Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - UristMcArmok

Pages: 1 [2] 3 4
16
Mod Releases / Proper item names
« on: February 17, 2018, 03:33:21 pm »
A very small edit that changes the names of a few items to make them less generic. Completely aesthetic, doesn't change the game mechanics unless you have a modded material template file

Download: http://dffd.bay12games.com/file.php?id=13520

Changes:
stone blocks - cobblestone(s) (may change to bricks)
metal blocks - plate(s)
wood blocks - plank(s)
generic meat - steak(s)

if you have any suggestions for other things that could be renamed let me know

17
DF Suggestions / Re: Workshops as zones (and tool use/durability)
« on: December 09, 2017, 06:25:38 am »
On the topic of standard workshops being used in conjunction with zones, I think it should be strictly furniture to keep things consistent. Custom zones could be added via raws, but I don’t object to keeping in custom workshops for modders who want it to look a very certain way or have a specific dimension. That means some new items may be needed. For the forge we could simple have a firesafe barrel, anvil, another barrel for water and maybe an armor/weapon rack, bin/chest for tools.

[ZONE:FORGE]
[OBJECT:ANVIL:1]
[OBJECT:BARREL_FIRESAFE:1]
[OBJECT:BARREL_ANY:1]
[OBJECT:BOX_ANY:1]
[TOOL_REQUIRED:HAMMER:1]
[TOOL_REQUIRED:TONGS:1]
[TOOL_OPTIONAL:WHETSTONE:1]

Perhaps if we made it a bit more realistic, we could construct a fire pit/furnace object to place like furniture, along with a bellows or draft inlet (either are needed to process higher metals like iron) along with requirement for adjacent tiles (bellows would need to be next to the furnace)

[ZONE:FORGE]
[OBJECT:ANVIL:1]
[OBJECT_ALT:FURNACE:1]
[OBJECT:BELLOWS:1]
[OBJECT_ALT:FIREPIT:1]
[OBJECT:BARREL_WATER:1]
[OBJECT:BOX_ANY:1]
[ADJACENT:BELLOWS:FURNACE:1]
[ADJACENT:ANVIL:BARREL_WATER:1]
[TOOL_REQUIRED:HAMMER:1]
[TOOL_REQUIRED:TONGS:1]
[TOOL_OPTIONAL:WHETSTONE:1]

18
Tilesets and Graphics / New Release
« on: December 03, 2017, 01:15:41 am »
New release!

links on initial posts updated

19
DF Suggestions / Re: Workshops as zones (and tool use/durability)
« on: November 30, 2017, 07:23:34 pm »
Either way, having all the tools that a work area can have shouldn't be necessary, it should improve the quality of said products though. For example, having just a way to heat the metal and an anvil you could in theory make a sword. It won't be a very good sword and you'd use quite a bit a fuel making it, but still, it's there. Not that it will do much else.
Small differences though such as between slicing and boning knives though should probably matter less, having the bigger things should be more important, with smaller things being for the perfectionist. (Which we'll probably all go for)

Yes, some basic reactions such as (make meal) or (make wooden [tool]) wouldn’t Require tools to preform, but the quality of the produced goods would be shoddy at best, maybe even starting out with a small amount of wear if the craftsdwarf isn’t very skilled. Maybe a -2 quality level to what the product would have been. (Making a sword without tools that would have been quality-less, is now xXswordXx

20
DF Suggestions / Workshops as zones (and tool use/durability)
« on: November 30, 2017, 06:53:06 pm »
I’ve been thinking of the different ways the proposed transfer of workshops to zones (much like hospitals). I think this was mentioned in a podcast or future of the fortress.

[Item Placement]
Instead of just a “kitchen” you would designate a kitchen zone, then fill it with the appropriate items (I’d say a table or two, a bin, and a vat/barrel at bare minimum). You could possible add twice the amount of items and this would allow two dwarves to work in the zone instead of just one. There should also be a “free space” counter that works similarly to a taverns “dance floor”. The larger the free space, the more items it could hold before getting cluttered.


This next one may complicate things a bit but I think it would be a nice touch; when dwarves need to do a certain task, they use different items place on the zone. Say they’re cooking a meal, they use the table for meats/vegi, then they move over to the barrel if there is also powders/liquids in the reaction. Or for smithing a sword, they could start by standing near the coals/furnace (heating the metal) then move over to the anvil (shaping) then over to a vat/barrel of water (cooling) and then to a millstone (just for flavor) to sharpen the blade. These stages could be specified in the raws with a token to tell the dwarf what item they should be adjacent to like:
[STAGE:1:ITEM:ITEM_TOOL_BARREL]


