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Messages - WertyMiniBot

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1
ptw

2
It's annoying to have to reset your repeating orders if, for example, you run out of wood and you have many repeating jobs for your carpenter. I already manually suspend my jobs when I'm running out, so why cant that be done automatically. (Correct me if this was already implemented.)

4
DF Suggestions / Re: Child labor and child warfare in Dwarf Fortress.
« on: June 28, 2015, 09:28:21 am »
I mentioned apprenticeship as one of the routes we could take into child labor. It would actually make more sense to have apprenticeships with adults. Apprenticing dwarven children would not only somewhat speed up the dwarven work force. Most dwarves would welcome such added efficency. It would also be a good way to train the child to be more than just a peasant when they are adults.

That's the thing about children; sure they're young for about 12 years, but they never intake any actual skill simply by watching the adult dwarves. Only on rare strange moods can they ever gain skill. And since goblins are unethical in every single property, they'll find some way to train a child metalsmith.

Also, I did not say that infants would be able to work right as they were born (not until about 5 or 6). 

Lastly, when up to a third of my fortress population tends to be migrated children, it just makes me want to use them even more. I mean, 12 years is quite a long time to wait and protect them from fun.

I do agree that apprenticeship would be a nice way integrating dwarven children into the workforce, though.

5
DF Suggestions / Re: Child labor and child warfare in Dwarf Fortress.
« on: June 27, 2015, 08:47:57 pm »
Adolescence in DF could be set to 8 years, or we could have beginning of adulthood moved to 20 and have 13 years be the start of adolescent.

6
DF Suggestions / Child labor and child warfare in Dwarf Fortress.
« on: June 27, 2015, 05:35:28 pm »
Basically, this is a suggestion to include ethics for making an entity's children work or even fight alongside the adults. Child labor would essentially make children work like other people in the town (they could also become apprentices to adults) so that they can be useful in the fortress. Humans and Animal People would approve of adolescent labor, Dwarves would approve of child labor a few years past babyhood, Goblins and Kobolds would approve of child labor immediately past babyhood, and Elves would not allow child labor finding it misguided. Meanwhile, child warfare would make children either fight alongside, or support the adults warriors. Humans would only allow adolescents supporting the warriors, Dwarves and Animal People would allow only adolescents to fight or support, Kobolds would allow adolescents to fight and support while children a few years past babyhood could only support, and Goblins would allow anybody past babyhood to fight or support including snatchees. I believe adding child labor for some civilizations in DF would finally allow Dwarves to put some of children to use, and add yet another thing which civilizations could argue about.

DISCLAIMER: I do not condone the use of children in slavery or warfare.

7
DF Modding / Re: Complimentary Precious Metals
« on: June 23, 2015, 12:03:14 am »
That's not the point. I'm looking for suggestions on how to balance out 2 metals, mod-new mithril and modified adamantine, to compliment each other for ideal equipment loadout. (In this case adamantine would be the the armor and mithril would be the blade and the shield.)

8
DF Modding / Complimentary Precious Metals
« on: June 22, 2015, 10:44:49 pm »
This was inspired by the fact that Adamantine is bad for some applications, most noticably blunt weapons. I am trying to mod it so that you can find 2 ores that compliment one another. Both are based on the original adamantine's definition to make sure it stays within the league of the great metal.

First, Mithril. Mithril would have the old adamantines lightness and value. It would be great for sharp weapons, somewhat worse (still better than steel) for armor, and terrible for blunt weapons.

Then, modifying Adamantine. Adamantine would become as heavy as platinum and fairly dull. It would also be worth less than Mithril. It would be fantastic for blunt weapons, much better than Mithril (though still worse than old adamantine) as armor, but terrible for sharp weapons.

The raws are below; feel free to post any suggestions and point out errors. Being not too experienced at modding DF, I'm sure there're ways to improve this.

