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Messages - Dirst

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1
DF General Discussion / Re: Future of the Fortress
« on: November 29, 2016, 10:18:57 pm »
1. Speaking of player-lords as Untrustedlife said, will player-lords be able to influence the laws and such of a civilization if they are in control of the capital eventually?

2. Will it be possible for hamlets and towns/forest retreats/fortresses and hillocks/dark pits and dark fortresses to, if they do not particularly like the laws of their civilization, leave the civ and start their own?

3. Back to player-lords again, will player-lords be able to make a site leave like question 2 says?

We all like Toady a lot, but if he starts assigning lords over players, I might have to start looking at playing a different game. :)

2
Edit: So be it! Even though there are only three rules in the OP and that is not one of them!
That rule is in a spoiler near the end of the OP.  No, I have no idea why.

Dr. Strangelove: Of course, the whole point of a Doomsday Machine is lost, if you keep it a secret! Why didn't you tell the world, EH?

3
5. Don't quote yourself. Seriously, that's a really stupid thing to do. Pull your head out of your ass.
Now if you'll excuse me, I'm off to edit my employer's Wikipedia entry...

4
DF Modding / Re: Organized creature raws?
« on: November 29, 2016, 01:48:32 pm »
The creature entry for dwarf is pretty well documented, and although the tags are cluttered all civilized creatures follow the same structure.  There are even instructions in there to make dwarven females sport beards, which is how they should be.

5
DF Suggestions / Re: Raiding Parties/Slaves
« on: November 29, 2016, 01:10:02 pm »
This has been discussed repeatedly before.

Under 'Military', the Dev page has the following goals:
    *  Ability to send out fortress dwarves to lead larger groups of surrounding dwarves out around mid-level maps (or just go alone)
    * Ability to send equipment and fortress dwarves out to train surrounding dwarves
    * Ability to attack sites and entity populations with your dwarven armies
    * Ability to set fires and select supplies to haul back when sacking a site

As for slavery, it's against dwarven ethics (ETHIC:SLAVERY:PUNISH_CAPITAL), so it probably won't be added any time soon.  And when it is put in, using it in vanilla DF will probably get you sieged by your own civilization - you aren't likely to see slave traders with dwarven caravans.  I'd like to see it as an option eventually, but I'm much more interested in multi-species forts.
DF humans practice slavery and bring caravans, so there could be some interaction there.  But you are correct that things not directly related to dwarven sites get put on a burner way way in the back (e.g., making "grown" items).

A possible early implementation would be that human caravan I mentioned.  If relations between civs are poor, or the humans feel they are in the superior position, it makes perfect sense for a human caravan to have some slaves along as haulers/drivers even if they aren't offered for sale.  A human civ that respects the dwarven civ (from alliance, fear or sensitivity) would crew the caravan destined for a dwarven fort entirely with freemen.  From their perspective, it would be a higher-cost way to do business, but worth it to maintain relations.

6
DF General Discussion / Re: Future of the Fortress
« on: November 29, 2016, 11:54:47 am »
how long are you going to make 32 bit compatible versions? I ask because my computer is 32 bit, and I'm hoping I won't have to stop using new versions anytime soon.
Hey, when was support dropped for 16-bit versions?  8)

There's no particular reason to drop 32-bit support in the near future, since keeping the game multi-platform really cuts down on the kind of hardware-specific assumptions Toady could make anyway.  The real issue is that 32-bit machines take a performance hit at lower levels of disk/memory/CPU use than 64-bit machines.  I suspect that 32-bit will be dropped when performance on those machines becomes too bad to be worth playing, long before DF develops any technical need for 64-bit.

7
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: November 29, 2016, 11:43:00 am »
DFHack is still dealing with some 64-bit issues, although it's gotten better. There was a structure fix today, and Ruby still has some issues on Win64.

Good to hear!  If it's just 64bit issues remaining, would the 32bit alpha2 be suitable for a stable pack?

Are 64-bit saves compatible with 32-bit saves?  If so, then I would consider downloading and playing in 43.05 32-bit for now.
They are supposed to be save-compatible, but it can only be guaranteed in the 32-to-64 direction.  A 64-bit machine might make a save file too big to load into a 32-bit version of DF.  More of a problem for well-traveled adventurers on large worlds with long histories, but still a concern.

8
DF Modding / Re: question on language and translation
« on: November 29, 2016, 06:55:20 am »
I understand not wanting to step on the vanilla file, but the language does have to be all I one place.  You can make a copy of language_DWARF, add your changes to it, then modify entity_default to point at your enhanced file.

