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Messages - Brightgalrs

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1
(A quicker, hackier way, is to see if bookbinding jobs add to raw numbers of the creativity attribute - hacky because it is based on the unproven assumption that jobs/tasks that add points to an attribute are carried out better with higher levels of said attribute.)
Oh boy... do I have some bad news for you. That's exactly how I've been testing it.  :'(

2
Could add it here: https://dwarffortresswiki.org/index.php/DF2014:Attribute#Skills_by_soul_attribute
Good idea.

What do you think of these roles? Did I get everything?
Looks like your missing "book bindings" (the item). It doesn't show up in Therapist until Therapist reads from the game's raws.

3
I recently found the attributes related to the Papermaking and Bookbinding skills. See Bookbinder and Papermaker on the wiki.

Papermaker and Bookbinder roles can now be created and added to the standard Roles gridview.

4
DF Suggestions / Re: Post-Master Dwarf Noble role.
« on: January 22, 2019, 08:40:56 am »
An additional detail is to have messenger animals be "attached" to the site they were born at. So you would buy a "Messenger Cave Swallow (Kontuthkulet)" from a caravan and it could only be used to send messages to Kontuthkulet. Likewise, you'd never get messages through messenger animal unless you breed some yourself and sell them off to caravans.

I don't know if a noble position is necessary though. You could just lump it in as a labor that animal trainers do. So the expedition leader/mayor/baron writes the message, a job is created, and anyone with the animal training labor enabled can fulfill sending the message.

5
DF General Discussion / Re: Dwarven Census (Dwarf naming -Science-)
« on: January 11, 2019, 12:43:49 pm »
Oh hey entity_default.txt gives the ARTIFICE + EARTH - DOMESTIC - FLOWERY - NEGATOR - NEGATIVE - UGLY - EVIL equation for dwarves:
Quote
[SELECT_SYMBOL:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:EARTH]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]

And for Elves:
Quote
[SELECT_SYMBOL:REMAINING:NATURE]
[SELECT_SYMBOL:REMAINING:FLOWERY]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]

Goblins:
Quote
[SELECT_SYMBOL:REMAINING:EVIL]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:GOOD]

Humans don't have [SELECT_SYMBOL:REMAINING:XXX].
But they do have CULL_SYMBOL:
Quote
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
Maybe all words (with [THE_NOUN_SING]) that are not in the above symbol sets are valid names?

Kobolds don't have SELECT_SYMBOL:REMAINING either, but they have the [UTTERANCES] tag, which results in randomized names that don't correspond to English words. So it makes sense.

6
DF General Discussion / Re: Dwarven Census (Dwarf naming -Science-)
« on: January 11, 2019, 11:29:58 am »
Oh I think I've figured it out. As I said before, the words need to have a Noun entry (invalidates Shoot, Ochre, Gild, Wind) but they also need the [THE_NOUN_SING] tag, which Tin, Copper, Bronze, Brass, Cobalt, and Granite do not. All of this is defined in language_words.txt.

7
DF General Discussion / Re: Dwarven Census (Dwarf naming -Science-)
« on: January 10, 2019, 04:48:34 pm »
I think we've both been doing the exact same thing for the last hour or so. Lol. My post has since been updated.

8
DF General Discussion / Re: Dwarven Census (Dwarf naming -Science-)
« on: January 10, 2019, 02:31:11 pm »
So from this we can guess that Dwarf names come from the ARTIFICE and EARTH SYMBOL-sets which are defined in language_SYM.txt. That's 231 possible names. It's odd that you only caught 165* of them.

I conjecture that CULL_SYMBOL has something to do with it. A quick search turns up Bin ("Osed") as being in ARTIFICE, but not in your list there. Bin is also in the DOMESTIC set, so maybe that's getting filtered out and leaving us with 165.

Alright, with some investigation I've come up with:

ARTIFICE + EARTH - DOMESTIC - FLOWERY - NEGATOR - NEGATIVE - UGLY - EVIL = 175 Dwarf Names

Then the ones with no noun entries (Gild, Shoot, Wind [a clock]) are removed.

However, this leaves Granite, Tin, Copper, Bronze, Brass, Cobalt, and Ochre as missing (from your list). Dwarfs don't like to name their children after lesser metals/minerals, even with the above rules?

Oh, also you list "idîd" which should just be "id".

9
DF Wiki Discussion / Re: Wiki Downtime Postmortem
« on: October 19, 2017, 11:45:24 pm »
I've changed my password.
By the way, is the email system down? I'm getting a "Mailer returned: Unknown error in PHP's mail() function" error when I ask for a confirmation to be sent out. (Just realized I've been using a defunct undergrad address for the last two years)

10
A friend of mine had this happen to him: https://imgur.com/a/tgMzN

Stray Cat (Tame) cancels Tame Kea: Too injured.

The Kea had "Any trainer" assigned to it.

I suspect it's a problem with Dwarf Therapist as opposed to the game itself. Is the Animal training skill being enabled for tamed animals or something?

11
DF General Discussion / Re: I Made a DF Language Translator
« on: August 01, 2017, 12:52:01 pm »
The new url is: http://dwarffortress.tech/
The original post has been updated.
Sorry for the necro, but this thread is the second result on Google when searching "Dwarf Fortress Translator"...

12
Literally everything Toady is doing is from the Development page. Those "directions he's taken lately" are directions that have been planned for years. Seriously, read that entire page and you can't even be mad, it's all leading somewhere great.

13
DF General Discussion / Re: I Made a DF Language Translator
« on: December 03, 2016, 12:24:08 pm »
ahhh, you did it before me, i was planning to code this myself with java servlet, nice job

source? or closed?
A little late with this response...
Git hub here: https://github.com/Brightgalrs/Dwarf-Interpreter

Don't expect ☼Code☼. There is something funky going on with the hash function because of how PHP does the modulo operator.

14
DF General Discussion / Re: Future of the Fortress
« on: August 10, 2016, 01:13:39 pm »
Any way we can get the UTTERANCES rules out of being hard-coded?
Link.

15
DF General Discussion / Re: I Made a DF Language Translator
« on: August 10, 2016, 12:51:24 pm »
Hey thanks for the feedback and words of encouragement.

Neat.
Thanks, friend

this is interesting.
mádkik kêbkir kar.
Your post made me realise that "dimensions" and "interesting" both translate to "kar" ("dimensions" being an actual translation). I should do something about that.

Neat indeed!

Guess that means I can shelf my translator-project-thingy :)

Edit: small suggestion - when displaying that ambigous-term-selector, also display the english form of the word, not only adjective/verb(form)/noun/ect.
I for example am not that familiar with abstract english grammar (like many not-native-english-speakers, i guess), but i can take educated guesses based on words...
basically i should know what i am looking for (given that i know the term to be translated) but i do believe DF-Lingos swallow up some of the finer points of speech (such as the walk/walking/walked thing - do different verb forms even make sense in this?)
Aha, someone who had a similar idea. Beat ya to it!

The point of the ambiguity dropdown is that the english words are all homophones. It's still not ideal as is, I've played around with the idea only displaying the minimum amount of information that will differentiate each of the options (only noun and verb for "jumps", for example).

IIRC, only kobold names are randomly generated.
That's quite interesting, I've never even thought about the kobold's language. I don't think I've seen any kobold sites or names, what do they tend to look like?

EDIT: Word of god

You rock.
Thanks


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