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Messages - BrythonLexi

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1
DF General Discussion / Re: Future of the Fortress
« on: June 09, 2022, 03:12:52 pm »
To clarify regarding designations; does this mean that a mouse only or wasd+mouse designation method will be the default, with the traditional keyboard-only approach having a way to be enabled for players who prefer that method?

I greatly appreciate you coming out to clarify this.  While i'm not keyboard or die, and would be willing to use whatever keyboard schema works, it was disheartening to have the impression of full keyboard going the way of the dodo.  I would like to mention as very specific feedback that e+c for going up-and-down, at least to me, feels unusual (though I think it's easier to get used to than Arma's q+z)

Edit/Addition:
Earlier, Clinodev mentioned that this news may affect the numbers of people willing to teach new players the game.  I definitely hope that we still get a lot of great teachers regardless - the keyboard is important, but I would be more than happy to help out with teaching, or feedback on tutorials if desired.  Been playing for many years now, and I have a pretty solid grasp of it all.

2
DF General Discussion / Re: Future of the Fortress
« on: May 31, 2022, 08:55:17 pm »
Already sent this as an e-mail, because I don't Forums often and forgot this was a thing.  I apologise profusely.

What is presented publicly is that generated sites keep track of what they produce every week, such as milking or woodcrafting.  I would like to know details of how this affects the world in general, but particularly:
- Items that adventurers are able to see and purchase in market stalls and shops of human towns, and trade depots of dwarven fortresses.  Do those, and/or the existence of particular shops in general, get affected by such production?
- Caravans received in Fortress Mode.  Are the products of those relevant civs generated spontaneously based on player need, or resource production and availability of the civilization sending merchants?
- Do those weekly production cycles continue post world-generation?  For this question, that includes the 2 weeks between embarks/adventures, during Fortress Mode, and during Adventure Mode?
I imagine a "No" answer to mean that the items that exist at the end of world generation are all that will ever exist in Adventure Mode - that clearing a Mead Hall of items, then playing 10 years of a fortress, then returning to that Mead Hall in a new adventurer would still result in an empty Mead Hall.

For some reason, this loop of world generation regarding production and trade is something that has been keeping me thinking.  If you wish to provide those details, it would mean a lot to learn how it works behind the hood, and what the consequences are for the rest of the game post-generation.

3
OK, further testing with turning off Skill weight in Dwarf Therapist shows that no, attributes do not change on embark.  I was mistaken, my apologies.

4
Some more !!SCIENCE!! is being done.  One test fort's dwarf, Lorbam, did not have unusual feelings about loyalty pre-embark.  Post embark, Lorbam "does not particularly value loyalty".  However, Lorbam's age, name (obviously), sexuality, gender, size, and likes were not changed.  This makes me believe that only values and some attributes are changed in order to make the dwarf more fit for duty.

A second test showed that a pre-embark Miner, Inod, was "almost never sick." as their only physical attribute.  Ingish, his other Miner partner, was "slow to tire".
Post-embark, both Inod and Ingish showed no difference in this.

I repeated this with a third fort and Goden, who was weak, but with an iron will, sharp intellect, and good intuition - same post-embark.

So it appears attributes do not change, but maybe it is just Dwarf Therapist preferring high skills?

5
DF General Discussion / Re: Future of the Fortress
« on: July 09, 2020, 03:49:28 pm »
I just made a discovery about dwarf's attributes changing pre-to-post embark based on what labours they were given on the embark screen.  I'm wondering if this is a hard-coded thing; and if so, how this is programmed.  Additionally I'm curious to see if this also affects personality traits as well.

EDIT:  It appears attributes do not change, but for some reason, personality does?  This is bizzare.  Maybe it's just Dwarf Therapist preferring high skills and not actually a game hard-coded thing.

Edit of edit: I was mistaken in my findings; it was a misinterpretation of the data Dwarf Therapist gave out.

6
Edit: As it turns out, I was mistaken in my findings.  I was merely misinterpreting Dwarf Therapist data.  Attributes do not change post-embark.

This afternoon, I just came across an interesting discovery with Dwarf Therapist and embarks / embark profiles.  As it turns out, the attributes of dwarves post-embark is influenced by the labours selected in the embark menu by the player / embark profile.  What I mean by this is that a dwarf who is weak pre-embark, but given (ex.) the mining labour, will embark as a strong dwarf suited for mining.

