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Messages - Kobold6

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1
Its a intriguingly trivial thing, though I wonder what overrided that or if there's something else in play like the mass of eggs had some flawed object because they were grouped with other eggs? Egg Size?

Saltie Crocodiles don't have anything particularly special at all about themselves to actually say they are cold-blooded, their blood isn't literally cold nor can't they function any worse than a warm-blooded animal but they dont posses a individual HOMEOTHERM tag to count their body-temperature in farenheight so might possibly be immune by extent of their eggs to nestbox stillborns?

Cow and a Alligator (One of Toady's distinctions) really, nothing really between them other than some surface tags.

I guess it must have been the hot biome, and being outside then.
*shrug*

2
I just has 3 clutches of a total of 138 salt water crocodiles hatch without their mother present on the nest box basically the entire time after my dwarves failed to collect the eggs.

This serves as a warning to others.

3
I was just thinking about how Incusion would put creature AI (should research, but it was some aspect of the creatures) as user designable code. And thought that DF could potentially do something similar, in other words have DF provide an architecture of functions that modders and users can alter for proc-gen designs and modable designs of their own making. Maps, AI, creature design, whatever can be abstracted into designability. Naturally vanilla examples would be a good foundation for how this is done, and give guidance. Obviously this could potentially be a hell of a lot of work, on the other hand it provides a much deeper modder experience and puts a lot more potential in the game.

4
DF Suggestions / Re: Prompt on shutdown
« on: September 18, 2020, 11:11:26 pm »
nigh-on unstoppable system-restart thing from the OS, and super-especially when it initiates this from the background without your intervention at all

My computer is often unplugged at inactive hours due to mostly being a tablet. I manually tell it to restart when I am charging, because otherwise it'd probably never happen.

Windows 10 happily stalls for Krita with my occasional drawing left open, by the time I've pressed to cancel the restart forgetting I often have things open DF has been force-quit but Krita is still prompting to be saved.

Ideally, yes, I'd reprogram my brain to simply go through a process before pressing the restart button-- and I am most certainly going to do it on my own eventually. But it'd be nice to have the fall-through catch as well-- might save someone else some trouble.

5
DF Suggestions / Prompt on shutdown
« on: September 17, 2020, 12:24:20 am »
Just a simple QOL suggestion. I forget I have DF running, and occasionally go for a shutdown to update windows. It'd be nice if DF stalled windows shutdown to ask if I want to save.

Thanks.

6
DF Dwarf Mode Discussion / Re: Militia commander personality
« on: August 22, 2020, 02:17:59 am »
Commander does not choose who trains, we do, by puting a T on a wpn or armor rack. If they have no job, no haul, they will indie train. They will prioritize training over jobs and hauling, when active.
I set the squad to have 2 active dwarfs so that they spar and get some appropriate down-time.
My observation seems to be that sometimes the militia commander will neglect to choose himself for training as often as the others.
... but
Its more the individual effort of the dwarf soldiers, if they aren't enthusiastic about it they'll grind quite slowly.
Says otherwise.

I even tried mixing up the militia commander amongst the squad before with effecting more balanced training. But that's a statistical sample of one.

7
DF Dwarf Mode Discussion / Militia commander personality
« on: August 21, 2020, 02:37:17 pm »
In my 7 dwarf fort with my 3 person squads, I notice a phenomena where often one dwarf will sometimes train a lot less than the other two dwarfs, usually the militia commander.

Does personality affect how the commander chooses who will train?

8
DF Gameplay Questions / Re: How to create an easy world?
« on: August 05, 2020, 03:26:50 pm »
Can be done by setting the taverns and temples to citizens/long-term guests.

Does that stop them from recruiting your dwarves?

I like only so much cotton wool around my embark.

Since the only legal visitors you'd get when everything is restricted are the useless (in my opinion) monster slayers, you're better off setting the visitor cap to 0.
I've never had any villain pose as a monster slayer, though.

Honestly, I've had visitors enabled on emarks for 50+ years combined on a variety of 7 dwarf forts. Only this one finally had a problem with a vampire after 10 years in one after so many forts. I get a bit more worried about 'dabbling schemer' that the guests seem to create, and I've never seen a problem with that.

Honestly, anyone learning the game should probably just leave visitors on until they either learn the mechanic or get frustrated by it.

9
DF Gameplay Questions / Re: How to create an easy world?
« on: July 25, 2020, 02:30:53 am »
Kobolds, as well as snatchers, ought to be disabled by disabling invaders (I can't guarantee it does that, though). Also, I expect the only way to keep thievery tied to Villains away is to never allow any visitors.

Can be done by setting the taverns and temples to citizens/long-term guests. You can occasionally get necromancers, vampies and werebeasts as tavern guests. ;.; My seven dwarf fort vs. The visitor vampire.

10
DF Dwarf Mode Discussion / Re: Peregrines pathing
« on: July 16, 2020, 03:20:45 pm »
Occasionally when animals are in close quarters they will fight. Much more common in densely packed paddocks. Might be a bug that it happened in a hallway. You might have left your recent hatch of iguanas loose in the hallway too.

11
DF Dwarf Mode Discussion / Peregrines pathing
« on: July 06, 2020, 11:28:22 pm »
Is it a bug or suggestion that multiple peregine falcons seem to always chase the same vermin rather than spread out?
I think they probably shouldn't be hunting in groups and be a bit more random like cats.

12
DF General Discussion / Re: Future of the Fortress
« on: June 11, 2020, 10:58:30 pm »
Toady One, I see you talking about a lot of work with doing identifiers-- I wonder how systematic it is that you're doing the actual job. I expect the job to be rather systematically compling a list of relevant tiles and then linking up identifiers to tile maps, possibly with identifier text files for the images. Can you speak a little about what sort of job you're doing that requires so much work with what I (probably mistakenly) imagine to be manual identifiers?

13
Burrows!

14
DF Gameplay Questions / Re: Scaled screens and fullscreen
« on: May 24, 2020, 06:47:52 pm »
Changing that setting is great and all for fixing full-screen. But now everything is so small in both windowed and full-screen. Guess I now have to download the nadigal tileset or something.

15
DF Suggestions / Reopen bug reports forum, rename bug discussion.
« on: May 23, 2020, 02:04:11 pm »
I see a lot of bugs on mantis that aren't fully thought out, discussed, or even checked to see if they already exist on the bug tracker. I think for some people being able to discuss bugs on the forum might help the signal to noise ratio and prevent repeat reports. It would also be a good place to put threads like 'help with game ending stress' if it were also to include feature discussion.

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