Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jazz

Pages: [1] 2
1
DF Adventure Mode Discussion / Re: Goblin Arrows...
« on: March 21, 2008, 05:57:00 pm »
quote:
Originally posted by umiman:
<STRONG>Then I saw a pack of moledogs and trogdolytes run right past me like:

code:

..m.m.T..m
.m.@.m.m.mm
..T...m.m..m

Without attacking me. I wasn't sneaking mind you, they just wooshed by like racing cars. I continued to press "." then I saw one goblin maceman run past me after the animals in the same manner.</STRONG>


Similar thing happened to me while I was throwing rocks at a goblin while sneaking. A mole dog walked by and the goblin, who otherwise didn't move while his internal organs were being knocked out, went off and chased the mole dog.

I was discovered moments later and the same goblin continued to ignore me in favor of the mole dog while I hacked him apart with my axe. Something tells me that the current adventure code doesn't allow an enemy to change their target until the target is inaccessible or dead, even if a different enemy is more threatening to them.


2
DF Adventure Mode Discussion / Re: Goblin Arrows...
« on: March 20, 2008, 03:33:00 pm »
So, after creating a character adept at sneaking, I met absolutely no Goblins with ranged weaponry on my way into their fortress, go figure. Though I did pass all kinds of Goblin drunks and priests (fun combo) in mortal combat with antmen and mole dogs.

However, I did manage to sneak into a building undetected by strangling the guard sleeping near the entrance. Unfortunately, the success was short-lived, as I was soon incinerated by a demon residing in the floor below. My Axedwarf wasn't ninja enough to sneak past him, hehe...


3
DF Adventure Mode Discussion / Re: Goblin Arrows...
« on: March 20, 2008, 02:37:00 pm »
Well, I'm going to try the ambush and disarm method. I'll let you all know it goes.   ;)

4
DF Adventure Mode Discussion / Re: Goblin Arrows...
« on: March 20, 2008, 11:05:00 am »
I'll have to try increased shield proficiency. Under most circumstances, I have not been setting it as high as my weapon and armor proficiency. Will experiment with ambushing. That in itself may work without having to put all that many points in it. Also sounds like it would be the more satisfying of the options. Sneak up behind the goblin and... *SHANK*

Thanks for the tips.


5
DF Adventure Mode Discussion / Goblin Arrows...
« on: March 20, 2008, 08:29:00 am »
I was wondering if there was any particular strategy of finding and killing Goblins with bows/crossbows with a melee adventurer. It seems that my number one cause of death is being shot dead by one of these buggers.

I've tried taking refuge behind trees or walls while attempting to advance on the attacker, but it seems that they are always one or two levels above me and out of my field of vision.

Any thoughts, or do I just need to stop playing Axedwarves if I'm going to do a solo raid on a Goblin fortress?    :roll:

[ March 20, 2008: Message edited by: Jazz ]


6
DF Dwarf Mode Discussion / Re: Water Pressure Question
« on: April 09, 2008, 03:08:00 pm »
Well, I can try both designs. If one fails, I'll either figure out how to pump the water back out, or simply savescum and try a new design.

And as much as I appreciate the offer, the achievement of building an underwater fortress loses something when a lot of the work is done for you.


7
DF Dwarf Mode Discussion / Water Pressure Question
« on: April 09, 2008, 10:39:00 am »
My current Dwarf Fortress project is to push back the ocean using lots and lots of screw pumps powered by DPMT (Dwarven Perpetual Motion Technology  :D) and build myself a glass city, since it seems to be the rage these days.

I had planned to have buildings include a certain feature, and I was wondering if the current version's water pressure calculations allow this to be possible.

code:
Water Entrance (Side):
~~~~~~~~~~~~~~~~  
~~~==========~~~
~~~=XXXXXXXX=~~~
~~~=XXXX=====~~~
~~~=~~~~=====~~~
~~~~~~~~=====~~~

~ denotes water
= denotes a wall
X denotes the building's inside space


Assume that other than a 4x4 square-shaped hole facing downward, the entire building is sealed. I assume that swimmer dwarves in Dwarf Mode won't use them, but if I were to construct something like this, would an Adventurer be able to swim between buildings and have the buildings still be air-tight?

I know that this design is possible in the scope of real-world physics, but I would appreciate it if someone would tell me whether this is possible in-game or not.


8
Now that I think about it, this has to be some strong booze these dwarves are drinking if you can use it as an explosive.

You can't just light a normal alcoholic beverage on fire since most of them don't contain more than a few percent alcohol by volume. 100 proof on the other hand is basically pure alcohol. Lighting that on fire is no big deal.

I wonder if there is going to be some kind of differentiation between the relitive strengths of the alcohol. For instance, you pour a barrel of rum and a barrel of beer into a holding tank, the mixture is going to be stronger than beer, but weaker than rum. Depending on the alcohol content of the mixture, it may or may not light on fire when exposed to it.


9
DF Suggestions / Re: Larger world sizes?
« on: April 02, 2008, 10:41:00 am »
Hehe, a portable world: 2x2.

Population 30, incest to the nth+1 degree.

Personally, I have yet to ever discover most of the features and historical figures in the standard world size we already have. From my estimations (that each local square is about 5 feet) our 197,376 X 197,376 worlds contain approximately 35,000 square miles of virtual terrain. I have yet to explore a fraction of that area on any of the worlds I've generated.

A world of the maximum size you have suggested would reach a size of approximately 560,000 square miles. By size alone, this would take 16 times longer to generate than a standard sized world if you only take the increased size into account. I'm sure the rest of the world-gen calculations would require even more time due to the increased size.

