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Topics - Reynard

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DF Modding / Lessim Mogaim - A rebalance mod
« on: August 02, 2009, 07:22:56 pm »
Lessim Mogaim - Less Sim, Mo' Game.

The inspiration for this mod is the realization that at some point adding more realism to a game makes it less fun. While I love the work Toady has put into the underlying geology of the DF world gen, somewhere around the fifteenth variety of opal a line was crossed. In the spirit of making DF more fun to play for me personally, some frustrating elements have been smoothed over, one or two overpowered maneuvers disallowed, and one trivially easy but essential aspect of the game has been made more challenging (farming). DF has crashed once or twice with this running, however, I'm still trying to figure out why... so while I'm bug chasing, I wanted to get thoughts and suggestions on the direction for this mod. I don't have it put up for download, though I suppose I can if anyone wants to give it a try. I'm more interested in hearing if the community is receptive to a mod that guts all Toady's nice geology.

Major changes overview:
Minimizes the headache of noble demands and site selection by pruning the matgloss_stone files of anything nonessential, and put everything left in the blender so that it all has an equal chance of showing up everywhere. Every site is guaranteed to have roughly the same mix of metals and gems. Flux requirements have been removed completely. Iron + coke or charcoal + fuel or magma = steel.

Most of the aboveground crops have been left unchanged. Underground farming has been massively curtailed though. Survival without aboveground farming is not hard, but your dwarves will not be very happy about the lack of variety in their diet.

Minor changes:
Reduces training mishaps and micromanagement by introducing 'training' versions of the five major dwarven melee weapons, far less likely to bench an able-bodied dwarf even before their first battle.

Crossbow bludgeoning has been changed to use the 'whip' skill rather than 'hammer' to fix that little trick of crosstraining hammerdwarves to crossbow. Crossbow bludgeoning damage is also reduced.

Obsidian shortswords have been disabled. Dwarves may by short hairy drunkards who live in caves, but they're not cavemen! You're guaranteed steel, use it. Obsidian shortswords don't bother anything really, no reason code them out. If you don't like them don't use them. :)

Major changes details:
Matgloss Stone changes:
It's almost easier to list what I've kept than what was removed. All stone layer types have been combined into one extremely generic gray "Stone" stone layer. The following metals have been kept: tin, copper, bronze, iron, steel, silver, gold, platinum, and adamantine. All except adamantine occur as veins, everywhere, though I'm debating pruning platinum or making it CLUSTER_SMALL. Tin, copper, iron, silver, gold, and platinum all occur in minerals. Other minerals include coal (renamed from bituminous coal) and obsidian(only occurs bordering lava now), both also appearing as veins. Finally, fifteen new types of stone were added that do not naturally occur, creatively named things like 'red stone' and 'blue stone' and 'dark red stone'. One for each of the fourteen possible foreground colors. This part is currently incomplete, but the goal is that if you want to create colored projects, a smelter reaction that creates 10 colored stone from 10 raw stone can be done. The fifteenth new stone is 'cold stone', is similarly created from regular stone at a smelter, and has bauxite's temperature tolerances for magmaproof mechanisms. The gemstones have been cut from 127 to 21, and a few colors juggled so that brighter colors generally means more valuable.

Plant changes:
Only one aboveground crop was changed. Pig tail and rope reed have been combined into one aboveground plant, cotton (I always thought the lack of cotton was odd). If you want a cloth industry, it has to be farmed aboveground now. Of the six underground crops, only two survive. Dimple cups are unchanged, cave wheat is no longer brewable, and both are now plantable all year round.
Three new underground crops have been introduced. Taking the place of plump helmets in the 'I need food now' category is the mat lichen. It has a very short growth time, a value of 0, and can be eaten raw or cooked, and cannot be brewed, milled or threshed. Stalactite hops are inedible, have a long growing time, but are the only underground plant still brewable. The third new crop, the chroma blossom, is something I'm still working on. The goal is to have it involved in the colored/cold stone smelter reactions.

