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 - Di

Pages: [1] 2 3 ... 92
1
DF General Discussion / Re: Future of the Fortress
« on: October 05, 2016, 03:35:49 pm »
Do you use any of  the neural network models anywhere in the game?

2
DF Dwarf Mode Discussion / Re: Humanite [Tavern/Inn]
« on: August 15, 2016, 03:32:34 am »
certain undesirables need to be eliminated,

Dwarf Fortress Folks, where talk about eliminating undesirables is perfectly acceptable
Well sure, take it out of context and it sounds bad. :P
You know, it isn't much better with context preserved.

3
Next time, the dwarves of Archcrystal complete the outer walls in hell and attack the remaining demons.
Uhm... All the infinite number of them?

4
It appears that dwarves don't have attack triggers.

5
DF Dwarf Mode Discussion / Re: Minecart Routing Experiment
« on: January 12, 2016, 12:46:11 pm »
Complicated and ineffective. A true dwarven project. I bow to you.

6
DF Dwarf Mode Discussion / Re: Animal(/War-)Training and Breeding
« on: September 03, 2015, 12:23:22 pm »
There's inheritance. Even some of toady-logs mention breed-generation. There used to be thread about selection and eugenics. Mental parameters are randomized physical are not.

7
DF Dwarf Mode Discussion / Re: Defending with Water
« on: August 27, 2015, 01:10:07 am »
I can't picture in my head how it avoids items falling through the grates.
Since when items fall through floor grates?

8
DF Dwarf Mode Discussion / Re: Miasma prevention
« on: August 27, 2015, 01:07:32 am »
Uhm, flushing it with water or dust to rot-preventing stockpiles?

9
DF Suggestions / Re: Dwarf Mode Stealth Mode!
« on: August 21, 2015, 07:46:47 am »
Well hunters do that already if they spot an enemy during the hunt. Although once they run out of bolts they drop out of stealth and run screaming back to the fort.

10
DF Modding / Re: FuFo2 Brainstorming Questions
« on: August 19, 2015, 11:58:41 am »
I can't actually see the caste names in fortress mode.  So I can find a drone or a queen by checking if the game calls them "he" or "she" instead of "it", but I have no way of knowing if an ant is worker caste or soldier caste.
There was something like [caste_profession_name] last time I've checked. Some mod with diverse caste system might hold examples of that. (The old genesis mod had that. Also, ponymods.)
There are also caste description texts. (As in, description that is displayed only for a single caste.

How about a society where the females outnumber the males and the males are kept as pets.
I don't think much has changed about that since the time of my signature thread. And no, gayness is the bane of animal breeding industry, so it's unlikely that they skip orientation check.

11
DF Modding / Re: FuFo2 Brainstorming Questions
« on: August 16, 2015, 10:42:16 pm »
FOr the ants you could make it a rare caste, but then add a reaction that turns a normal ant into a queen ant to ensure that you don't end up without one, and then there's two options for getting them to succesfully breed, I'm not sure if one of them will work. So one option could be adding in a male caste with the [PET] token and maybe can't speak though I'm not sure if that's needed that you then just make sure is near the queen all the time and since they're unintelligent and/or a [PET] (still not sure which you'd need) they just breed whenever without requiring marriage.
Yes, that's [PET] tag, I've once commenced tests on that. Was aiming for the antman civ mod as well. It didn't work out well. iirc there was some distinction between born [pet]s and bought ones. Now that we have the means of transforming creatures between castes, it might be more feasible. Though there might still be problems with personality and mandate list.

We also have very powerful dfhack these days.

12
DF Dwarf Mode Discussion / Re: Fun execution methods
« on: April 25, 2015, 05:03:58 am »
They're mostly used as involunteers for testing some of my projects which are not guaranteed to work.

13
Wait! Does that means multilevel corridors finally have some use? Like 1-wide 3-tall corridor instead of 3-wide. And 2x2 tunnels should be a dwarven highway now.

14
Well done!
Thought anything  related to dfhack is probably indeed more related to modding board.

Also, can these jobs be set for non civ-members?

15
You can also railgun heavy minecart in it. Probably won't kill it either but will move it significant distance, preferably smashing it in a prepared containment zone. I've once dealt with stuck titan this way.

Pages: [1] 2 3 ... 92