So... it might be interesting if a generated world become many times more populated with more interesting features than the ones in our current version, and all of our computers are made ten times faster than they are now.

Until then, I fail to see the use for larger worlds.


10
DF Suggestions / Re: Reveal...
« on: March 26, 2008, 10:13:00 am »
I suppose some kind of "geologist" profession could work well, so long as it wasn't made overpowered. Having a "geologist" wouldn't magically reveal the entire map. The whole point of a game centered around mining is to go drill your way through the mountain yourself rather than cheating and making a bee-line to all the valuable ores and gems.

If this were to be implemented, there should be a Geologist's Lab where a rock sample would be taken for testing. Depending on the level of the Geologist's skill would determine how large of a section of is revealed.

Of course you'd need rock collection designations before this idea could be implemented..


11
DF Suggestions / Re: Add evil realism for evil FUN.
« on: March 24, 2008, 11:39:00 am »
Yeah, the fact that you can kill children and babies in this game automatically makes this game more infamous in that respect than any other video game at this point.

I really don't know of any other game where the player has the option of killing children, or just maiming people in general the way Dwarf Fortress lets you.

Also, it should be noted that adding sex would allow Dwarf Fortress to have all those multi-racial offspring. Half-Dwarves, Half-elves... Goblindwarves anyone?


12
A.

I actually cap my framerate at either 40 or 50. As long as my computer can continue to hit that framerate, it does not matter to me what is added. Honestly, I'd rather have the fortress time go by at a relitively realistic speed and watch my dwarves be dwarves, rather than have everything blow by me at 200 FPS.


13
DF Suggestions / Re: A musical bloat.
« on: April 15, 2008, 08:16:00 am »
quote:
Originally posted by Heph:
<STRONG>Nice idea but this could very (CPU)time consuming if our Dwarfes create Music while they playing the instruments so a piece of Music should be created like an Artefact - over an long time.</STRONG>

Unless your dwarves are playing jazz  :), most of their music would obviously be written beforehand, just like an artifact. Composers could be a low-level noble would need an office, and would write music as they "come up with it." As the music is written, other musical dwarves can borrow it to play it, or make a copy. In case you lose the first copy in a fire or something.

Moody composers would write an entire symphony instead of a shorter song.

Performing dwarves could either be a musician by trade, or only enjoy playing or singing music during their spare time. 8 dwarves on break + booze = random lyric drinking song?


14
DF Suggestions / Re: A musical bloat.
« on: April 15, 2008, 12:08:00 am »
Yeah, I know I left a bunch of stuff out. Whats currently here will will not only randomly jump around chords by 4th/5th/3rd or step, the rhythms will be completely random too. Only guarantee is that the middle of the phrase ends on 5 and the end of the phrase ends on one.

But, yeah. I figured this would be something that would be really cool, but had no chance of inclusion. But, the future may yet surprise us.


15
DF Suggestions / A musical bloat.
« on: April 14, 2008, 09:40:00 pm »
Yeah, I'm aware that Toady is going to eventually make musical instruments actually do something in the future. This is taking that above and beyond.

I think it would be really cool if you could actually literally have the dwarves compose and perform their own music. The fortress could generate their own drinking song with lyrics provided that the random word generator is tweaked.  Also, though likely complicated, there are indeed ways for a computer to randomly create a melody and harmonize it and still have it sound decent. Of course, that would be once the game's sound becomes a higher priority.

In short, being able to hear a fortress create/play music would go great along with the artistic engravings and could be a great way to add a lot of flavor to the Dwarven culture.

code:
Pseudocode:

Select Random Tonality (Major or Minor)
Select Random Key
Select Random Meter //Would favor simple meter such as 2/4 3/4 or 4/4
Select Random Tempo //Would favor mid-range numbers e.g. between 80-140
Select Random Length //Somewhere between 8-32 measures unless your dwarf is decides to create an entire symphony.
Select Random Phrase Length // 2, 4, or 8 measures for each phrase.
Select Harmonic Rhythm // Determines how many chord changes per beat.

//Once these basic parameters are set, the song can start to be generated.

//Start from the beginning and generate the song.

Loop (Until End of Song)
{

Select Case:

   (Beginning of Phrase)
       Select Harmony(1,5)//selects either the 1 or 5 chord to begin.
   (Middle of Phrase)//Chord progression. Choose randomly from these three choices.
       Select Harmony(Current Harmony-5 OR Current Harmony+4)//Drop a fifth or go up a fourth.
       Select Harmony(Current Harmony-1 OR Current Harmony+1)//Progression by step.
       Select Harmony(Current Harmony-3 OR Current Harmony+3)//Progression by third.
   (End of Phrase)
       If (!End of Period)
       {
           Select Harmony(5)//Half cadence
       }
       Else
       {
           Select Harmony(1)//Authentic cadence
       }

   End Case

//Once the chord is selected, notes can be generated until the next chord change.

   int GeneratedBeats

   Do Until (GeneratedBeats == HarmonicRhythm) //Determines when to stop generating notes and move on to the next chord.
   {
       GenerateNote(CurrentHarmony,RandomRhythm)
       //Create a note of random rhythm in current chord.
       //Note that the random rhythm cannot exceed the number of beats allowed by harmonic rhythm.
       GeneratedBeats = GeneratedBeats + RandomRhythm
   }

//Once the chord is fulfilled, loop back and pick a new chord.

}//Loop back and pick new chord.


Figured I'd add some pseudocode a proof of concept. In theory, this could create a random melodic line. Obviously it has holes, and obviously you cannot compile this, but then again, thats what pseudocode is.

[ April 14, 2008: Message edited by: Jazz ]


Pages: [1] 2