In short:
Mat lichen - Fast and very cheap food.
Stalactite hops - Slow but brewable.
Cave wheat - Requires milling to make it cookable, but is not worthless.
Chroma blossom - Smelter reactant.

Finally, the [OUTDOOR_FARMING] tag has been added to the dwarven civ entity. Your dwarves are going to be expressing tastes for sunshine and gutter cruor and whip wine and everything else. If you want to meet these new demands, outdoor farming is a requirement. Happily the plant biomes have been scrambled just like the stone environments, so you should have access to everything.

What hasn't changed:
Creatures and are untouched. That's a far more daunting rebalancing task than I care to tackle.

2
DF Dwarf Mode Discussion / Fortress Design Elements
« on: November 01, 2007, 02:28:00 pm »
Just a topic for some neat design elements. My first contribution is because I'm paranoid about leaving my waterwheels on the surface river to be smashed by invaders. I haven't tested this yet, can't right now as I'm not at home but I'm still busy dreaming up designs...
code:

Underground Hydro Power Plant & Reservoir
Side View Key
# Wall
_ Floor
(blank) Shaft
~ Brook surface
7 Water

Step 1 - Dig this out however you like.
Z00 _~~~~~_______________________
Z-1 #77777# #_Hydro_Power_Plant_#
Z-2 #######_X___Reservoir_______#

Step 2 - By digging a channel at H, water is opened
to hit the floodgate with no danger to the digging dwarves.

Z00 _~~~~~H______________________
Z-1 #77777  #_Hydro_Power_Plant_#
Z-2 #######_X___Reservoir_______#


Don't forget some kind of overflow mechanism.   :D Still working on that... water vanishes on reaching the edge of the map, right?

I'm also interested in designing a minimalized screw pump tower, each pump layered on top of the previous one. Then, connect the output flow to a long ramp... dwarven water slide!

[ November 04, 2007: Message edited by: Reynard ]


3
DF Dwarf Mode Discussion / Fortress Design Plan
« on: May 12, 2007, 08:31:00 pm »
Well... New DF player here, ready to start a truly epic fort after some, ahem, unfortunate experimenting. I've had forts starve, flood, overrun and burn. Then I found the Wiki and I perused that for a couple days. Now I think I want to try to make a truly prosperous fort, and I'm planning it out in my head.

Fortress placement's the first choice. West of the river will be tree farms and grand entranceway/seige defence. Looking at the division of industries, I'm surprised. There's only four workshops that would lead me to want to put things on the deep side of the chasm, but they're important ones. I decide to split my industries into three groups: Soft, Stone, and Hot. Hot's the magma stuff: Smelter, Forge, Kiln, and Glass. Stone's the stuff that has no connection to either water of fire: Craftshop, Jeweler, Mason, Mechanic, Kennels. Alchemist and Dyer, too, though they're pretty useless. Every thing else is soft and should be situated close to the tree farms or fields, meaning close to the river - except the Ashery and Furnace, which kind of bridge between Soft and Hot industries, so I'll put them in the middle with Stone.

Defences, I'd love to rely on my military for siege protection, but... the way healing doesn't seem to happen, and the comparative ease and effectiveness of traps, doors, and liquid protection doesn't make that the smartest choice, no matter how "right" it feels. Flooding is just... too easy, so I think I'll try and rely on traps. At least those need cleaned.

I had some more notes around here somewhere... I'll post more when I find them. :p

One question: I see poor room designs with a bed, coffer, and some other piece of furniture. I've got my poorest dwarves in 1x1 coffin lockers and they seem fine. What's the rationale behind boosting their rent with the extra furniture?