Refined Metals:

[INORGANIC:ADAMANTINE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:adamantine]
[STATE_NAME_ADJ:LIQUID:molten adamantine]
[STATE_NAME_ADJ:GAS:boiling adamantine]
[DISPLAY_COLOR:3:3:0]
[BUILD_COLOR:3:3:0]
[MATERIAL_VALUE:200]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_SOFT]
[WAFERS]
[SOLID_DENSITY:21400]
[LIQUID_DENSITY:19770]
[MOLAR_MASS:195084]
[IMPACT_YIELD:4000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:4000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:4000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:4000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:4000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:4000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:8000]
[DEEP_SPECIAL]
[STOCKPILE_THREAD_METAL]
[STATE_COLOR:ALL_SOLID:BLACK]

[INORGANIC:MITHRIL]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:mithril]
[STATE_NAME_ADJ:LIQUID:molten mithril]
[STATE_NAME_ADJ:GAS:boiling mithril]
[DISPLAY_COLOR:3:3:1]
[BUILD_COLOR:3:3:1]
[MATERIAL_VALUE:300]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_SOFT]
[WAFERS]
[SOLID_DENSITY:200]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:3000000]
[IMPACT_FRACTURE:3000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:3000000]
[COMPRESSIVE_FRACTURE:3000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:3000000]
[TENSILE_FRACTURE:3000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:3000000]
[TORSION_FRACTURE:3000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:3000000]
[SHEAR_FRACTURE:3000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:3000000]
[BENDING_FRACTURE:3000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:150000]
[DEEP_SPECIAL]
[STOCKPILE_THREAD_METAL]
[STATE_COLOR:ALL_SOLID:AQUA]

Raw Metals:

[INORGANIC:RAW_ADAMANTINE]
[ITEM_SYMBOL:'*']
[THREAD_METAL:ADAMANTINE:100]
[STATE_NAME_ADJ:ALL_SOLID:raw adamantine]
[STATE_NAME_ADJ:LIQUID:molten raw adamantine]
[STATE_NAME_ADJ:GAS:boiling raw adamantine]
[DISPLAY_COLOR:3:7:0]
[TILE:139]
[MATERIAL_VALUE:150]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[SOLID_DENSITY:21400]
[LIQUID_DENSITY:19770]
[MOLAR_MASS:195084]
[IMPACT_YIELD:2500000]
[IMPACT_FRACTURE:3000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:2500000]
[COMPRESSIVE_FRACTURE:3000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:2500000]
[TENSILE_FRACTURE:3000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:2500000]
[TORSION_FRACTURE:3000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:2500000]
[SHEAR_FRACTURE:3000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:2500000]
[BENDING_FRACTURE:3000000]
[BENDING_STRAIN_AT_YIELD:0]
[DEEP_SPECIAL]
[MAX_EDGE:1000]
[ITEMS_HARD]
[IS_STONE]

[INORGANIC:RAW_MITHRIL]
[ITEM_SYMBOL:'*']
[THREAD_METAL:MITHRIL:100]
[STATE_NAME_ADJ:ALL_SOLID:raw mithril]
[STATE_NAME_ADJ:LIQUID:molten raw mithril]
[STATE_NAME_ADJ:GAS:boiling raw mithril]
[DISPLAY_COLOR:3:7:1]
[TILE:139]
[MATERIAL_VALUE:250]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[SOLID_DENSITY:200]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1500000]
[IMPACT_FRACTURE:1800000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:1500000]
[COMPRESSIVE_FRACTURE:1800000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:1500000]
[TENSILE_FRACTURE:1800000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:1500000]
[TORSION_FRACTURE:1800000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:1500000]
[SHEAR_FRACTURE:1800000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:1500000]
[BENDING_FRACTURE:1800000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:1000]
[DEEP_SPECIAL]
[ITEMS_HARD]
[IS_STONE]

9
DF Suggestions / Re: Improving Overworld Animal People. (Long)
« on: June 17, 2015, 09:34:07 pm »
In order to have complex interactions between dwarves and a group of animal people, we'd have to first make the overground animal people minor entities that stay confined to a single village within their savage biome, rather than separated groups of nomads, and define nobles for each to have (such as a chieftain). I do think that the chieftain's personality could influence how the tribe in general reacts to your presence. You could get a lliason (with some security) to try to negotiate with them, and his personality could influence the effectiveness of these negotiations. (So you would want to get a high-tempered dwarf if you want peace.)

