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Topics - Scruiser

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So it's been around 4 years since I last played adventure mode (I might have tried it briefly around 2 years ago).  I've recently taken a few tries at it... only to run into some really basic problems.

In the older versions of adventure mode, you get a quest, it shows up as a marker on your map and on the compass once you get close.  In this version... I ask about troubles, I get regions/areas/sites (assuming I can find someone that knows ) and then I flail about trying to navigate the menus and (Q) maps and lists and what not.. I've stumbled onto bandits pretty much by accident, but no luck in actually seeking them out, and I've only ran across a single untransformed wereperson by chance, I've had no success  finding beasts.

  • So first question on this topic, does anyone have any links to tutorials on finding people/monsters/other quest objectives?  If not... see specific questions below:
  • Any tips on figuring out which people to talk to learn locations of quest objectives when you don't have a site/region to start looking?
  • Once I get a site/region, any tips on navigating the multiple menus under (Q) to actually get there?
  • After getting a specific quest from a local ruler, I was able to see an agreement about it, which as helpful for not having to memorize quest details.  Is there any place information my character receives is stored so that I don't have to externally write down region/sites of quest objectives that weren't given by a ruler?
  • Anything else I should know about this topic?

Some general questions about conversations...

  • What modifiers increase the odds of people joining me on my quest?  I've had success with already people that were already soldiers, but no others...
  • What are the benefits and risks of spreading rumors?  Any fun shenanigans that can be done with rumors?
  • In general, has anyone worked out how the different skills alter conversations successes?

About world activities... the wiki page is very vague on this topic.

With my first adventurer which I started with at a retired fort, I was alarmed to hear of a coming invasion from basically every fort member I talked to.
  •   How long in (adventure mode) would I have to wait to see that invasion?
  •   No member of my fort seemed to know where the invasion was coming from, which kind of ruined my plans to intercept it...
  • For some reason, it didn't let me sleep at my fort... it said I needed to leave the site first.  Do I need to ask permission from someone?  Or was this due to memory/optimization of site loading or something along those lines?

About boogeyman
  • What time of night do they appear at... I ask because I ran into issues trying to get a little building up to sleep in before they came.
  • The wiki implies the minimum requirements to avoid boogeyman showing up is just a ceiling overhead?  Is this correct.  Is the minimum I need to build to achieve this then a ramp, wall, and floor (on flat terrain), or just a floor (when a slope to build the floor out from is available)?  (I ask because I wasted time trying to get some nice walls up) 

I ran into a goblin site under attack by goblins.  It was weird, because although the attacking(?) soldiers didn't attack me and weren't hostile to me, they repeatedly demanded I yield.  What happens when you yield?

Does building while a campfire is going cause the campfire to last indefinitely?  I ask because I briefly trapped my adventurer... (before realizing I could just deconstruct the wall)

What level of swimming is required not to die when getting tired (I was trying to grind swimming, and they started drowning despite having novice levels after getting the tired status)?

Has combat gotten harder... or enemies better armored or their AI better at dodging/blocking/parrying in adventurer mode?  (Did the wear and tear update also buff armor perhaps?) I ran into two goblins and hacked at them till I was exhausted while only causing small bruises, and they likewise repeatedly failed to injure my adventurer until eventually they got lucky...

We really need to update the wiki better on adventure mode... I don't know enough to write any articles myself, but if anyone wants to start the effort, I am willing to contribute time to listing out stuff that needs to be explained better, testing stuff, and doing SCIENCE on unknowns...

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So I started up a fort after around two years since I last played seriously (I can remember trying to start a fort sometime shortly after books/libraries/taverns were introduced, but my last real fort was before taverns/libraries/temples).  I've read about some of the changes since then... but I still have some questions

