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Messages - Dirst

Pages: 1 ... 235 236 [237] 238 239
3541
DF Gameplay Questions / Re: who's at home?
« on: February 28, 2014, 02:10:53 pm »
Is it possible to check who is/isn't in a burrow?  E.g., to see if everyone is in before shutting the gate?

No. You can only see who's assigned to a burrow. Checking where everybody is has to be done the hard way, visually.

If anyone is interested, I made a dfhack script that lists any dorfs not in a specified burrow:

http://www.bay12forums.com/smf/index.php?topic=136725.0

That was an awesome response.

3542
DF General Discussion / Re: Legends Mode after start?
« on: February 28, 2014, 11:42:28 am »
Legends Viewer would still show the vampire, but it shows their origional name I think, not their assumed name.

There are ways to spot a vampire without diving into legends anyhow.
Thanks.  I wasn't really clear in my post, but I wasn't planning to use it for vampire hunting.  Just to have some sense of the world my fort was in, and to make sure I don't align with a dead Dwarf civ or something.  My question was more hypothetical: if a migrant is NOT in Legends, then does that mean he/she is an assumed name?

So if all migrants are historical figures then my suggestion would still be for vampires to assume pre-existing identities, that way you would see a history for the migrant.  For extra awesomeness, the vampire can attack someone who really was planning to migrate then assume that identity, but that's probably several versions in the future.

"Hey, Urist McImposter, there are tales of you slaying a Giant Cave Spider with your sock when you were just a lass.  And yet for some reason you don't seem to know the first thing about fighting.  Weird, huh?  But don't worry... I'll still vote for you for mayor."

3543
DF General Discussion / Re: Legends Mode after start?
« on: February 28, 2014, 11:10:53 am »
Sure, but once you start copying save folders you're moving into cheating territory. Toady won't make that impossible, cheating is fine in a single player game, but he won't officially endorse it either.
I haven't had a vampire yet in a fort that wasn't already doomed, but I agree that combing through personal histories when a vampire is on the loose would be cheating.

This is more of a gameplay question, actually:
For the first time I exported all of my info for use with Legends Viewer, which would give me a static pre-embark snapshot of the world.  Would the snapshot instantly out a vampire because his/her assumed name would not be there?  Or are some migrants not historical figures anyway?

If the lack of history is revealing, I might make a suggestion that vampires assume the identity of an actual historical figure for whom they are reasonably similar.  Very unique people will just have a hard time hiding in plain sight.

3544
DF General Discussion / Re: Future of the Fortress
« on: February 28, 2014, 11:00:09 am »
Quote from: Mephansteras
Will the faction AIs do anything on their own, especially based on player actions? For instance, if the player destroys much of an invading force will the AI then decide that it is safe to stage a rebellion to force them out entirely?

We should have (partial) AI insurrections, yeah.  I'm pretty much sitting on top of that with the day's work, though the end of the month is always strange and shot-through with non-programming obligations.  Should have something soon, anyway.  Since the civilian perception of the weakness of their rulers is based on defiance against the entity forces, player action or at least presence is at the start of it all (since nobody else among the civilians acts on their own when they aren't in your loaded area, in the absence of an ongoing insurrection).  Once the perceived strength numbers are low enough, things will ignite and play out without the necessity of your future contributions, though lack of said contributions might doom them to failure at times, especially if their perception of strength does not line up with reality (it will come to realign as they fail).
Thanks for the answers, and for all of your work on the game.

Do factions exist in any meaningful way in Fortress play?

I can imagine a handful of immigrants coming to the Fortress from the Mountainhome who happen to be disaffected with the ruler (they'd be more willing to pull up stakes and leave).  Either off-screen world evolution, or even an ambush on the Dwarven caravan, could weaken the ruler in the eyes of that faction... perhaps enough to spark an insurrection.  The Fortress, being aligned with the ruler, would be put in the unenviable position of quelling such a rebellion.  Unless the ranking noble is of the rebelling faction, in which case everyone else would rebel against the Fortress.

I can see this adding a lot of additional Fun for those who intentionally pick weakened home civilizations.

3545
I was wondering the exact same thing, which is why I only put fortifications down one side of the entry hallway.  That, and the other side always has a dent in it for a trade depot.

3546
DF Dwarf Mode Discussion / Re: Savage
« on: February 25, 2014, 10:30:37 am »
Personally, I'd just delete all animal person raws. They take up completely useless space in the grand scheme of DF.
I'm still relatively new but in my last fort when a FB came in and had my militia for lunch, I also noticed six queen ant women among the deceased in the first cavern level.  Apparently the FB waded through their colony on the way to lunch.

Queens are supposed to be something like 1/11000th of an ant man colony.  If the FB hadn't killed the fort, I think the framerate would have.

3547
DF General Discussion / Re: Is there a Dev Build or Something?
« on: February 25, 2014, 10:06:14 am »
You are playing the dev-version.
Most game that give out developmentversion are having big teams that program there games.
Dwarf fortress do have Toady.
If the company with 10 employers give out a new developmentversion every month that is about a version every 100 days for Toady. ok, that we have more time than that since our last BETA-version (or am it still alpha?) of Dwarf fortress.
But it is still the developmentverison we are playing rigth now.
This is correct.  The game is marked as an alpha release.  The current version number is 0.34 which roughly translates into "one-third of the features envisioned for the final game."  And one-third of Dwarf Fortress is still awesome enough to attract a fanatical following...

3548
DF Suggestions / Re: Political Pollster Dwarf Job
« on: February 25, 2014, 09:59:26 am »
I agree with  Manveru Taurënér, considering the mayor already has to listen to the citizens problems and console them, the best choice would just be to take it a step further and make all  that information available to the user in one convenient location.
Preparing the report will give the mayor something to do in his/her Decent Office.  The question is where in the interface should this report appear?  Should there be some sort of status report attached to each noble?