[Tool use and Durability]
Tools such as the Boning knife, or carving fork aren’t really used, with the exception of angry citizens in adv mode. I want these to be implemented in fort mode as required reagents in reactions. For a kitchen, you would need slicing/boning/butcher knives when cooking meat, slicing when cooking vegi, and ladles when cooking with liquids (unsure about powders). Forges could require an anvil, tongs, a hammer, a firesafe barrel (for the hot coals) another barrel of any material (for the water) and perhaps a bellows or bin for the ingots. With tools implemented the hospital could also use a cleaver, bone saw, sewing needles, or mallet (for reshaping bones when broken or for diagnosis) the tools required could be specified in the raws as needed (i.e. only needing a ladle when liquids are being cooked/ if cooking a roast, you should need a carving fork)


As of right now, things such as pickaxes are indestructible (unless used in combat) no matter what material it’s made from. A copper pixaxe would probably break within the year, while a steel one might last for over a decade or more. This would incentivize using high quality materials and good smithies when making what would be normally unchanged by quality or material. I’d personally like it if tools slowly wore away (the time this takes could be calculated via item properties) including things like anvils and chains (causing mechanical malfunction if using poorly made items or with soft/brittle materials)


I know some of you are thinking “but if I use a steel knife, it shouldn’t break from cutting meat”
True, but even the hardest knives chip or dull overtime. If you’re using well made tools, they will need to be replaced far less often. Things with perfect values like adamantine or modded metals would last nearly forever.


I’d love to hear your suggestions or ways this could be reasonable implemented

21
DF Suggestions / Shop Cleanup (display racks)
« on: November 25, 2017, 11:48:46 pm »
Now that pedestals and display racks are in working order, they should be added to shops to display items for sale (preferably in rows or islands near the center of the room). I assume this wouldn’t be too big of an edit considering Tombs have already been updated to use pedestals to display loot.

It just really peeves me when shops have their goods strewn carelessly across the floor. This edit wouldn’t be needed for storerooms and such because they really are that messy irl

22
Mod Releases / AgeOfFairyTales (44.02)
« on: November 25, 2017, 10:51:11 pm »
This mod removes almost all fantasy aspects from DF. Replacing all civs with unique medieval era countries. (the game also is a bit faster with so many less creatures to load)

Download: http://dffd.bay12games.com/file.php?id=13227

The following have been removed:
-fantasy animals
-fantasy plants
-fantasy metals
-animal people
-"giant" versions of animas (excluding a few irl ones like the giant tortoise)
--(Demons, FB, Boogeys, Curses, werepeople, vampirism, necromancy, and evil/good biomes are removed via a preset in advanced world parameters, please use it!)

The following have been added:
-new food types
-new dialog when talking to npcs
-several medieval countries
-replaced Kobolds with troglodytes
-my own custom ASCII (cherrywood)
-a few other secrets for you to find

Planned features:
-more civs
-historically accurate arms and armor
-realistic smithing and metallurgy
-irl plants to fill caves

known issues:
-caves are a bit monotonous and lack variety in plants and animals.
-civs need to be more fleshed out and differentiated (coming soon)
-many less beast quests (will be made up for with more bandit and fetch quests)

This is only the first version so let me know about any issues/suggestions

23
Tilesets and Graphics / Re: Cherrywood ASCII
« on: November 06, 2017, 08:22:57 pm »
Sneak peak reminds me of Harvest Moon or something.
It's meant more to be a mishmash of spacefox, gemset, and LoZ minishcap

24
Tilesets and Graphics / Cherrywood ASCII
« on: November 06, 2017, 01:40:09 pm »
This is a work in progress pack. The 16x ascii tiles are finished but the graphical tiles are not. I’m leaving the overrides out of this pack for now but they will be added in the future along with a wide selection of mod support.

Download (self install): http://dffd.bay12games.com/file.php?id=13272
Download (prepackaged): http://dffd.bay12games.com/file.php?id=13273

Sneak peak:
Spoiler (click to show/hide)

0.1- initial release
0.2- Added AA
      fixed misaligned tile
      changed existing sprites
Please let me know if there are any errors in current or future releases.

25
I personally think a by-person research set up would be more realistic, with the caveat that sometimes a king should decide that they're a patron of philosophy and specifically commission for a specific secret to be researched and that libraries should enable sharing of older resources with newer member researchers to build off of. So kind of all three options.
That’s along the lines of what I was thinking. It would make scholars saught after and much more valuable. They could flaunt their inventions and write materials that more knowledge-seeking citizens could learn. That way dwarves who have a strong dislike of advice would be stuck to figure out more complex constructions on their own.

If you didn't mean that I also agree that the artifact situation should be extremely rare, but I also think that in any case it will be hard to have consistant civ tech levels, unless you make the process boringly linear (as in lvl0-20). Wouldn't it just add more flavour to a world if there were huge gaps?
I wasn’t thinking more along the lines of how dance and music forms are currently handled. Once a tech is discovered, it gets its own subskill which factors in to how well they can make that tech. So a fresh graduate mechanic can make some shoddy mechanism, but a seasoned engineer can make masterfully crafted mechanisms (tech skill + mech skill + perfectionist attribute) etc.

I really don’t favor the idea of a civ knowing the tech as a whole, the same way people irl don’t know how to construct every invention of their populous. We could have prodigy philosophers, alchemists and engineers while peasants and common craftsmen are realitivley unaware of how to make something like clockwork machinery.