4
DF Bug Reports / 33c: U-bends create infinite floods
« on: November 25, 2007, 02:14:00 pm »
...or at least, I think that's what's causing it. Whatever hack Toady put in to account for water level equalizing in U-bends seems to result in infinite water. Some images to demonstrate what I've got going...
http://img230.imageshack.us/img230/1371/flood1ae3.png  http://img228.imageshack.us/img228/1083/flood2ob1.png  http://img228.imageshack.us/img228/3342/flood3yp0.png

I figure it has to be the U-bend, because I've drained lakes like this before (off the side of a cliff) without flooding like this. The starter lake (in the first picture, on the left) never goes below 6 on any square... in fact, everything from the starter lake to nearby the waterfall top is solid sevens.


5
DF Bug Reports / RNG seeded before generating world name
« on: November 06, 2007, 11:36:00 am »
Not sure if this is a bug or not, but I think that it interferes with distributing world seeds. The RNG is seeded before generating a random world name, so depending on whether you choose a world name or leave it random you get completely different worlds using the same seed.

6
DF General Discussion / Ramps or Stairs?
« on: October 31, 2007, 01:15:00 am »
Originally I had planned on using stairs in my fort to handle Z-axis stuff, but in some topic here I had heard mention that heavy items can't be moved via stairs, only ramps, so I could use some confirmation as to whether my central stairwell needs reworking.. I didn't bring an anvil to my fortress so I can't make a forge on a different z-level to test it just this moment...

Really loving this stuff. I've got a tower under construction, my upper reservoir level is inching past skeleton phase, can't wait to start playing with machinery... <3


7
DF General Discussion / Goal-Based Dwarf Fortress
« on: November 04, 2007, 10:08:00 pm »
First off, I want to say I love DF for its freeform nature. But sometimes, I feel directionless and daunted by the sheer variety of ways I can channel my dwarves. What do I want to optimize in my fortress?

So - goal-based DF. It's in the same spirit of challenge games, but the way I'm thinking of is more "connected" to the world. Rather than just imposing restrictions purely to make the game harder, each fort would have an assignment handed out from the king. Some would come with pre-selected loadouts, others could offer some more freedom in that area, and the success (or failure) of that challenge can have a world-effect.

I'm just tossing ideas out here.

1. Refugees. An army is marching to lay siege on a dwarven city - and you've been tasked with providing for the refugees. Build a fortress capable of housing, feeding, and defending 200 refugees.

2. Stealth. You've been tasked with creating a hidden outpost close to a goblin lair. Impact the outside site as minimally as possible - dig down right away, deconstruct the wagon ASAP. No building outside or even going outside.

3. Shrine. You've been tasked with designing a temple to some dwarven god. Aesthetics count - the king will be very disappointed if there's no domed ceilings carved with frescoes.

4. The Great Brewery. Disaster has struck the kingdom - a !!suspicious peasant!! made it into the greatest brewery of the empire, and as a result the whole thing burned down and exploded roughly simultaneously. No time for weeping - you've been chosen to create its successor. Construct a fort dedicated to the production of alcohol - of as many varieties as possible, not just wine, ale, beer and rum.

5. Diplomacy. Five courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go and found an outpost. They've hired you and one other dwarf at exorbitant prices (they'd have to be) to make sure they survive. (The five nobles only have social skills and refuse to do any work that is beneath them. Make sure they survive for x years, after which it's safe for them to return to the courts.)

6. Wealth. Pretty simple - the kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible.

7. Artifact. There's rumors to the effect that a haunted locale was once home to a item of great importance. Groups have gone in before (and never returned, of course), but never one so dedicated as yours - you're staying until you have that artifact! (Found a fort in a haunted/terrifying location and survive until a dwarf successfully crafts an artifact via possession. Then get the hell out.)

8. Assassination. Your group of seven has been chosen to assault a goblin fortress - and you're not getting any backup. (Turn off immigration.) Slay the leader (the hardest-to-reach goblin) and escape within x years. (Caveat: No sapper-style undermining. Melee is where it's at.)

Obviously these are all very formative, but I think "flavored" challenge games like this, as part of a cohesive world and with a clear goal, could be a very fun project.


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