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Topics - Thundercraft

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DF Suggestions / Mating for life & within 10 years...
« on: June 06, 2018, 12:29:45 am »
Doing a forum search, I see that the subject of Polygamy has been brought up several times before in the Suggestions area. However, these conversations and suggestions were made a number of years ago. Two of the most recent topics on the subject date back to 2015:
Where is the Polygamy / Polyandry?
Polygamy

The suggestion of making dwarves capable of being polyamorous (or allowing polyandry / polygyny) seems controversial. However, the main complaint against it seems to be that it would inevitably result in (a lot) more dwarf children, which many players would not like.

Personally, I find this argument weak, considering that we can adjust the [BABY_CHILD_CAP:100:1000] token in d_init.txt. We can adjust both the absolute cap on babies+children as well as the percentage of the fort's adult pop. We could even turn child birth off.

A counterargument would be the possibility of adding a couple more d_nit.txt settings. For one, a new option to switch dwarves between being monogamous and polyamorous (or turn monogamous ON/OFF) could be added. Optionally, another setting might give some control of Fertility. That, or perhaps there could be an option to reduce the requirements of starting (and, thus, increasing the occurrence of) a Relationship or Marriage.

Alternatively, some new tokens in the raws could control such things.

On to my main point: (I only brought up dwarf polygamy because of how it would impact birth rates and because it ties in to my real suggestion below. I otherwise don't much care about dwarf polygamy.)

Why is it that dwarves mate for life? I'd love to see a possibility of a widow or widower remarrying after their spouse dies. Also, I find it silly that dwarves have to be within 10 years of each other's age for a relationship to happen. A dwarf's max age is between 150-170 years, which is about twice that of a human lifespan (IRL). Such a 10 year window severely limits hookups, which I suspect was the main point: It was probably made this way for gameplay reasons - because marriages and births would otherwise occur too frequently for most players.

What about those of us playing Fortress Mode with a modded civ other than dwarves? Must our fortress of humans, goblins, drow or whatever also be limited to mating for life and only marrying with 10 years of age? :(

I've searched the wiki and looked and looked in the init settings and Raws, but I can not find an adjustment to either of these things. :( And when I asked in the modding questions thread, I was told (with 99% certainty) that this was hard-coded. :o

Like Monogamy/Polygamy, I think it would be relatively simple to add a couple of new switches to d_init to adjust whether or not "dwarves" mate for life and to disable the check on age before allowing a relationship. Defaults could be set to leave things at the status quo.

Alternatively, I'd be satisfied if we just had some tokens we could use in the Raws to adjust such things. And I'm certain that I wouldn't be the only one grateful for this, considering how popular mods are that add custom races that are playable (or make other vanilla races such) in Fort Mode. Several of the biggest and most popular mods seem to do this.

Some of us want a higher than usual marriage rate / fertility rate and more dwarf babies - at least for certain experiments or goals. For example, consider Archcrystal: 410 years in a fortress. Everyone currently alive in Sethatos' fort was born there and descended from two dwarves down through 5 generations. He even set up arranging marriages for their descendants with pre-honeymoon suites. Imagine the micromanagement this must have involved, given the aforementioned limitations. (Read the Arranging marriages section of the wiki article on Marriage for details of how slow and tedious this actually is.)

2
DF Wiki Discussion / Why do wiki pages reload over and over again?
« on: October 13, 2017, 09:14:21 am »
I've noticed that pages on the wiki - even the home page - reload over and over again, constantly. More specifically: After a page finishes loading, the dwarf icon for the browser dwarffortresswiki tab switches back to the rotating "loading" icon, quickly shifting back to the dwarf icon, shifting back to the loading icon... etc. This does not happen every time, but it happens most of the time. And it seems happens on every page with a flash advert.

At least, this is the case on my browser (Firefox 52.0.2). Anybody else experiencing this?

