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Messages - CaptainMcClellan

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346
After rereading the first two chapters, it occurs to me that the Necromancer might not really be all that evil after all? I mean... He was just using zombies as labor because zombies don't have feelings and what-not. Kind of like how we use robots. Granted, there's no telling exactly why he was building the road, but still...

EDIT: At some point, we should also have Reg actually encounter a kobold and take pity on it because of how gaunt and pathetic it is. Maybe even take it with her after slaughtering its entire family or something if it's very young.

+With kobolds' crazy fast life-cycle, it'll be an angsty teenager by the end of a year and a bitter conflicted adult with identity problems by the end of another.

347
DF Suggestions / Re: A Simple Suggestion: [PRODUCES_POWER] tag.
« on: March 13, 2015, 10:58:59 am »
Yeah, I was pretty much aware that that's what that would mean. I'm still kind of noobish, but I don't see why it's that hard to define another variable and link it to the building's structure. Is there anything that I'm not aware of that would make this super time consuming and hard?
No; it's a completely normal thing, and it's the most reasonable way to accommodate your request (pressure, powergen, criticality, warnings, explosions, etc).  But - from a programming point of view - the memory structure of a building is surprisingly small (especially when contrasted with the jillions of thoughts and emotions which define creatures).  This may indicate that Toady is deliberately avoiding complexity in his Buildings, and (if so) might make him opt for a native solution (e.g. DFHack's use of inventory) rather than including a new variable.
I was under the impression that he was just prioritizing. From all of the interviews I've read, he only goes into detail on any particular subject when ( ( It's fun for him || He thinks it'll enrich the world ) && Player demand is medium-to-high || He needs it for another function of the game || Player demand is VERY HIGH.* || he's determined to get a feature just because he said he would in his plans for the update) The demand for this is only medium at best, but I'm hoping the fact that it wouldn't be masochistically difficult can be used as a reason to do it, with some friendly nudging. That'll only work if he can just slap in the values within less than a week and shove the next version out to testing without being off-schedule. Besides, buildings are (relatively) simple compared to creatures, no matter how you're looking at it, so the need is not that great to go into it. I mean power production or receiving power and the ability to mod that into a building are seriously the only things I can think of that would improve the game by going into further detail on buildings. ( And even then, I only thought of them because I wanted a new power-source to go with my infinite energy generators to get them going easier.)

Well, I guess there's also automatic reactions on receiving power, but we'll cross that bridge when we come to it. (Again, just being a noob, but even that seems like it could be handled with a simple if statement: like
Code: [Select]
if(IS_POWERED==TRUE){ //While the building has power, within the main execution loop.
  while(REACTIONS){ //A stand-in for the actual while statement which is basically to read for reactions until there are no more.
    if(REACTION.IS_POWERED && REACTION.REQUIRES POWER) { //A dummy check for the [IS_POWERED] and [REQUIRES_POWER]
     //execute reaction.
}
      read(NEXT_REACTION) //Fetch the next reaction, whatever it is.
}
}

I don't really know how the internal mechanisms of DF work, but that's just general programming reasoning that should work if there's no more complicated stipulations that I'm just simply not foreseeing due to ignorance. )

* Something like >=95% of all the players based on sampling the suggestion forum.

Quote
~snip: the rest.~
Huh. Who knew that water would be the most complicated element of a nuclear reactor steam engine? Water, you're stupid flexible and useful, but that leads to a lot of stipulations on your functions. ( Both true IRL and in DF. ) I'll probably go with the magically pumping up water and add a corkscrew and a pipe to the building's ingredients to justify it in my feelings. It'd be more realistic anyway.

As per the only other stipulation I can think of - where to plug your gears/axles into - here's what I have, in the form of options.

Option 1:
Code: [Select]
      [][][]
   IN>[][][]>OUT
      [][][]
If the building both requires power and produces it, just as an example. With the hard-coded values for where the in and out go for a custom building. ( Like how water-wheels and wind-mills work. )

Option 2:
Code: [Select]
        ^
        V
     [][][]
   <>[][][]<>
     [][][]
       ^
       V

Have the ability to select a building's orientation at building, with input and output on opposite sides and based on context. ( Like how axles and screw-pumps work. )

Option 1 is simpler, but Option 2 is better. I'll take whichever gets this in the game faster. :P

348
DF Community Games & Stories / Re: MurderMachines's Successor
« on: March 13, 2015, 10:11:47 am »
How about one void escapee who looks for a site/beacon to attract others to? Doing some murdering along the way helps with legends.