Unless you are adding completely new symbols that only dwarves use, you should go thru the same copy-and-add process for the other languages as well.  Otherwise you'll end up with the occasional name that includes a blank word.

9
DF Suggestions / Re: idiot mode
« on: November 28, 2016, 09:07:47 pm »
and you run a real risk of your dorfs waiting until it's too late to prevent insanity.
If I'm reading my psychiatrist's upside-down notes correctly, it's too late. I'm certifiable, and there's nothing at all my dorfs can do about it now.
I meant the dorfs' insanity.  A dorf that faithfully does everything she's told and goes insane, or one that stays sane but never gets around to doing her job, have the same negative impact on the player's sanity.
I know that. But it's always a race between dorfs and myself.  Which is why I always conduct my therapy sessions whilst hanging by the feet from the ceiling.

(Which would make my therapist's notes, across the desk from my inverted position, effectively the right way up. Except that my therapist has also started to take on the same batlike position thus counter-inverting said notes. And, mumbling about stramge moods. I think I need a new therapist.)
Oh yes, the Dwarf Therapist.

10
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: November 28, 2016, 05:49:56 pm »
You can't just skip an argument of the BODY_DETAIL_PLAN.  You might be able to apply the skin then remove it, but it would be cleaner to make a new customized BODY_DETAIL_PLAN that skips the skin argument in each line.

11
Masterwork DF / Re: No Harder Mining Option
« on: November 28, 2016, 05:43:47 pm »
Warpstone is part of core Masterwork, not The Earth Strikes Back! mod.  They do have similar goals to exaggerate the risk and reward of mining.

From what I can tell in the raws, there is no option to turn off warpstone completely.  Some option called YESWARP changes it a bit and brings in Unstable Warpstone, but I haven't figured out how to change it in the UI.  It's in inorganic_masterwork.txt if you really want to scoop it out of the mod.

There are two scripts, warpstone and warpstone2, in the onLoad.init.  Meph's intent was to make warpstone show up at random rather than being in actual map locations (like the jump from TESB version 1.22 to 1.30).  Not sure if these warpstone scripts are actually doing anything in the current version, but you'd want to comment those out if you intend to cut warpstone out of the raws.


There is a way to disable the mining surprises of TESB after worldgen, which has the possible side-effect of dwarves with preferences for Hidden Gems that can no longer appear.  Just enter tesb-job-monitor -living 0 -gem 0 in the DFHack prompt.

12
DF Suggestions / Re: idiot mode
« on: November 28, 2016, 05:07:03 pm »
and you run a real risk of your dorfs waiting until it's too late to prevent insanity.
If I'm reading my psychiatrist's upside-down notes correctly, it's too late. I'm certifiable, and there's nothing at all my dorfs can do about it now.
I meant the dorfs' insanity.  A dorf that faithfully does everything she's told and goes insane, or one that stays sane but never gets around to doing her job, have the same negative impact on the player's sanity.

13
DF Suggestions / Re: idiot mode
« on: November 28, 2016, 03:39:27 pm »
Dwarves are not, and have never been, artificial intelligences. To be an artificial intelligence, it is necessary (though not sufficient) to pass the Turing Test, or to be capable of such.
That's setting the bar way too high just to use the term AI.  The core principle of AI is to rationally parse the environment to make decisions that maximize the probability of "success."  Videogame characters can definitely do that without coming close to passing a Turing Test.

Note that older games' opponents were definitely not intelligent.  For example, the ghosts in PacMan were navigating to specific places relative to the player's position.  That gave the illusion that they were trying to corner the player.

In general, anything called AI is fairly bad at what it does.  That's because once AI gets good at something, for example optical character recognition, we stop calling it AI.

As for the OP, the dorfs' various needs are more or less in the game to stay, which means they need ways to fulfill those needs.  What would be sliderable is the relative strength of personal needs vs. assigned tasks.  Push it too far toward assigned tasks, and you run a real risk of your dorfs waiting until it's too late to prevent insanity.

14
I think that says more about the wealth of the university than anything else. I used old analog beasts that I'm sure you'd be quite familiar with, and that was just this year. :P
I'm pretty sure troubleshooting with an oscilloscope was the only situation outside of school that I actually used the centimeter side of a ruler.

(For those not familiar, that grid on the screen is 1cm squares.  When the wave period doesn't line up exactly with a pre-set time increment, which it never does, the old way to measure the period was to put a ruler up against the screen.)

15
Are any of you?


None look like lunchboxes.
My guess is the oscilloscope.  I could see an oscilloscope using a lunchbox as an avatar.

P.S.: that thing looks way friendlier than the old analog beasts I used.

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