10
DF Suggestions / Improving Overworld Animal People.
« on: June 16, 2015, 09:10:00 pm »
The implementation of animal people on the surface of savage biomes is a missed opportunity for some fun when they're unarmed and pretty dumb too. If they had something like a wooden mace, blowgun, or even just some sharp stones, they would become capable of being a threat to civilians. Of course, just like the Sub-T animal people, a good military would be able to dispose of them. Still, any sentient creatures (without some sort of effective natural weapon) should at least have basic weapons if they're going to survive (especially with the GIANT creatures). It just seems unnecessary and unrealistic for them to be existing otherwise.

Another problem is that since you can't eat the animal people due to them being sentient and they keep out all the non-sentient creatures, you are forced to waste time chasing them with your axedwarves. I would propose, in savage biomes, having both a wild sentient spawn rate, and a non-sentient spawn rate. This would ascertain the possibility of the animal people spawning alongside the animals rather then replacing them.

My last improvement would be to make them hunt the creatures using their weapons, specifically rock spears and blowguns, and then drag away felled quarry out of the map, with both the meat and the people despawning. Dwarven hunters or other animal people could try to forcefully steal the meat, resulting in conflict. (This could be togglable for dwarves.) They could also help the animal people kill the quarry, and either share the meat or just be greedy and try to take it for themselves. The behavior could be applied to Sub-T animal people too (preferably if they were made to make rock spears). This would make the savage biomes a bit more lively and create competition between dwarves and animal people to gather quarry.

These 3 things would turn overworld animal people from a waste of space and training dummies to competition in hunting, potential threats to civilians, and much more interesting creatures in general.

11
DF Adventure Mode Discussion / Re: KILLED BY A FORK!!!
« on: January 21, 2015, 11:43:37 pm »
re:Broseph Stalin

I see that a carving fork looks a lot more potent an eating fork. I thought a carving fork was the same shape as a dinner fork.

But that still doesn't change the fact that it's possible to die from such deadly weapons suchs as pants, plump helmets, or your own blood. (How does the latter even happen?)

12
DF Adventure Mode Discussion / Re: KILLED BY A FORK!!!
« on: January 19, 2015, 10:04:50 pm »
I really hope it wasn't the leather that killed you. That would be outrageous.

13
DF Adventure Mode Discussion / Re: KILLED BY A FORK!!!
« on: January 19, 2015, 09:48:08 pm »
Fine. Maybe it's logical to lose to even such an inferior weapon, but that doesn't mean it isn't still embarrasing.

14
DF Adventure Mode Discussion / KILLED BY A FORK!!!
« on: January 19, 2015, 09:34:18 pm »
I was fighting this night troll. I was fighting for quite a while, and had gotten the upper hand; I had crippled a leg and done some other damage. All I needed to do now was cripple the weapon hand and i would probably win

The weapon was a fork. Yes. A fork.

But somehow, the troll managed to puncture my lung with this fork. Let me repeat. A fork.

I thought that it wouldn't be too bad; i knew it wasn't deadly despite the game erroneously saying so.

Having one lung pierced means you get winded occasionally, meaning it gets harder for you to do stuff for that turn.

But this turned out to be my undoing, as the troll caught me winded and somehow knocked me out. With a fork.

Then it proceeded to do several more jabs. One of which managed to pierce the skull and kill me.

A fork killed me.

A FORK KILLED ME!

