by hand. This has two uses. Creation of custom screenshots for editing. And recreating pictures of bugs that were witnessed but not recorded.

How it works sounds simple on paper at least. If you have ever used the map editor for a game like starcraft or warcraft it works much the same way, only with simpler graphical tiles. You start with a blank map (or can import one of course). By pointing and clicking you can change tiles to represent different options, painting terrain and objects much like how you would designate areas for mining. For units like creatures you would more or less "drag and drop" them onto the screen. Multipart buildings like trade depots and workshops could be placed down in a single piece this way. Objects with adjustable sizes like bridges could be configured before you place them down. The screen itself could be overlayed by other things. You could put up a blank menu box that covers 1/3 of the screen. Then take that empty screen and use it to make a custom menu.

Its sort of like the map archive, only with paintbrushes.

Its a tall order for sure. But it shouldn't be impossible. Ive often made massive walloftext suggestions that put people to sleep because they can understand the idea but not visualize it. Conveying ideas through pictures would be so much easier.

12
DF General Discussion / DF and SP3?
« on: July 17, 2008, 01:50:30 pm »
Just got the notification. Service pack 3 is out for windows XP.

Anyone have problems while upgrading? I just wan't to make sure it doesn't interfere with DF.

13
DF Bug Reports / buggy downward staircases 38c
« on: July 07, 2008, 04:40:08 pm »
Found something odd. When you dig out a downward staircase. You can re-designate that same staircase tile with a dig downward staircase job. The miner will show up, re-dig the staircase and leave. You can do this over and over again and it seems to have no effect on the stairs.

I can't think of anything strange that could cause this but the ground the miners are digging into is solid ice.

14
DF Suggestions / Solving all excess stone problems.
« on: June 20, 2008, 02:26:33 pm »
I suggested this a couple times before. But I think it could use a bit of improvement.

The basic idea is to add another type of mine command called excavate. Excavating is identical to mining except that it leaves no waste stone. In other words instead of trying to mine out a solid boulder of rock, you pulverize the whole tile into dust leaving you with an empty square. This would solve all of our problems. Don't need extra stone? Get rid of it on the spot.

To expand upon this there are other improvements that stack with both this and the normal mining command:
1. Excavate variant of all dig commands such as channeling and digging out staircases.
2. A control panel for what minerals to destroy (default all) and what minerals to ignore. (like the economic stones menu)
3. A bunch of toggle switches for stuff like "ignore economic stone", "ignore gems".
4. A "mine out" command which tells the dwarves to mine out a single type of stone until then run out. (automining ore deposits basically, or destroying those annoying microcline deposits)
5. a "mine no matter what" command for emergencies like flooding.
6. An escorted dig command where workers will be accompanied by idle soldiers.

And whatever else you guys can come up with. Anything new?

15
DF Bug Reports / 38c Superfast bridge deconstruction
« on: June 17, 2008, 10:52:05 pm »
I shouldn't be too hard to replicate this one.

What happens is when you set a bridge for demolition a mason or whatever will come by and start to dismantle it. The bridge goes from tiles to pillars to small pillars and finally dissapears. Well when you cancel the dismantling job halfway, it will turn into a construction job instead. Suddenly the bridge will disappear instantly and the materials used to make it will appear all around the area. This is accompanied by a message that "the job could not be completed".

So the bug would be that half done deconstruction jobs should turn back into construction jobs if you change your mind. But this currently does not happen for bridges. Presumably this would affect other large constructions such as trade depots.

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