  • What is the best way to get my dwarves to write books? (I've got them reading a bunch okay, and a scribe churning out copies of books I have bought or taken from invaders, )
  • Are there any good threads with dwarven science about the raid features.  I have successfully stolen a beak dog and a leather bag but I am curious of the right number/skill-level of raiders before I get more aggressive with it...
  • About conquering an enemy site... what sort of odds can I put my would be conquerors up against?  Is it like world gen were a few legendary dwarves can stomp a hundred of enemies because the simulation gives them 1v1 fights?
  • I had a siege in which somehow a lone goblin got way ahead of the main enemy force (as in I am not sure they even came with the sieges themselves), past my multiple layers of guard dogs and drawbridges and deployed military and ended up inside my fort slaughtering my animals...  Are spies implemented yet?(I found a mention on the wiki of agents, could it have been an agent?)  Could it have been an entertainer joining forces with the siege?  A snatcher that went aggressive when the siege came?  Or do sieges have members with high level ambush skill move ahead?  I guess if I checked their inventory I could have figured out if they were an entertainer turned against me at least, but I didn't think to as I was panicking over my dwarves taking too long to pull my drawbridge levers...
  • On the same note... I had a goblin siege in which some of the members were carrying books and instruments instead of weapons... whats up with that?
  • I've read small temple spaces are good to force dwarves to socialize/pray together... but I also need large temple space for dances?  Which should I prioritize?  I also read a mention that overlapping temple spaces can get around the simultaneous needs to make dwarves socialize and pray to separate gods... can anyone explain that in detail
  • So to cope with the new emotion system, I've got a library that is well used, masterwork engraved 5x5 bedrooms for every dwarf, a regular supply of well-crafted to master work clothing, a variety of food from the caravans, temples to all gods with at least 10 followers, a tavern, stone crafting turned on for all dwarves that don't have important jobs or other crafting jobs and then stone crafts set to repeat on workshops with skill profiles set for low skill dwarves.  I haven't dared experiment with military rotations yet, but that's next on my list (advice on this would be appreciated).  Any other tips on managing emotions?  Anything I am missing?  I thought I was on top of it, but then cleanup on a 100 goblin siege sent several of my dwarves into tantrums and made a lot of dwarves stressed.

As for older features... I've only tried using minecarts in a single fort and I've seen the benefit out of using them... can anyone sell me on the idea of using them or point me towards a good tutorial?

Thanks for the help!

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DF Gameplay Questions / Merchants Left Before Finishing Unpacking
« on: August 07, 2014, 02:18:47 pm »
The merchants took several weeks unpacking (I wasn't allowed to trade, I got the "sorry we haven't finished unloading" message.)  I then get the message that they will be leaving soon, while they are still unpacking.  I keep trying to trade, with the message that they are unloading.  Finally, I get the message that they are leaving.  Is this bug unique to 40.06, or has it happened in early versions?  Is there already a bug report for it?  I saved it right as they started to leave.

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We don't want another cheap fantasy universe, we want a cheap fantasy universe generator.  A lot of fiction sounds computer generated anyway.<p>[ August 12, 2006: Message edited by: Toady One ]

Yeah, I wrote a wall of text, read if the idea interests you that much or if you have specific xyz objection (in case I already addressed it).  Otherwise feel free to skip and jump straight into bouncing your own related ideas around.

Context:
   Dwarf fortress has a lot of the mechanics of a generic fantasy universe.  Dwarfs, Elves, Goblins, Dragons, evil necromancers and vampires, uprisings, bandits, etc.  One of the mechanics of many fantasy universes that seems to be missing is the tropes surrounding fate, prophecy, and destiny.  I propose that each of these could be procedural generated in a manner similar to secrets.

How it would work:
  • Generated destinies would be applied at birth to a historical figure in world gen.  The destiny would boost some stats according to what it is.  It would also grant the historical figure buffs (and debuffs) on all of its rolls that work in favor of reaching its destiny.  At the extreme end, once more magic interactions and secrets exist, it could grant the historical figure a starting magical ability.  The number of destinies would be set as an option in world generation configuration, similar to how advanced world gen allows the player to set the number of secret, the player could set destinies to zero, for a properly fair and random history, or they could saturate their world with special snowflakes.  Modding would allow the modder to set all of the characteristics of a given destiny.  Possible destinies: lead an uprising successfully, conquer an enemy empire, become a great evil, become a great explorer, discover a secret, die in a great battle, etc.
  • A Fate would use most of the same tags as a Destiny, but would enforce itself much stricter ( i.e. fated historical figure literally cannot die until they fulfill what they are fated to do).  Fates should probably be curses or gifts from god, demons, and other OP world gen figures.  Again number should be configurable in advanced world gen and modding should allow exact setting.
  • A prophecy/fortelling/soothsaying (name should vary by race/culture and from world to world) is basically when historical figures are told about a upcoming Destiny or Fate and their behavior changes accordingly.  Number configurable by world gen settings.  Interesting results should happen when the number of prophecies greatly outnumber destinies and fates because then you get a whole bunch of historical figures obsessing over a single individual. (Just wait till they come to your fortress and you have waves of diplomats, invasions, and devotees)
Features Required:
  • More world-gen personality, desires and goals historical figure .  The game is almost their in terms of depth of historical figures, enough so
    that this idea could be implemented now in the process of implementing historical figure behaviors for personality traits.
  • Further development of the roles of gods and magic.  This feature could be implemented in low or high fantasy, but it needs to have a clear interaction with such.