What's next? Spoons? Sticks? Bones? I can understand being stabbed in the heart by a trident, but you shouldn't need armor to help your skull resist a fork. AGAIN. A FORK.

How embarrassing. At least the troll's crippled for life.

15
          What if there was a sentient megabeast that showed more signs of sentience than saying fe-fi-fo-fum before crushing your new adventurer's overconfident brain. What if the sentient megabeasts made weapons, like giant sized hammers capable of obliterating an entire party? Axes capable of hoeing down trees in one swipe? Armor capable of stopping steel arrows without being fully pierced? Bows capable of devastating a village plaza from afar? Or how about tools to help make even more frightening weapons? Perhaps even the semi-megabeasts could get in on this, as they never seemed to be a real challenge to any of my adventurers that fought them. This lesser known dwarven nightmare come true would start by certain sentient megabeasts recognizing the damaging force of boulders.  (Perhaps even animal megabeasts could do this, like rocs dropping boulders with talons, although they probably couldn't get much further than that.) Some would pulverize your dwarves with melee use, others would put some holes in your walls by throwing them. Maybe they'd learn about making the rocks into edges, making the first giant ax, and alliowing them to chop trees into usable wood. This would turn possible stubbing of a megabeasts fingers into severing of a megabeasts fingers, so ideally for them they will discover a handle sooner or later to increase the force of the attack and prevent accidently stubbing their fingers with the rock. (Did you know that in real history, the first axes had no handles?) Perhaps a fight with a small goblin bowman would cause one to realize that rocks could cover them from arrows, forming the ideas for the first giant shields. Perhaps a select few ranged megabeasts would be interested in making a more lethal throwing weapon, and after trial and error, and discovering stuff like string, manage to make a crude bow (provided they are patient, which fortunately for the small people can be rare). (Imagine stumbling upon a megabeast testing his weapon. Perhaps he could use you as the test target; a massive beyond-ballista-bolt sized arrow could easily separate your torso from your legs, provided that at this point the arrow isn't just a stick of wood, and the bow is designed well.) Some megabeasts could carve stones to fit on them, creating basic armor. A megabeast could invent things according to it's surroundings; a megabeast living in a cave of lava might have an off chance of discovering forging, provided he was very patient and had all the prerequisites. Could a megabeast, after looting a town, perhaps try to recreate the very things that it's opponents were using? Maybe. It would be very unlikely, but there would be a possiblility of giants learning ironcrafting, or the art of clothes making. It would make these megabeasts dangerous, and deserving of that adjective, whereas the minotaur was just given his masterwork steel ax. Could your fortress kill this megabeast? Maybe, but I wouldn't say it would be hard for them to destroy your it.
          Next up, on to territorial affairs of megabeasts. Normal megabeasts including animals would start claiming an area around the lair it made, expanding it further and further. It would go exploring the turf, hunting animals, or perhaps getting a drink of water. It would also try to kill any it would deem a threat on it's territory: dwarves unfortunate enough to have accidentally settled near the lair, a cocky adventurer, or other megabeasts. If two territories collide, the beasts could either fight it out, or agree on a boundary, perhaps depending on each side's power (A weaponless beast would rather agree on territory than almost certainly lose to a beast with an axe.) Perhaps a beast could ally with another to bring down something that threatens them both. Of course, a family could form with a male and female. The 2 could help in defending territory and claiming it from others. If the kids were of sufficent age, they would be taught how to hunt (including normal megabeasts) and would soon move on to form a new territory. If a beast manages to defeat another beast, they could take their technology and combine it with their own, potentially making them even more dangerous. The dynamic setting and use of territories by megabeasts as well as potential alliances would make them seem more active, and add danger to being even near a lair.
          These two changes would greatly improve megabeasts, especially any potential sentient ones, not only by making them more dangerous, but also more lively, active, and realistic. (No sentient creature would prefer to do things with just their fists.)

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