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Messages - Maolagin

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61
DF Suggestions / Re: Curable syndromes
« on: December 03, 2014, 11:10:37 pm »
Maybe the cures should be connected to syndromes rather than plants (so you can have non-plant cures)...

I did think about that a bit, since plant-only cures seems like exactly the kind of artificial limitation that would infuriate modders down the road. The problem is, right now there is no general "apply medicine" job, so limiting it to edible substances seemed like a reasonable compromise. Of course, I don't see why meat, fish, or modded-in edible stuff couldn't also work, but I don't know how complicated it would be behind the scenes to implement procedural logic like "EYE_TEMPLATE has EDIBLE_COOKED, so newt's eye is eligible to be a medicine." Plants seemed simpler to grasp, since the EDIBLE tag is associated with the plant instead of a material template. But in the end it's a suggestion, so I'm sure if Toady decided to implement it he would ask that same question and do something appropriate with it.

62
Those can use the already existing craftsdwarf's workshop, along with the waxworker.

Right now, I need to find "clever" ways to get requisite buildings in place for production to get underway. Once dwarfed dwarves get legendary status, they can get their own property, and set up shop correctly.



***

Hmm, The lead waxworker is married to a dwarfed dwarf. I should see if any other such loopholes exist to get clothing up and running.

Somehow I missed a legendary weaver. That's it, I am getting the latest therapist. This is irritating. However-- she does not quite meet the requirements, since she is not dwarfed. I may need to rescind her land ownership status. 

Please advise?

Well if that's all that's stopping you, can you dorf me as the weaver? Does he/she have a description posted somewhere already?

63
DF Suggestions / Curable syndromes
« on: December 03, 2014, 04:36:02 pm »
So I got to thinking, now that we have this enormous variety of surface plants available, that traditionally one of the most important aspects of herbalism was as medicine. I suggest a simple system of curable syndromes and medicinal herbs that shouldn't be too intrusive or hard to implement, and that I think ties in nicely with Toady's expressed inclination toward more procedural-everything game mechanics.

The changes would be:
* Syndromes get a tag indicating that they are cured by a given edible plant. Can be specified in the raws, but procedural (e.g. FB) syndromes get random cures as well.
* If a dwarf who is currently affected by a syndrome consumes an edible plant, the syndrome effects are removed and a cooldown timer is set preventing the dwarf from being re-infected for a period of time.
* When the above happens, an announcement is output, allowing the player to serendipitously discover the cure for a given syndrome.
* Alternately, the diagnosis job would have a skill-dependent chance of revealing the cure for a syndrome.

Optional enhancements to this mechanic could include:
* If a dwarf has been diagnosed as having a curable syndrome, the next Feed Patient or Eat job relating to that dwarf will first search for an edible item that is/made from the cure plant.
* Some reaction products (I'm thinking Golden Salve here) get a MEDICINAL tag, making them eligible to to be eaten only as part of the above special curing jobs, and possibly get stockpiled in the hospital.
* If it can be done in a suitably lightweight way, track what a dwarf has eaten recently and apply the cure cooldown retroactively, so it becomes possible to proactively inoculate a dwarf against a known syndrome.
* Make syndromes and their cures (e.g. a demon lawgiver's breath, a foul fog) things you can ask about in adventure mode or be told about by the trade liaison.

Just imagine the conversation in the dining hall, as a new migrant asks about the freakish weather outside. Quoth Urist McHealthy: "Well, this place was a stinking pus-coated hellhole for a while. But then that new doctor showed up, and since then everything's been groovy! Eat up now, a rat weed biscuit a day keeps the rotting limbs away!"

64
DF Dwarf Mode Discussion / Re: What to do with all that zinc?
« on: October 23, 2014, 12:56:50 pm »
Billon is incredibly useful.

Billion and Billion of zinc.

Then mod something else that's useless, like zinc. Oh wait...
Nickel silver?

Ouch, too close to home! My current fort's only ore is garnierite. I figured if the local dwarves like nickel enough to base their civilization in a mountain range that contains little else, the passes where the road ascends into the mountains could use some nice imposing nickel megastructures.

65
You could probably fill it right up to 7/7 to decrease any potential lag from flow calculations further.. the closer to totally full it is the better really. I'm not sure if it will still operate if you have it TOTALLY full, but my intuition says yes.

