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Messages - KittyTac

Pages: 1 ... 336 337 [338] 339 340 ... 347
5056
DF Community Games & Stories / Re: Making the world a better place
« on: August 18, 2017, 10:34:21 pm »
I'm trying to spread DF around my school. A lonely few played it before, some were really eager and I taught them on how to farm, set up militia, etc. Some didn't want to, but I convinced them.

5057
Utilities and 3rd Party Applications / Re: Dwarf fortress multiplayer
« on: August 18, 2017, 09:36:40 pm »
So, I have an idea for fort mode. The players can control any dwarf, otherwise they're controlled by df-ai (google it up), or someone with the admin permission (Warmist and I, maybe?), You can dig as a dwarf, do jobs, and arena-style fight. Trading is done by any dorf. Add a minimap of the fort so we don't get lost.

What do you think?

5058
DF Modding / Re: Historical figures, what it is, how to ...
« on: August 18, 2017, 09:19:19 pm »
I thinks it's worth trying, and for performance issue, i don't thinks it's the case. I have currently on a world vastly more hist figs that pops of human. So it will decrease my perfs by less that a factor 2 if i transform all the human pops into hist fig.
Alos, notice that in the begenning i made this test to reduce the popping of population in a natural way without the limit of site so the goal is to have less population, and so less hist fig.

Of course, it would be bad to simulate 5000 years old worlds. But for 250/400 years i can manage to wait ^^ and i have a good CPU ^^

Really, memory matters more than CPU in worldgen. Maybe I'll get a special computer geared for playing DF sometime later. Crappy graphics, but you don't need it in ASCII, but good memory and a decent CPU.

5059
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: August 18, 2017, 09:43:42 am »
I want a reanimating, terrifying densely forested temperate area, without an aquifer, preferably with brook, and enthralling clouds, lots of goblins, preferably at war with elves, and a nice cliffside in a 65x65 world.

5060
So,
By digging in the work of [ORIENTATION] tag, i was surpised to discover that a full range of parameter did not apply to "non tracked population" during world gen, aka : "non historical figure".

This make large problem between worldgen behaviour of a race and its behaviour in game. Ans as we can have now (since tavern and co) a lot of other race in fort, it should be usefull to improve a bit this type of gap.
Example of a fail : make a race with 100% assexual men and female and show it spread like bunny during worldgen. Or observe simply the explosion of birth during worldgen while you have all the difficulties to make marriage in a fort in a same period of time (let's say 10 years).

My suggestion is that all parameters applied to races that limits the briths etc... should apply to populations, even non historical figure, during worldgen on simulated pops. And it should be relatively easy to implement as all these parameter are perfectly predictible.

For example : ORIENTATION tag which create assexual percent of the population, gay population, bissexual or heterosexual should result in only hetero and bi population being a part of the simulation for poping pops during world gen. (by simply substracting individual pops)
I don't know if the age is taken too, but if not, it should too.

Also, in fortress mod it seems that sharing gods helps for marriage, it should play a role too on race with a PANTHEON. It could be simulated costlessly through statistical estimation.

I didn't know the other parameters but i imagine this could be tracked too. ^^

An other way could be to let the player set a [ALL_HISTORICAL] tag that track all its populations despite the high processing charge. But both could be done : An improvement of the simulation and an avaibility of this tag.

That was my idead, sorry for bad english ;)

The tag would slow down the game a lot, but so do some other tags. Nice idea.

5061
DF Suggestions / Re: Armor for unusual adventurers
« on: August 18, 2017, 08:21:43 am »
When I play an elephant man, armor isn't really needed. For another hilarious race, bushmaster men, this might also be a problem, through their tactic is usually "bite, then keep distance, wait till target drops dead".

5062
So, I modded GCS to be playable, I was chomping on some dorfs, only to find out that even with gm-editor, the dead_dwarf variable isn't there. Should I use another script?

EDIT: I figured it out.

5063
DF Gameplay Questions / Re: Intelligent pet breeding?
« on: August 18, 2017, 01:15:46 am »
Failure: Fort stuck in web-spinning titan. RIP felid.  :-\

5064
I'll start. http://imgur.com/a/TSHXF

Answer:
Spoiler (click to show/hide)

5065
So, my current test :

- Changing MAXAGE of gobs and elves (by adding one with about 150 years of life (for gobs) and more for elves) -> doesn't seem to change explosion of sites, at least not in a visible way.
- Surprinsingly, i can confirm that the more there are site on map, the less there are site conquiered by one or an other... which create a very static world gen. I guess (but if you can confirm ...) that if your informations in your previous answers are right, that sharing pops between multiple hilllock and other villages with them and the main montainhome, town etc... made very resilient all the places, right ? Or i miss something else ?
- Adding ORIENTATION to made gobs and elves 50% assexual has none special visible effect ...

Aren't goblins and elves immortal already?

5066
It's not listed on DF2014:Titan, so what page did you visit?

I don't even remember.

5067
DF Adventure Mode Discussion / Re: Most anti-climactic death?
« on: August 17, 2017, 09:00:59 am »
was swimming in a river heading to a tomb and then I was frozen.

Protip: Don't swim along rivers. Walk near them on the same line.

5068
Except titans can't be killed in worldgen! But the problem with losing sites still stands.
A quick gen of the world I created for cowmuffin (outdated now due knowing better worldgen techniques, but still neat) reveals this:

||

Eyeless meaty dino, struck down by giant monarch butterfly in forest retreat. FBs can also die, so maybe your worlds don't have enough fighting for titans?

Hmmm. Either I didn't look at the version shown on the wiki, or it was disinformation.

5069
DF Gameplay Questions / Re: Intelligent pet breeding?
« on: August 17, 2017, 07:56:10 am »
My dog die of starvation (due to the carnivore tag, the can-learn make them eat and sleep and i had not enough meal).

It can't be that hard to keep carnivores alive. I have a felid (sentient cat) in my fort. To keep it alive, I tend to leave dorfs to hunt for meat, or catch cavern creatures and drop them 40 z-levels so they die, then butcher the corpses.

5070

Trying to use megabeasts to cull site populations tends to be almost all or nothing results, where either megabeast dies or non-goblin civs suffer and lose most of their sites.

Except titans can't be killed in worldgen! But the problem with losing sites still stands.

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