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Messages - sketchesofpayne

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31
Utilities and 3rd Party Applications / Re: DFHack and names
« on: December 08, 2018, 05:21:12 pm »
My interest in altering first names is that there seems to be a limited name pool.  In my fortress I have three dwarves named Mosus, two named Domat, four named Uvash, four named Cog, etc.  While it might be 'realistic' in a sense, it makes it difficult to interpret announcements without a little detective work.

The solution right now is to give all the dwarves nicknames, but I'd like some more variation in names for adventure mode as well.

Honestly it is probably not worth pursuing, as so much of it is hard-coded.

32
DF General Discussion / Re: Forum Politics - Dwarf Parties
« on: December 08, 2018, 05:10:03 pm »
I just don’t like when other people patronize designed fortress or something you experience, when really they couldn’t do 1/10th of the stuff they say given vanilla.

(Tell them about how your doctor is doing something silly)
Criticizer- “Why is that guy whose given personality is your doctor...I would never etc”
(Can only do because therapist)

(Early necromancer siege)
Criticizer- “You lost your fort in an early siege? Your fort should be done by now”
(Can only do because fast dwarves)
DFhack fastdwarf is truly a cheat/hack (wouldn't call it a 'mod' for pedantic reasons).

Dwarf Therapist doesn't let you do anything you couldn't normally do, it just makes it so you don't have to spend an hour going through dwarf profiles making notes about them and deciphering their stats and skills from their description.  And I have done that in vanilla.  Once it took two hours to go through a twenty dwarf migrant wave.

I think the real issue is that your friends are one-upping jerks.  Sharing anecdotes is supposed to be for mutual interest and camaraderie.  It's not about bragging about "achievements" or showing off your "l33t dorf skillz."  Efficiency and competence are nice and all, but they aren't virtues to be slavishly pursued.  Interesting stories are born of conflict, i.e. when things go wrong.  No one wants to hear a story about a time when everything went perfectly and there were no problems and all challenges were defeated easily or bypassed.

Also, Dwarf Fortress is not a competitive game.  If someone is gloating about their accomplishments or 'skill' (rather than just sharing it as an interesting story) they are completely missing the point of the game.  This isn't Simcity or Farmville.  You don't get online dick-hat points for spending hours grinding out a really high fortress value.

On another note, the RAW files are there and mod-able because a core part of the game is personalizing your own experience.  As a single-player game it's not "cheating" to edit them, especially because their is no "winning" in the game.  Exploring what can be done with the game and trying to learn and break its internal systems is a game all on its own.

33
DF Dwarf Mode Discussion / Re: Advice on fortress plans...
« on: December 07, 2018, 01:47:11 am »
No fortress plan survives contact with the entropy.

34
DF Dwarf Mode Discussion / Re: Trivial findings
« on: December 07, 2018, 01:43:12 am »
Tavern brawls can generate Curses if the Tavern & Temple share a tile.  You can also get Cursed by knocking over a bookcase in a Library-Temple combo.

So like a brawl spilling out of the tavern into a temple zone?  You can't assign one tile two zones/locations.  Or am I misunderstanding?

35
I suppose you could do a 'CNC router' fort.  No need to worry about walls collapsing, just unsupported floors (as in hangin in mid air attached to nothing).  Probably use a mountain biome with some altitude so you have a lot of z-levels of stone to work with.  Maybe go into advanced world generation and put more z-levels between the surface and the first cavern layer.

36
DF Dwarf Mode Discussion / Re: Tree House Fortress?
« on: December 07, 2018, 01:37:59 am »
Maybe if you find a forest dense with the big 2x2 highwood trees.  They would grow big and high enough to make it worthwhile.  It will just take along time.

37
Utilities and 3rd Party Applications / Re: DFHack and names
« on: December 04, 2018, 04:38:33 pm »
I was just contemplating how to mess with the name generation in the game.  It seems it is just hard-coded to grab a random word from the entity language for first names and then it picks two for a surname.  I wish it had a separate 'names' entity raw sub-divided by caste.

How would you propose to implement something via DFhack?  Check units for default names and assign them a new name?

I've used the DFhack gui/rename to rename people in adventure mode.  In fortress mode I've just used nicknames.

38
DF General Discussion / Re: Forum Politics - Dwarf Parties
« on: December 04, 2018, 04:20:44 pm »
|
Radical
Moderate
Fundamentalist

|


Elves
|
|
Elves are no worse
 than humans
Elves are as
 bad as goblins
Elves are worse
 than goblins

|


Tileset
|
|
Tilesets, visualizers,
 and lighting engines
Tile sets are
 preferred
Vanilla Only

|


Mods/Hacks
|
|
Total conversion
 modpacks
Lazy Newb Pack
No Mods

|


!!FUN!!
|
|
It is terrifying!
It is sad,
but not unexpected.
It was inevitable.