Yup, totally will. I've built a number of these in 34.11, and it seems like the flow/power stuff is unchanged in 40.xx. Once the flow is going (i.e. all the wheels are producing power) you can shut off the outlet and fill the channel up to 7/7. After that, you can even close off the inlet as well and have an eternally "flowing" isolated pool. If you check with the dfhack liquids plugin, you'll see that all the tiles where water was flowing out off the map edge are marked as "permaflow."

66
DF Adventure Mode Discussion / Re: No Exit (Dwarf sites)
« on: October 08, 2014, 07:28:22 pm »
The simplest way to avoid being buried in the deep is just to pick your start location to be a "dwarven camp".  Then you just start in the middle of nowhere on the surface.  I think you do this by pressing "u" or something on the last screen of adventurer creation (the one where you can change name, gender, etc).

Camp? Cool, never realized that was an option. Although I can only get started in a camp as a human outsider. I guess that's because bandit groups don't belong to any particular civ.

67
DF Adventure Mode Discussion / Re: No Exit (Dwarf sites)
« on: October 08, 2014, 10:39:20 am »
You probably don't have enough high mountains, if there aren't any, the mountain halls won't get built.

I don't think that's it. I tried reusing the seed from my 40.08 game, that had given me a nice high mountain range that was a total anthill of mountain halls and tunnels underneath. In 40.13, exact same geography, mostly the same fortress and hill sites show up, but no mountain halls or tunnels at all that I could find.

Hmm, false alarm I guess, but the actual answer turns out to be kind of interesting, so I'll share it here.

To check that it isn't an elevation thing, I took that same world and re-genned it a few times changing only the history seed. Lo and behold, after a couple of tries, mountain halls start popping up everywhere. It seems that earlier, the generated fortresses were getting knocked over too quickly (whether by neighbors or FBs). As soon as I got a world where a couple of forts in the same mountain system survived long enough to build a tunnel between them, mountain halls popped up along the tunnels.

Moreover, the existence of mountain halls considerably improved the survivability of their dwarf civ. I guess because they represent a population reserve that can't be conquered by hostile invasions. In worlds that have them, legends is full of messages about dwarves resettling abandoned forts and hillocks. In worlds without them, those tend to just stand empty until some other group settles there, resulting in silly things like elf fortresses. (Yes, that's actually how they are listed on the world gen map.)

68
DF Adventure Mode Discussion / Re: No Exit (Dwarf sites)
« on: October 07, 2014, 10:26:05 am »
You probably don't have enough high mountains, if there aren't any, the mountain halls won't get built.

I don't think that's it. I tried reusing the seed from my 40.08 game, that had given me a nice high mountain range that was a total anthill of mountain halls and tunnels underneath. In 40.13, exact same geography, mostly the same fortress and hill sites show up, but no mountain halls or tunnels at all that I could find.

Still, I think that whole subsystem actually is broken because theres supposed to be about 100 or so dwarves in them, but they're barely populated, maybe 20 at most. Also, when you pass by them, they'll turn into the abandoned/ruined site symbol for a brief time. Theres all kinds of broken with the mountain halls.

Which version was that in? I don't recall seeing the symbol changing issue. As for population, the mountain halls are pretty spread out, as large as human towns, with a number of totally disconnected little warrens along the length of the tunnel. Between that and the not-inconsiderable number of guards I encountered wandering in the cavern, 100 or so dwarves seemed totally plausible. They do feel a bit empty, though, what with there being enough bedrooms for probably ten times that number across an entire deep site.

69
DF Adventure Mode Discussion / Re: No Exit (Dwarf sites)
« on: October 06, 2014, 06:39:56 pm »
Speaking of which, has anybody actually encountered a Mountain Halls site in the latest release? I've been playing in 40.08 for a little while, but today I tried genning a few worlds in 40.13. According to legends, all of the dwarf civilizations had only Fortress and Hillock sites, and paging through adventurer start locations never gave me the option to start in a deep site, either. Come to think of it, I don't recall seeing any mention of tunnel-building in the legends, either, so maybe that whole subsystem is broken.

Pity, I had a lot of fun in my 40.08 game tooling around under the mountains in the tunnel network.

70
My personal guess is that Rith's plan is to find a way into the fortress, followed by immediately organizing a party, going on break, organizing another party, then die in a mining mishap, causing a tantrum spiral.