Several times, I've had my browser either crash or consume so much memory that it eventually lags to the point that my laptop become unresponsive. This forces me to either (in extreme cases) do a hard reboot of my laptop or, at a minimum, [CTRL]+[ALT]+[DEL] for the Windows Task Manager to shut down Firefox and restart it. And I link these issues to sites that reload pages constantly, the dwarffortresswiki in particular.

Don't get me wrong: I do not have issue with adverts on the wiki. I do not have issue with flash adverts on the wiki, either. Something has to pay for hosting costs. My problem is that I'm currently stuck on my old Windows XP laptop (since I had to RMA the power supply for my beefy desktop). And this old laptop only has 2 GB of memory. These constantly reloading flash advert pages seem to gradually consume more and more memory, until it reaches a breaking point.

Granted, I usually have several browser tabs open simultaneously. However, this does not usually cause me problems - except for when browsing the dwarffortresswiki with pages that constantly reload.

Isn't it possible to have adverts on the wiki in a way that does not constantly reload the page? I've not seen many other sites that even do this. As it is, I may be forced to use an add-on to block flash ads - not because I want to, but because it gets frustrating to have to frequently restart my browser or reboot the laptop from extreme lag.

P.S.: This experience of wiki pages consuming more and more memory has me reconsidering how I play DF. Instead of playing with the browser open to display several wiki pages, I will have to rethink this. Maybe I should only have one wiki page open at a time now?

3
DF Suggestions / Butcher corpses of tame creatures?
« on: October 12, 2017, 07:37:54 am »
May we please have some way to Butcher or otherwise utilize the remains of tame creatures that have died? It seems such a waste that we can't butcher the remains of our own livestock merely because they died before we could slaughter them ourselves. Our fort gets raided or attacked, killing some of our livestock, and we have to leave them to rot because... reasons?

This does not make sense to me and it breaks my suspension of disbelief. Especially in medieval times and especially when a village is isolated from civilization by great distances, it would be absurd to let food go to waste. It's too important.

Granted, if a lot of livestock was killed, it may spoil before it could be processed and either consumed or preserved (such as with salt or saltpeter). But you know that they would try to make use of it. If nothing else, the bones and hide would remain on spoiling remains. The fat, too, could probably be salvaged for making lye, even if it was going rancid.

Was this separation of Butchering and Slaughtering done to prevent players from arranging an "accident" for a dorf's pets (like how many forts had an overabundance of cats) in order to allow them to be Butchered for something usable? That's the only reason which I can think of.

4
This year I finally upgraded to a modern HD LCD monitor. However, now that I want to get back into DF, I realized that graphics sets like Phoebus and Mayday (or even Ironhand) are not ideal for high resolutions.

Aside from Gemset, are there any graphics sets for 24x24 (which is ideal for 1920x1080)? Are there any graphics sets for 20x20 (which is ideal for 1600x900)? I did not find any mentioned on the wiki's DF2014:Graphics set repository page (aside from Gemset).

Any suggestions?

5
DF Modding / Mod or Utility to change Region type?
« on: October 31, 2016, 06:39:41 pm »
I really want to find a way to change the Surroundings or region type of a biome. (Specifically, I want to be able to change an Evil region to Neutral.)

Are there any mods or utilities which can do this? At the very least, I suspect there might be a map/tile editor which could do this. Perhaps the only option is an outdated utility, such as DFMapEditor? Or, maybe by changing some values via DFHack?

6
Almost two days ago I asked about the following new changes/features in the 0.43.04 release in the Dwarf Fortress 0.43.04 Released thread... but nobody replied. :'( So, I thought I'd start a new thread here.

Quote
Allowed new citizens with some previously site-wide occupations to be reassigned

Does this refer to new migrants? Or visitors that applied for and was granted citizenship? I thought visitors granted citizenship could not be assigned to an occupation.

Quote
Allowed some site-wide occupations for dwarves

Site-wide? ??? Does this mean there are new occupations which apply to the entire fort instead of a specific location?