And since we can get the scout in as a migrant, we can set up a backstory with one brave soul finding a place for others to invade and then persuades local dwarves to set up a fortress there and send steady supply of bodies to posess.
I like that idea.

Well, my plan with the Grand Wizard is that there is going to be a sooper rare caste of dwarf. I'll found Slaughterhelm, make an adventurer as said caste, retire them at the fort, and unretire the fort and start playing.
Mm.

349
DF Community Games & Stories / Re: MurderMachines's Successor
« on: March 13, 2015, 09:18:58 am »
sunshine, tame unicorns, ect.

of course if they go to long without giving us something USEFULL
then we burn them....

and also if we wait for next release then we can get elves to join us sometimes, and elves tend to be faster than dwarfs.
Yeah, the multiple race fort alone sounds like reason enough to wait. On one condition: once the elves have joined us they have to be willing to submit to our brain-slug master-race from the void. No trying to kill our dwarves over the massive tree-slaughter, and they have to be willing to put on metal armor and kick-ass. We want Cacame Apebaldeds, not resident hippies.

Also, depending on whether or not I can get Toady to notice my suggestion thread, we might actually have the capability of building nuclear reactors capable of undergoing meltdowns and spewing radioactive waste everywhere. If not, we'll still have nuclear forges to smelt high-end shit with. ( e.g. Bauxite into aluminum, dead reapers into screaming metal bars, etc. ) Not only that, it relieves a lot of pressure on me because it's looking more and more like I won't really be able to participate until after midterms at soonest, and after finals to do so reasonably. :/ I just don't want to be the one holding up the fort for three months... so we might just go ahead and start and I'll have my turn later.

350
DF Community Games & Stories / Re: MurderMachines's Successor
« on: March 12, 2015, 05:48:01 pm »
when we do the world gen can we make sure that elves get situated in a good biome. I almost never find those.....
I'm sure we can, why do you ask?

351
Too steep a slope. Was your mason in a rush perhaps?

Are dwarves affected by each other's body-odor.


352
Note: We should really be using the Successor thread for this, especially since I'm (probably) going to post the Summer update later tonight.

353
im not to worried about that happening. because if you ask me, a major part of the deathgate saga is the void and body snatching.....though maybe a full on  nuclear reactor is a bit much having radiation syndromes and poisoning water with it sounds fine (but I so want that reactor)

and the insanity....
Well, the way I spin the Slaughterheim world, it's basically a world that came precorrupted by the void, so we're not terribly new, just incredibly insane and dangerous. And I'm not really intending to do it super far from the core concept of Deathgate, we're still body-snatchers from the void and we're still dangerous and insane, and the voidspawn will have invaded this world just like the world of MurderMachines and Deathgate. It's just also going to have a bit more involved smelting, with some bonus crafts that weren't there before and a few small-time races. ( Note: Small-time doesn't mean deadly, though we may, in fact, never see the reapers at all. They're not meant to be around as much as the voidspawn, they're just a different type of threat that provides a valuable dwarfy metal if you can kill them. As per Nightbringers, they're supposed to be more obnoxious than deadly and domovoi are kinda... just there for the hell of it. These three species are all I'm going to add and you all have the power to veto or request amendment for any feature of them. )

As per the nuclear reactor and the nuclear forge, those are just because I think it would be fun. Not to mention it's not outside the realm of reason that creatures in contact with the void so long have picked up some strange tech. And as per the alchemy... I'm keeping it very, very basic. ( You have a reaction to attempt to make rocks into cheese or plump helmets with about a 50-50 chance of success and the chance of dangerous by-products. ) These mods are meant to augment and enrichen the world of Slaughterheim, not overhaul it. And believe me, I really want it to happen.