Well of course Rith wants to get in, look how she rushed the lava vent when a door was left unlocked. But why is she so helpful otherwise?

It would seem her best strategy would be to not help, wait for a tantrum spiral, and then waltz in through the inevitable broken/sock-jammed door to feed on some tasty unconscious morsels in the hospital.

No, my guess is, Rith will be extremely helpful and assist Roomcarnage to untold wealth and profit. Because Rith has refined tastes. Royal, even. Rith wants to drain a king.

71
DF Dwarf Mode Discussion / Re: Temperature effect on siegers
« on: August 21, 2014, 09:11:32 pm »
Yes, at sufficiently low temperatures anything made of organic materials will be killed by exposure. The mechanism seems to be that exposure to cold causes materials with a COLDDAM tag in their material template to be damaged by cold. Living tissue will receive frostbite wounds, nonliving plant/animal materials will become worn. Creatures stuck out in the cold will generally die when the frostbite affects the brain, and then the cold-based wear damage will eventually destroy the corpse. All that will be left will be a pile of whatever metal/stone items the creature had left on the tile where it perished.

Also, insulation actually is helpful. I think the game calculates temperatures layer-by-layer, so the more layers a creature is wearing, the longer it will last before frostbite starts on the covered body part. In addition, temperature changes faster if a body part is in direct contact with something cold than merely being exposed to a cold environment. As a result, footwear becomes very important if you are going to send anyone outside at an extremely low temperature site. Frostbite of exposed feet can be nearly instantaneous, and worse, without precautions you can wind up with a tantrum spiral from loads of dwarves having their shoes freeze off. (Having no footwear is a surprisingly large negative thought.)

72
DF Adventure Mode Discussion / Re: How do I escape the dwarf fortress?
« on: August 12, 2014, 04:33:07 pm »
Sure, fortress interiors are confusing! But in case the OP's problem was just a matter of not knowing what to look for ...

You are looking for a deep hollow shaft, usually 3x3, with ramps spiraling around the perimeter. Go all the way up (could be 100 levels or more, but typically 20-40) and you'll arrive in the market building, which lets you out on the surface. You can also trade in the depot there. You may also find an underground tunnel that leads away to the deep sites -- looks like an underground road and the vertical shaft will pass right through it if one is present. Far easier than finding a cave if you want to explore the caverns.

73
DF General Discussion / Re: After 10,000 years.
« on: August 12, 2014, 04:20:37 pm »
Yup, seems pretty common actually. I'd say in the majority of the long worlds I've made, history entered the Age of Goblins somewhere between the second and fourth century.

Although, it's not like your adventurer is the only hope for dwarf-kind! Violent critters that they are, goblins will quite happily murder each other willy-nilly under the right circumstances. I just had a world pop out of the Age of Goblins into a second golden age right around the year 800, because a war between a goblin civ and a goblin-dominated human civ killed off ~20000 gobs. Although even after that, they remain the most numerous race by a fair margin.

74
DF Dwarf Mode Discussion / Re: How do Dorfs roast their roasts?
« on: August 05, 2014, 05:25:51 pm »
The only beard powers commonly available to the average dwarf in these dissolute times are the simple ones... fishing beard, mincing beard, and a few others.

Well don't forget that dwarves can fashion masterful cabinets and such out of granite boulders using only their beards, too. That doesn't sound so simple!

More prosaically, the way I always see it in my head, dwarves either carry around profession-appropriate tools, or make them from scrap material lying around. After all, one "oak logs" is enough wood for a bed or a door or makes enough charcoal to power a blacksmith's forge job. In that case, it's probably best to imagine that the game just doesn't bother tracking the miscellaneous sticks and twigs everywhere. After all, the sawdust left over from turning a stack of logs into a single -pine piccolo- should be plenty of fuel for a little cooking fire.

Either way, the dwarves obviously get by somehow. Whenever the human merchants sell an iron boning knife or some such (for melting, of course), the dwarves just chuck it in a random trade goods stockpile. Doesn't occur to them that such a thing would be useful for cooking.

75
Has anyone brought this thread to Toady One's attention?

I feel that that would be a rather interesting reaction.

Toady never specifically mentioned fixing this behaviour, but I've tried this and it no longer works in 0.40.

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