If you look at the pre-embark overlay of Dwarf Fortress; specifically Medtob and Minkot's "Mining" skill:

Medtob and Minkot's numbers are 52 and 47.

Post-embark, now look at their "Mining" skill:

Medtob and Minkot's numbers are 100 and 99.  They changed post-embark!

I'd love help to see what else changes, be it personality or if its just physical attributes.

7
I just saw the Reddit stress thread here: https://www.reddit.com/r/dwarffortress/comments/hjt112/i_think_ive_figured_out_the_stress_spiral_thoughts/

TL;DR Equal strength long-term memories cannot overwrite eachother.  If a dwarf has 5 traumatic memories of +1 and 3 good memories of -1, nothing will change and that dwarf will always slowly succumb to stress without micromanagement.

That's not okay and explains why some of my dwarves just crash.  Would be best to have some n% chance of overwriting equal strength memories so that no dwarf is irredeemable, and no dwarf is 100% happy 100% of their life.

EDIT:  As someone who has personally lived through the trauma of being homeless with an injury and lack of income, even I have been able to see some stabilisation in my mood - even with the trauma still present in my memory and hurting to this day.

8
DF Suggestions / Moddable IMAGE Improvements
« on: June 23, 2020, 02:32:32 pm »
For the longest while, i've had a modpack for Adventure Mode reactions, so that my adventurers can do wood/stone crafting as well as the vanilla bone crafts.  My mod has improvements implemented, but I could not add IMAGE style improvements "On the item is an image of Urist McImage in malachite"; modding an improvement reaction with those resulted in nothing.

I hope we can get IMAGE improvements before Steam release so that, after a long while, I can finally "complete" my mod and have full control over the items my adventurer creates.  The IMAGE prompt already exists for figurines in adventure mode, so why not IMAGE improvements?

9
Hey Meph!  Thank you for all you do.  Do you think we'd be able to have the dwarves wear what they actually are wearing in-game?  I.e. if they have a +cow leather jacker+ on that's dyed midnight blue, it looks like that?  Some of us on the Kitfox Games discord really want our dwarves to look exactly as they're described :^)

Sincerely, NoXIILarxene / AlastríonaCatskill / Alexis DeSilva

10
Those would make some pretty great tags!

11
DF Suggestions / Third-Person "They" For [CAN_LEARN] Asexual castes?
« on: June 27, 2018, 01:15:05 pm »
I think it would be good to have third-person they pronouns for [CAN_LEARN] or civilized creatures.  Why?  Well, I can only imagine a non-binary person wanting to mod in a non-gendered adventurer/species/etc. but be upset that "it" is currently used for all asexual creatures.  Why "they"?  It'd be the simplest option without enraging more conservative DF players and Toady not having to mod in, say, a [PRONOUN] caste tag for "xe", "ze", and all those odd new pronouns.

12
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 30, 2017, 10:10:32 am »
Is there a way to make an adventurer mode reaction for adding images onto items?  I have reactions for other "improvements" such as:

Code: [Select]

[REACTION:DECORATE_WITH_SMALLGEM_RINGS_ADV]
[NAME:decorate with rings of small gem]
        [ADVENTURE_MODE_ENABLED]
        [REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [REAGENT:gem:1:SMALLGEM:NONE:NONE:NONE]
        [IMPROVEMENT:100:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:gem:NONE]
        [SKILL:ENCRUSTGEM]
[CATEGORY:DECORATION_ADV]


13
DF General Discussion / Elven Forest Retreats: 2002 - (Next Update)
« on: May 28, 2017, 05:28:51 pm »
From 2002 to 2017, the Elven Forest retreats stood strong. Until the next update comes out. In it, our dwarves can go out into the world and fetch artifacts or cause trouble. Knowing this community, the first targets will be the hippies Elves. Their retreats will be ransacked and destroyed, until not a single plant stands.

Long live Armok, God of Blood

14
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 27, 2017, 08:11:22 pm »
Is it possible to make creatures have a certain percent chance of being born with a particular syndrome outside of castes?  I want to mod in diseases-at-birth like blindness and deafness but I don't want to make 2 new castes for every syndrome.

15
DF Adventure Mode Discussion / Re: Making a Backpack
« on: May 14, 2017, 03:43:09 pm »
Here are some reactions you can add to make backpacks in any world. Just copy and paste into adv_reactions or something similarly named.
Spoiler (click to show/hide)

Thank you so so much!

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