In game already, citizens who have a high knowledge trait seek out the library more often than those without it, so curiosity or knowledge will also factor in to make selection of craftsdwarves.

26
DF Suggestions / Re: Siege and Megabeast Testing Mode
« on: November 01, 2017, 03:57:24 pm »
something similar can be achieved in the testing arena already, you would just have to edit the arena.txt to  resemble a fortress with your features (stockpiles and bridges wouldn't be possible without DFhack)

you would have to place everything manually but it would still work. maybe edits could be made to the existing object arena to allow fort style control
 

27
Currently there is a wide spectrum of mostly unused skills (in vanilla at least) like astronomer, chemist, optical engineer etc that only used for book making, giving it little to no practical use. I have two ideas on how this could be expanded into tech trees for advanced equipment, highly valued scholars and proper incentive to conduct research.

The first method I thought of was to have each civ have a hive-mind like knowledge of each tech once it’s discovered. In world gen, each year a civ could have a small chance to discover a tech (this chance could be increase slowly by a larger amount of scholars in the population). The propblem with this would be with time scaling issues. A world that is 300 years old may only have primitive technology due to harsh living conditions = low scholar count, leading to little to no technological advancement, yet a random fortress can suddenly discover highly advanced technology over the course of a decade or two. Another issue and that you might have some random peasant know just as much as a highly intelligent scholar, which would seem atmosphere breaking to me.

This next method is far more preferable and fixes the issues of the previous one. Each dwarf could have a “known technology” skill subset (similar to dance forms) that allow them to craft a certain item (say a repeating crossbow like those from ancient china). For example, a dwarf with a high bowyer/mechanic and military tactics/mathematician skills may have a much higher chance to discover repeating crossbows (if toady implements ranged weapon firing speeds to be moddable, hint hint). The item file could be something along the lines of

[ITEM:ITEM_WEAPON_CROSSBOW_REPEATING]
[NAME:crossbow:crossbows]
[ADJECTIVE:repeating]
[TECH_REQ:MECHANICAL_CROSSBOW]

Now this alone would mean that only your scholars could craft these advanced items, which would be inefficient to say the least. Since discoveries are often manifested as books, codices, or scrolls in game, all your smithies would have to do is is take a stop by the library and have a read. visiting scholars could even come to you could have scribes copy the valuable technology down onto a new quire for further study. If this is how it would it would also be interesting to see already existing items be moved to a tech tree, such as mechanisms, levers, steel, water pumps, strand extraction and bridge making. The tech teee could work similar to the following

[TECH:MECHANICAL_CROSSBOW]
[PREREQ:TECH:CROSSBOW]
[ALLOWS:ITEM:CROSSBOW_REPEATING]
[LEADS_TO:REPEATING_BALLISTA]
[SKILL:MATHEMATICIAN]
[SKILL:BOWYER]
[SKILL:MILITARY_TACTICS]

[TECH:LEVER]
[PREREQ:TECH:MECHANISM]
[PREREQ:TECH:AXEL]
[PREREQ:TECH:JUNCTION]
[ALLOWS:ITEM:LEVER]
[SKILL:MECHANICS]

I’d love to hear how you guys would implement these things. Perhaps there’s a better way I’m not seeing.

28
Say a dwarf gets in a bar scrap with a solider, who happens to have iron gauntlets. The soldiers hits could potentially hit much harder than just a bare fist. This could apply as well to boots, increasing kicking damage. The opposite could also occur if they happen to be wearing some silk gloves or something, softening the blow.

As for a way to process this. Maybe the punch can be calculated as if the attack is made of the metal that the armor is, instead of an organic limb. so a steel gauntlet would be like getting hit with a steel fist.

One last idea is perhaps gauntlets or boots could be refined to be given an edge (like rocks in adv mode) so that instead of dealing blunt dmg, they deal minor piercing and cutting damage. [ex. Spiked gauntlet, knuckle dusters, steel toe boot, spiked boot, etc]

29
DF Suggestions / Adding the [SPEAK] token to body parts as well
« on: October 12, 2017, 04:09:59 am »
I like to play adv mode stealthy sometimes, and I go about it by slitting the throats of the unsuspecting enemy. Even thought they have blood flooding their esophagus and lack the ability to speak clearly, they still call out for help/ moan about their wounds, alerting nearby enemies. If we attached a token to the throat that removes the [CAN_SPEAK] token when injured, it would make assassins much more viable. (I know head shots instantly kill but that doesn’t always work with daggers. Throat is a guaranteed kill.)

30
DF Suggestions / Re: Procedurally Generated Dungeons
« on: October 10, 2017, 05:53:04 pm »
THis would be quite nice. Perhaps the armory is guarded by chained creatures or traps beneath the loot tile. Or better yet, bars close behind you when the artifact/loot is taken, and you need to put an item equal to or heavier than the object that was displayed.

 Everything else seems very well thought out.

Pages: 1 [2] 3 4