7
Before I decided to ask, I looked on the Mantis bug tracker. I did not find this listed as a bug, so...

Did Toady intend for syndromes with paralysis, such as most venomous snakes and spiders, to lead to suffocation via paralysis of the lungs? Or is that an oversight/bug which may be changed some day?

I question it mostly because it seems like overkill, potentially making it a matter of game balance.

Having paralysis almost always affect the lungs means certain death, making a snake or spider bite almost certainly lethal. This renders the paralysis effect itself - and any other effects of the venom syndrome - a moot point as the poor dwarf or similarly "small" humanoid or creature is going to die anyway. As the saying goes, it's "Shooting a dead horse." Even better: "He's dead, he just doesn't know it yet."

It also tends to make such creatures far more deadly than similarly-sized predators.

If you would, consider for a moment if the game always ignored the lungs for paralysis syndromes. Without suffocation, the paralyzed creature is still a prone target - it can't move or do anything else. The effect still has a lot of potential for Fun, without death being absolutely certain.

Consider, too, that in v0.31 and earlier, the [CE_PARALYSIS] tag accepted a body part as a target (similar to CE_NECROSIS and CE_NUMBNESS). But as of v0.34, that was no longer possible...

8
DF Modding / Vermin reduction for improved FPS?
« on: May 26, 2016, 06:49:40 am »
I've been thinking of putting together a mod and I had a thought: Would drastically reducing the numbers and variety of vermin have a measurable impact on FPS?

With few exceptions, vermin are too small to butcher and most don't produce anything useful. Dwarves can't engage in combat with them, either. So, what's the point? Merely for the sake of added realism?

Actually, I can appreciate the purpose of certain vermin for extracts or dwarven milk. I can even appreciate simulating rats and a few others with [VERMIN_EATER] and/or [VERMIN_ROTTER] to give cats and falcons a reason for existing and to give animal traps purpose. But beyond those...? Why simulate bluejays, cardinals, blackbirds, fireflies, damselflies, dragonflies and such if all they do is potentially have a negative impact on FPS?

This topic talks about how FPS has gotten worse in recent versions:

I decided to open up some old 34.11 fortresses and compare...
[snip]
...I had 150 dwarves + 60 or so livestock and the game was still chugging along at 100 FPS.
Now my current 42.06 forts are barely reaching 60 FPS by the time we get to 110 dwarves and 60 livestock. And that's when I'm not looking at surface trees...

And it's well known that the number of animals has an impact on FPS, so... (I guess this calls for experimentation. But I'm lazy and I thought I'd ask first.)

For that matter, I've also considered removing some of the larger creatures which also serve as fluff. For example, what is the point of having Merpersons? They are completely benign and intelligent. Further, they can not be made a pet, can not be butchered, and their parts are not worth much (anymore). Ergo, they seem quite pointless - merely another potential FPS sink.

Even if removing such "fluff" creatures does not measurably help FPS, I have to wonder if it would at least result in more of the far more interesting and useful creatures in a given area or embark zone.

9
DF Modding / Software and habits to organize a mod?
« on: May 25, 2016, 12:52:27 am »
I have a lot of respect for those who are able to create and maintain mods and utilities, particularly the massive ones like Genesis and Masterwork. Aside from the time, effort, and know-how required, the task of organizing and planning such a large project seems daunting.

Years ago, I released a tiny graphics set. But I wanted to try my hand at a mod or two and get into good habits - habits to help not just with DF modding, but also with other projects and creative writing I've attempted. I've had difficulty with organizing and planning such. Writing ideas down in drafts is a first step. But I wanted to ask if any of you have recommendations in terms of software and habits to help organize.

Do any of you use mind-mapping software to organize a mod project? A few years ago I played around with VUE a bit. But I never used it for much. And aside from mind-mapping, any other software you would recommend?