I do fear that we might be going too far from the core concept of Deathgate with all these mods, though. Personally, I would prefer just having the demon army and perhaps the voidspawn.
Yeah, at some point it isn't a sequel, it's just another fort with the same community. Like Demongate and Crownhammers.
To address these legitimate concerns: In addition to what I said above about the player power to veto features and the fact that we could be testing and planning for another few weeks, I don't think anything will make it in that's going to ruin the game. These features are to add a bit more flavour and uniquity to the fort, as well as to provide an alternative to my water-wheel frustrations in MurderMachines. Besides, if we're taking it darker and edgier, which seems to be the ultimate goal of all Dwarf Fortress at some point, then why wouldn't we add new threats? I mean, Voidspawn weren't around in the first Deathgate and they didn't ruin things, I fail to see why ents, domovye, reapers and nightbringers would. Especially considering that our interactions with all but the domovye will probably be very rare. ( Nightbringers are a semi-megabeast that's basically an enderman expy, except with females and more Lovecraftian, ie more tentacles. They don't really attack very violently, but they don't react to pain and the release a gas that causes fever, temporary paralysis and [with you guys' okay] blindness. [I will switch it to temporary blindness if you guys want me to.] ) As per anything everybody else is adding, as long as we keep it pretty small, should be fine. ( Personally, I'm far more interested to see the engravings of the Anima before he even emerges. I have him modded in as a mythical figure. I think that's only fair. )

354
Also, these being dwarves, gold platemail? It'd work just as well, if not better than lead.
Eh yeah, but doesn't lead make more effective armor as actual armor instead of just radiation-proofing? Also, there's one problem I thought of with lead armor- I don't know how to make a syndrome that is applied by wearing the syndrome vector. ( That's how syndromes work, btw. You get exposure to something through inhalation, ingestion, etc. and it does things to you. But you can have creature variations as a syndrome and be granted immunity from another class of syndromes via syndrome. I'm pretty sure there is a way to use skin-contact as the vector for the syndrome, because deadly rains can do that, but idk how.)

355
I don't really know what's going on because I still have to read from the beginning, but I play this too! ( And would be willing to help alleviate some of the pressure on IT via sharing some of my Miis' antics. )

356
Forum Games and Roleplaying / Re: Weaponize it.
« on: March 12, 2015, 08:19:24 am »
Give someone with a dandruff allergy an allergy attack.

The avatar of the next poster.

357
Now 40% thinner but somehow more effective!

358
DF Suggestions / Re: A Simple Suggestion: [PRODUCES_POWER] tag.
« on: March 12, 2015, 07:54:19 am »
Alright, I'll admit that I don't know about Dwarf Fortress's internal mechanisms, but it doesn't seem like it would take that long.
Take a look at the description of the DFHack steam engine and then skim through some of the code if you're feeling adventurous.

You're free to propose changes which you think are good for the game, of course.  But if you're pitching something as a quick-fix, then you might want to adjust your idea so that it's more closely congruent to the current systems and codebase.

For example - the DFHack steam engine must be designated as a custom Workshop (even though "Furnace" is more thematically appropriate) because the Dwarf Fortress memory and code structures do not treat Furnaces as eligible for machine-connection.  If you ask Toady "please let us apply the [MACHINE_CONNECTION] tag to any Workshop via the raws instead of DFHack code" then sure - that's a one-day task.  But if you ask for the new [MACHINE_CONNECTION] tag to work with all types of buildings (including furnaces, siege engines, etc) then it might turn out to be more complicated than we expect.

The DFHack steam engine also ties directly into the building's inventory: the building contains several discrete Water items, each of which generates 100 units of power (until it gets destroyed by item-decay logic).  Thus, the building doesn't know its power output but can calculate it whenever the game asks.  The vanilla power generators (Waterwheels and Windmills) are similar - they can determine their power output by checking the status of the tiles above or beneath them.

If power generation is instead governed by a highly-variable integer (e.g. Pressure = 24136) which is not connected to the state of the environment or the building's contents, then the Building class would need a new instance variable to store it.


-- The stuff below doesn't deal directly with your suggestion, but rather with your example --

We currently lack a reaction tag for "this operation requires water so the assigned Dwarf shall please fill a bucket from a valid Water Source or Well and then bring it to the building."  Hence, you see custom reactions in various mods which magically drain environmental water from the space around the workshop.  Adding [BRING_BUCKET_OF:INORGANIC:WATER:150] to the reaction raws would hopefully not a major complication, but it's definitely something new.

The idea of a building providing subtle status/warning information is novel, but where would it appear?  In the [q]uery menu?  In the Loo[k] menu?  The View i[t]ems in Buildings menu?  As a new Alert?  Or would this also be configurable via new RAW tags?