A status report from the militia commander would provide some useful troubleshooting information.

Militia Commander Urist McFodder reporting.
Press letter for details:
a - 4 of 16 scheduled militia members trained this month.
b - 2 of 28 militia members have a complete uniform.
c - 6 militia members are currently off-duty due to injuries.
d - 3 of 4 squads have no standing orders.
e - 2 civilian alerts have been defined.



3549
General Discussion / Re: Bay12 Census: Results out!
« on: February 24, 2014, 12:32:29 pm »
I'M OLDER THAN AVERAGE T_T

And of course my sample is one of the rejected ones.
I don't see my answers in there, either.  But I did see that one participant was born in 188.  I think we have a vampire in the fort!

3550
DF Suggestions / Re: Presentation/Interface idea
« on: February 24, 2014, 11:12:30 am »
That does sound amazing. Would the tilesets be linked to the languages or to the entities?
My thought was to have it be part of the language to decrease duplication among the raws, but in principle it could vary by caste.  To attach fonts to entities, we would need a more robust system of grading tilesets by how they represent various Spheres.  Toady would need to introduce some sort of Tileset entity in the raws to track the Spheriness of each font.  That seems like a LOT of work for little incremental payoff over a font for each language.

3551
DF Dwarf Mode Discussion / Re: North and south?
« on: February 22, 2014, 02:56:01 pm »
Why is the "top" always hot, and the "bottom" - cold, and not the other way around, as it would be on a real world map (of Earth, I mean).
On the 'real' world,the top And bottom are cold.
Just saying...  :P
The map seems to be a quadrant of the globe (half of one of the hemispheres) because the east and west sides don't meet either.  And apparently dwarves believe strongly in Mercator projections.  Every region (in my experience) has been hot at one end and cold at the other, so region size seems to be affecting planet size rather than sliding different-sized windows around a planet of fixed size.

3552
DF Suggestions / Re: A warrior - male profession
« on: February 22, 2014, 11:51:26 am »
I'm all for castism and speciesism in DF, but it should be an emergent thing in every single world and not enforced. "Men/women/dwarves/tigerfolk are all murderous brutes that can't be trusted with anything they are, you can tell by the way that one person punched the High Potato to death in the age of legends!" Sort of like how westerners hate women because they supposedly nommed apples at some point. If one civilization at some point should decide women are either too bad at stabbing things or too valuable to ram into minotaurs that would add all kinds of depth and character to the world, but enforcing that kind of thing would have the exact opposite effect.
IN the beginning, each race began in its own garden paradise.  As a test, each was told not to eat from a Forbidden Tree of Knowledge.

  • In the Human garden, the female ate from the Forbidden Tree and gave some of the fruit to the male.  Both gained Knowledge but were cast out of paradise.
  • In the Elven garden, the male ate from the Forbidden Tree.  The female, trying to save Elfdom from this disgrace, killed the male and ate his corpse.  She was cast out of paradise (but also got the Knowledge from ingesting the one who ate the fruit).
  • In the Goblin garden, both attacked the Tree for daring to defy them, eating its fruit in celebration and gaining Knowledge.  They were then cast out of paradise.
  • In the Dwarven garden, they cut down the Tree to build a still, never bothering with the fruit.  The eventually went on break and wandered out of paradise with no Knowledge whatsoever.

3553
DF Suggestions / Re: Good regions being painfully good
« on: February 21, 2014, 10:41:23 am »
As Manveru Taurënér pointed out, biomes will soon enough be linked to Spheres and pop out of the Good/Evil axis altogether.  Finding the borders between biomes at an embark site may become very important.

I can just see cutting open an entrance, going down a couple z-levels, and zipping 3/4 of the map sideways to get at the awesome minerals under the unicorns.

It would be interesting if civilizations or even historical figures came from off the map to defend "defiled" biomes.

The demon Anakakasak has appeared, enraged that you furrowed the dead grass it admires to plant disgusting strawberries!

3554
DF General Discussion / Re: Future of the Fortress
« on: February 20, 2014, 03:21:00 pm »
There are already similar exploits for blood etc, so it won't really change the equation.

True, although from my experience there's still some minimal effort and risk involved in the current state.  Spitting on yourself makes it exploitable to the point where it might merit immediate change in the mechanics (provided it was a simple enough change, of course, but only Toady knows how simple/complex that would be).
It's simple: drinking sweat/spit probably gets "No, that's disgusting" unless dehydrated, and perhaps you can't produce either fluid in that state.
Urist McThirsty is extremely thirsty.  He needs to drink soon to avoid dying of dehydration.
Urist McThirsty happens upon a well and sheds tears of joy at his discovery.
Urist McThirsty dies of dehydration.

3555
DF Suggestions / Re: Spies and dorfint
« on: February 20, 2014, 03:14:18 pm »
A fairly simple suggestion. Maybe we could have spies from bouring/enemy civs seek to infiltrate our forts? They could come for recon missions similar to how kobold thieves and goblin pedophiles work, or immigrate with a cover story like vampires and try to gain your trust while sabotaging your fort and scouting it out from the inside for their hippie paymasters. Rooting them out would be fairly difficult without a competent and amoral justice system in place, and maybe it would give more of an excuse to play a McCarthy-ist tyrant, but all in all isn't ensuring fortress security against the elven KGB more important than a few wrongly accused miners?
Elf-in-Dwarf's-clothing, spotted pretty quickly...


For right now, I think only babysnatchers would be able to infiltrate... but once multi-species critters are allowed then it gets a bit easier to slip in a mole.

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