Software I currently use:

10
DF Suggestions / Dragonfire: Should it destroy ALL materials?
« on: May 21, 2016, 09:24:02 pm »
Recently, Toady wrote,
Quote
I made dragonfire affect metal items again after a long hiatus, though fire effects in general are still a bit odd.

This means that dragonfire can destroy all usable materials in the game. (Slade doesn't count because it's normally not possible to mine and you can't do much with it.) Not even candy is immune.

Personally, I think there should be at least one usable material in the game which can withstand dragonfire. If not candy, then perhaps nether-cap wood? Or a rare type of stone or ceramic? It doesn't have to be a readily-available material, but I think there should be something.

11
DF Gameplay Questions / Can type or material of floor affect mood?
« on: May 17, 2016, 05:37:23 am »
I realize that parts of the wiki are out of date. So when I read the following about Floors in DF2014, I had to question whether this was still unknown:
Quote
It is not yet known how different types of floor affect the mood of the dwarfs, but it sure is a fact that covering a muddy sand floor with a layer of ash log floor, or anything else for that matter, would be pleasing for any player.

So... Does the type of floor affect Dwarf Thoughts? Surely, someone has either tested this or asked this by now. What about floor material? Engraving floors, at least, should affect room value...

12
DF General Discussion / TheList (Changes in 0.34.xx).pdf
« on: May 15, 2016, 11:35:51 pm »
It's been a while since I last played. And on looking at the collection of old files I have downloaded, I noticed this file: "TheList (Changes in 0.34.xx).pdf". This PDF is 628 KB in size and is 14 pages long. (BTW: The file creation date is February 13, 2013, 7:07:22 AM. Though, I would not trust the accuracy of that. Indeed, the original filename may have been just "TheList.pdf" as I tend to append file names with a better description.)

As you can imagine, it's a very detailed list of changes. It is vaguely similar to the v0.34:Release information page on the wiki, but it is much, much more detailed than that.

I was curious to see if there was an updated version of TheList which detailed the changes in v0.40 and v0.42, etc. But in reading the PDF, one does not find a link, a name, or even a date. There is nothing there to even hint at where it came from or where I found it.

So, I tried a Google search for the file name: "TheList (Changes in 0.34.xx).pdf", which was almost entirely irrelevant to Dwarf Fortress. So I tried "TheList" and "Dwarf Fortress", but still came up empty. I finally tried [ TheList .pdf "Dwarf Fortress" "0.34" ], but I still couldn't find this file. I even tried the PDF Search Engine and searched DFFD for "TheList"... and nothing.

On a hunch, I searched inside "LazyNewbPack Advanced [0.34.11] [V15].zip", as I suspected it came from a Newb pack. But I couldn't find it there, either.

Anyway, I'm writing in the hopes that someone reading would recognize this and tell me where it came from, as it's bugging me now.

Here's a very short excerpt:
Quote
   -> Raws
  • Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit
    • These include the new military positions
  • Attributes have also moved into the raws, allowing you set all sorts of values such as how fast an
    attribute increases
  • Many objects - trees, plants, stones, etc. - now have material lists in the raws
    • Some raws have been merged, such as trees/plants, and stones/metals
  • A region's raw files are now stored in their respective save folder

I would share the actual file. But as I don't know who wrote it or where it came from, I hesitate.

13
DF Modding / Mods that add plants to Tundra?
« on: December 29, 2014, 12:57:31 am »
Can anyone suggest mods that add new plants to the Tundra biome?
I did find Dwarf Pine Trees, but I'm looking for more.

I want to try Tundra, but it's a bit too empty for my taste. In the real world, tundras are not completely desolate. One can find dwarf shrubs, sedges and grasses, mosses, and lichens. And, in some areas, even some scattered trees.

14
DF General Discussion / Talk about Threetoe's stories... where?
« on: December 12, 2013, 03:53:02 am »
Quite a while ago (months? years?) I remember reading one or more topics/threads in which Threetoe's stories were discussed.