39
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: December 02, 2018, 07:23:02 pm »
Does anyone know if "nomadic" groups that have been forced out of their homes will ever settle back or somewhere else?
Digging deep in legends, it is difficult to track.  As soon as a group leaves a site and then settles another site they change their name when they found the new site government.  If they go and live at a site already under the control of their parent civ they just become part of that site's government.

Also, the legends are full of 'nomad groups' consisting of one (or none) historic figure and presumably some number of non-historic figures.  It is tricky because during world gen calculations are sometimes made using non-historic populations that aren't recorded in legends and might not exist post world gen.

I could be wrong about some of the particulars but I'm going off of what I've read on the forums, what I've heard on DFtalk, and what I'm seeing in legends mode and Legends Viewer.

40
DF General Discussion / Re: What turns you off about DF?
« on: December 02, 2018, 07:09:14 pm »
While it's true that the DF2014 performance has improved since the original 40.xx release , older versions than DF2014 (the 4x.xx serie are all part of DF2014 ) like 34.11 by example  ran faster and so allowed for less tricks to be used to keep good enough fps.
I will take your word for it.  I haven't tried running new versions on an old machine, or old versions on my new machine.

1x1 embarks were also possible at one point,
You can still do 1x1 embarks.  One issue is that you can easily run out of metal ore or other resources if your fort lasts for many years.  Also having enough trees for wood supply may be an issue.

41
DF Suggestions / Re: Smoking leaves as dwarven activity
« on: December 02, 2018, 06:33:37 pm »
The solution is a generic "luxury good" or "comfort item" interaction for dwarves.  Just a good that produces happy thoughts when consumed that is not food or drink.  For example a chocolate bar, chewing gum, sweets, coffee, or tea.

Then if a player wants they can mod in tobacco or similar items.

Right now they only get material 'good thoughts' from nice clothes or trinkets.

42
DF General Discussion / Re: What turns you off about DF?
« on: December 02, 2018, 03:17:09 am »
but considering low fps means everything even the simplest of task takes forever to be done and make it so incredibly boring, those tricks are currently the only way i found to no stop playing the recent versions of DF as i didn't needed that much self imposed limitations in pre-DF2014.
Whether my FPS is 60 or 15 doesn't matter so much to me because either way I always have netflix, youtube, or twitch going on my second monitor.  I'm also usually combing through Legends Viewer or typing up a seasonal log entry on the fort's progress.

Also, newer versions of Dwarf Fortress run faster and more stable than older versions for me.  A couple months ago I played a 40.24 fort and it didn't run as well as the 44.12 forts I've played since then.

43
DF General Discussion / Re: What turns you off about DF?
« on: December 01, 2018, 03:02:31 pm »
My main problem, and something that has caused me to be very on again off again is optimization. I have a good PC, I always limit pop to 100, and I always move my view to undiscovered rocks when I’m not doing anything. And usually I don’t reveal caves until I have to. But I always die of FPS death by year 4 at the latest, and that’s caused me to not really want to invest time into these forts.
What do you consider to be "FPS Death?"  20 FPS is quite playable and even 15 can work.  For me sub-15 is where it becomes a problem.  I recently played a 200 dwarf fort for twelve in-game years and it was pretty steady around 20 FPS.  Animal pathing was the biggest drain on FPS.  I solved this by putting all the non-grazers in cages and all the grazers on restraints.

Also, even if you have a "good PC," the main factor in Dwarf Fortress performance is your CPU's single-thread performance.  (I have an Intel i7-3770K which is rated 2083 on the linked benchmark list.)  Your video card makes little difference and I've never seen Dwarf Fortress use more than 3 gigs of RAM.

44
DF Dwarf Mode Discussion / Re: Lost Horizons...
« on: December 01, 2018, 01:59:07 pm »
DFhack hermit

Blocks all caravans, migrants, diplomats, and forgotten beasts (not wildlife).

45
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: December 01, 2018, 01:41:46 pm »
I built a cage to serve as a jail after my latest fortress had its first destructive tantrum and I wanted to avoid the vandal being beaten to death.  I built a cage, designated it a jail, for use for justice, great. 

Now, a bunch of dwarves are hanging around it.  I checked to see if it was possibly set as a Meeting Hall, but no, it was not.  Do dwarves just like to gather near jails?
Some dwarves will loiter around hospitals and jails for some reason.

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