The proposed danger/inaccuracy of the device (e.g. "stoke the boiler until it starts making noises, and hope that it doesn't explode") is neat, but it might require too much attention from the player.  Many Dwarf Fortress players seek to setup efficient automated workflows; if you ask them to micromanage boilers then they're going to be disappointed.

I like the fact that players could cause a catastrophe by choosing to deconstruct a Steam Generator but forgetting to vent its pressure beforehand.  Ideally, a Dwarf Fortress disaster should involve stupidity on the player's side as well as the AI's. :)
Mmmm... It's sort of a cross between the two: It's both a feature I'd like to see incorporated at some point and a "quick fix" to provide the functionality with (hopefully) minimal effort to get it shoehorned in before the next update. ( If it's possible, of course, and Toady's priorities are his own so that'll be up to him when or if this gets done.)

I don't necessarily need it be a furnace and was not aware of the DFHack plugin. While I still would like to see this implemented in the vanilla game, I may make do with modding the plugin to what I want to happen. ( I'm not too great at that, admittedly. ) I'm perfectly fine just having it be a workshop, since that's kinda what I'd intended anyway.

Yeah, I was pretty much aware that that's what that would mean. I'm still kind of noobish, but I don't see why it's that hard to define another variable and link it to the building's structure. Is there anything that I'm not aware of that would make this super time consuming and hard?

Huh. I thought a reaction with a water-filled bucket would work. Can you not specify a water-filled bucket like you can with a Lye bucket?

Yeah, thanks. I like the idea myself and hope it can be applied to other buildings for the sake of managing wear. I was thinking that the warnings would appear in the [q]uery and loo[k] menus, the idea being that you have to keep a casual eye on it to make sure it's not about to explode and flood the surrounding area with boiling water. I should think that the critical would be announced in the same way as the production of an artifact or the arrival of a forgotten beast, but the warnings themselves? Hm... Perhaps displayed in the regular alerts bar. I just don't want it to incur mass spam. And for the alerts, if there are any, it should only throw them when a building reaches "shuddering violently" and roughly 3 times after, with increasing urgency. Any more than that, and I feel like it's going to be spammy.

Well, see that's where it being controlled by a raw tag is handy. Simply mod the values so that the building in question doesn't build pressure. Worst (or best, depending on your point of view) case scenario, just add a tag to the init file that disables this sort of pressure calculation altogether. ( Just how you can with temperature. ) I'd like to give players the option, personally, because I know that a lot of players don't really care for micromanaging so much as I do and don't get as much of a thrill from watching chaos occur because reality ensued. ( More importantly I recognize that the players don't necessarily want to always be managing things and want their mechs to stand forever. There've been plent of times when that is the case for myself even. ) I think, though, that if it gets implemented, people will adjust (or disable) and at least a third of the fan base will enjoy it.

Totally. :)

359
A'right. Possibly useful to wear under that lead plate, for padding and to help keep them comfortable in the hot environment deep underground.
Mhm, that was what I was thinking, though I'll have to reread the guide on clothing layers to ensure that it works right.

360
General Discussion / Re: Things that made you sad today thread.
« on: March 12, 2015, 12:13:00 am »
I'm sad because... well, I'm more just exhausted from, but anyways, the weather is too dry. Way way way too dry. I'd appreciate some precipitation to moisten things up; rain or snow, anything. I can't consume enough fluids, my nose keeps bleeding, all my co-workers are complaining that their lips are bleeding and peeling (pheh, mine started that at the START of the season, and I finished that stage 2 months ago), it just makes the heat of the workplace all that much worse...

It's so tiring to work in that heat and dryness. Maintenance says there's "no more air" to add A/C to our little kiosk, and the humidifier at home malfunctioned because the air is too dry for it to work!

Bah. Alberta is supposed to have wildly varied weather; it's been dry icy and cold outside for months with absolutely no variance at all, and inside is way too hot, while still dry; drier, even.

So, I'm sad because Spring is supposed to be here but won't be for another 2 months, nothing is changing, and it's too dry. too dry. sooooooo dry. the faucet is my god this month, sorry xantalos.
You can borrow some of the wet we've been having. It's rained for the past 3 days and my boots haven't completely dried out yet, not to mention it's still really cold. Stay hydrated though and indoors as much as you can.

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