Related Sources Of FUN:
  • Set advanced options to leave a destiny or fate still open.  Create a adventurer and give them a destiny/fate.  Enjoy the FUN interactions.  Watch your Fated ultimate hero die to a crossbow bolt to the brain in-spite of their luck and OP stats!
  • If the world gen luck bonus doesn't apply in adventur mode when they are loaded in your map, just approach a Destined hero and watch as their destiny unravels!  If it does apply, have fun killing them inspite of the odds!
  • By creating interconnected webs of destiny, prophecy and fate, Modders can rig up any scenario you can imagine.  Combine with  thematic mods to setup and recreate virtually any fantasy universe.  Fate a dark lord necromancer to create an artifact with some specific traits.  Fate a hobbit to find artifact and claim it.  Fate 9 historical figures to meet together to destroy artifact.  Dwarf kills the filthy elf and takes the artifact, fate be damned! (The misses would be more fun the hits when it comes to recreating your favorite fantasy universe this way  ;D)

Possible Objections:
  • Randomly destined events may pile on top of all already random history and just make things even more chaotic and pointless in a manner worthy of Camus and Kafka (no wait this is totally a good thing)
  • Might lead Toady on another epically long side quest, delaying update (this is actually the main problem with any detailed suggestion)

So yeah wall of text, climb up it and die :D

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DF Modding / Running Dwarf Fortress On BeagleBone Black - Mobile DF
« on: June 17, 2013, 11:40:23 pm »
Long time lurker, first time registering and posting... 
(2+ years lurking proof: kill elves, mermaid bone, meatgod (not giving anymore on this one), Boatmurdered, magma trap,danger room, quantum stockpiling)

So my company is having a design contest with the BeagleBone Black (a developer/hobbyist board google it if you want to know more).  They were explaining all the specs on it and it has 512 MB DDR3 Ram and a 1 Ghz processor.  Basically a small computer on a board that fits in the palm of your hand.  The Beagle Bone Black community already has instructions for installing various distributions of Linux (Angstrom, Ubuntu, Gentoo, and more).  I was thinking about projects to do on it and it occurred to me how often some newb asks for a mobile version of DF.  Of course DF is too processor intensive to run on a mobile device... But the BeagleBone Black has DDR3 ram... even if it doesn't have that much of it.  So if I pregenerate the world file on my laptop and I run a 2x2 embark, do you think the board can handle DF?  Sanity check me here and let me know if this is plausible before reading on.  I just got the board today but I should have at least made a first attempt at running DF by the weekend. (I moved df_linux onto the file system, but there are additional libraries I need to install.)

If that is plausible, then I need to find a cheap screen and a converter to convert mini HDMI to the input of that screen (Beagle Bone has an mini hdmi output).  The board has a usb port so I could use a standard keyboard, although I would prefer to find a mini keyboard with just enough keys to play DF.  There is a mini-usb port for debug and power and a 5V plug for power.  I need to find a battery pack that is small that I can connect to one of these.  If I have time then I will figure out how to use the Pin headers to get key presses and make my own interface with all of the keys used in DF labeled.  Also if I have time, I will figure out how to use the mini SD card for virtual memory so if 512 Mb is exceeded it won't crash.  Ideally I will also want to make some kind of casing to hold of the components to together.  I have a 50 dollar stipend, and I am willing to spend 50-100 dollars of my own money.  The design is due by July 25.

Questions for everyone:

Is it it plausible to run dwarf fortress with a 1 Ghz processor and 512 Mb DDR3?
What is the minimum screen size it is reasonable to play DF on?
Any bugs/issues/advice with the linux version of DF? (I've only used the Windows version)
Any other thoughts, suggestions, questions?
I've lurked long enough to know that the DF community will be supportive.  If there is interest I will post updates all the way up to completion.  I am documenting my design process so if it is successful then anyone with DIY skills will be able to make a portable DF  player for under $150 dollars ($45 for beagleboard, $50-100 in parts).

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