But I've tried several searches now and I can't find such a thread. Am I just not looking back far enough?

15
DF Modding / Successive Embark (from retired, not abandoned fortresses)
« on: February 07, 2013, 11:40:19 am »
In spirit, this is a continuation of the Reuse dwarves from abandoned fortresses suggestion thread. However, I wish to discuss the modding and practicality of the idea with v0.34 and current tools and techniques.



I don't suppose there's been any more official talk of having the option to retire a fort in a legacy manner?

But, at least in terms of modding, it is now - technically - feasible. Sort of.  (See this post in the DFusion thread and this thread for details.) Still, it requires technical knowledge and hacking the game. It's not at all a straightforward process and there's a chance to mess up.

I recently asked here in the new DFHack thread about further possibilities. I had hoped to hack the location of items and creatures to instantly move everything to a new embark at a different part of the world map. Sadly, according to Quietust, it cannot be done. :(

Anyway, here's part of Rumrusher's response (moved here to stay on topic):

I wonder to know what's your problem?.. oh wait you want migrants from a retired fort, they should move over to the new site easily in the upcoming migrant waves. Though the units are stuck in a pool of natural citizens of the civ and might take a couple sessions.

Interesting, but it's not what I'm talking about. I want to choose a selection of dwarves from my old fort to migrate to a new location to start a new one - as founders, not migrants. But more than that, I also wanted to bring along a selection of domestic and exotic animals and maybe some caged critters. In addition, I really want to select piles of supplies and stuff from my old fort to bring along - maybe even an artifact or two.

More importantly, there is a reason to bring along creatures from my old fort instead of buying new animals on embark or from caravans. A good one:

DF actually has some degree of genetics simulation. (See v0.31 Talk:Butcher.) There can be a surprising degree of variation in terms of a species' HEIGHT, BROADNESS and LENGTH. (Not to mention variation in hair, eye, and tissue colors. See TLCM_GENETIC_MODEL and other creature tokens.) And these traits can be inherited by offspring. In some cases an unusually large "breed" of dogs in DF can be butchered for more meat than an unusually small "breed" of donkeys. A lot of it seems a roll of the dice. But one can intentionally breed big specimins that produce more meat (or visa versa). And larger specimins are also a bit more powerful in combat.

But all that work in breeding super-cows or super-warbears would be largely wasted if one cannot bring them along for a new embark.

...though if you want people from another site to visit you could jump into adventure mode and walk them to the next site.

I thought about that. A lot! If push comes to shove, I might. But that method seems very tedious and fraught with peril. Boring, even. Embarking to a destination halfway across the world map could take a long time. And I would imagine I'd run into some nasty stuff along the way and most of the party would perish along with most of the goods.

That's just it: How would I haul a bunch of stuff across the world in adventure mode? Does 0.34 adventure mode allow the use of pack animals now? Fortress mode does not allow dwarves to use animals as pack animals - unlike caravans.

Can I have them carrying bins filled with stuff at the moment I retire the fort and turn them into adventurer companions? Maybe have them use wheelbarrows or minecarts? There would be no tracks for the minecart...

Well, I suppose I could do a "hopscotch" method. That is, I could move all I wanted to the edge of the map in fort mode, switch to adventure and move beyond the edge, then switch back to fort mode and move stuff again... rinse and repeat. But that's quite tedious. Even more so if one has to dig tunnels underground for a safe route, complete with minecart tracks.

Ah... I have an idea on a faster method (if it works):

One can use DFHack commands to change the location of items and creatures instantly. So one could have stacks of items and creatures a lined up for "rapid short-range teleporting". Then do a legacy-style fort retirement and switch to Adventurer Mode. Next, have a script to teleport everything to the edge of the map in the direction you want to go (N/S/E/W). And then keep repeating the teleport until you get where you want to go.

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