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 - Ninjabread

Pages: 1 ... 11 12 [13]
181
DF Suggestions / Re: Family Units and Lineage-Based Last Names
« on: April 23, 2018, 03:54:20 pm »
Starver, it was the first "If" paragraph that I was kinda going for, hence the RENAME tags, which I admit could be significantly broader than the few examples I gave, the lifting of famine is an interesting thought though: who earns that name change? is it the hardest working and most productive farmer/hunter/butcher/cook? or a trader from the hillocks with a wagon full of plump helmets? or does a noble take all the credit because nobles are nobles and they like to pretend they're useful? could be a tough one to code since there are so many ways a famine might end and so many people involved, not to mention famines in worldgen probably won't happen until farming is overhauled and sites actually start producing and using goods, and that one probably won't happen till the economy is a thing. An equivalent in the same category that would more likely function in the game as it is now would likely be something like "Hamletsaviour", "Fortressfounder", or "Spellsage" after mythgen happens.

The thought does occur to me now, however, that maybe percentage chances aren't the way to go, maybe there should be more of a level of significance variable that can be set instead, to avoid Urist McDragonslayer suddenly deciding "nah my name Chef", but then maybe have that level of significance degrade over the generations so Urist McDragonslayer's great x 10 grandson who actively avoids conflict and has trained to become a legendary+5 cook, with monarchs of multiple civilisations from across the world coming to the fortress just to try his ☼roc liver roast☼ just might decide to change his surname from McDragonslayer to Chef

182
DF Suggestions / Re: Family Units and Lineage-Based Last Names
« on: April 23, 2018, 09:41:28 am »
Pretty sure everyone can be happy here if naming conventions or the available variants can be set in the entity raws, allowing you to set the number of (randomised) forenames and the list of surname traditions available for instances of the entity to choose from during worldgen, so the current system would be [FORENAMES:3][SURNAME:NONE] for all entities. All random names must be considered forenames as surnames by definition must be either inherited or earned, but a variable number of forenames allows names to be as unique or compact as you like, while still allowing people to give dwarves tags like [SURNAME:PARENT_SAME_SEX] for surnames like Uristson and Ducimdaughter, taking one of the given names of their parent of the same sex as their surname, [SURNAME:PATRIARCH] to simply inherit the father's surname as most humans do, or [SURNAME:HIST_FIG] to take the surname of the most recent historical figure that they are directly descended from. There could also be tags for which conditions are required for a creature to assume a new surname, such as [RENAME:CREATE_ARTEFACT] for artefact crafters, [RENAME:KILL_CREATURE:20] for creatures that have killed at least 20 other creatures, [RENAME:KILL_MEGABEASTS:3] for slayers of 3 or more megabeasts, [RENAME:MARRIAGE_MATRIARCH] to have husbands take their wives' surnames, and [RENAME:PROFESSION] for creatures taking surnames from their profession (irl examples are people with the surnames "Smith", "Priest", or "Baker"), though it may be wise to add another number afterwards to determine the percentage chance for name change so that names aren't too fluid and can still be used to identify families for the most part, so you may want [RENAME:CREATE_ARTEFACT:10] because fortresses make quite a few artefacts and you kinda wanna know their families cause like 90% of the artefacts I've made have been claimed as heirlooms, but you may also want [RENAME:KILL_MEGABEASTS:3:100] so you can always recognise your amazing beastslayer dwarf at a glance.

183
DF Modding / Re: Hard material reagents
« on: March 28, 2018, 04:32:36 pm »
...Why the heck does raw hair have the [ITEMS_HARD] tag?
The way I see it given that there are absolutely zero AM ramifications, either it was a typo and it was supposed to be soft, or it was so it wouldn't be considered fleshy for the purposes of rotting, or Toady got really into his research again and found out that hooves, nails, and horns are all made of hair scratch that I just checked the raws, hooves are a material, horns are considered hooves, and nails have their own material too, it's either a typo, a "this is not flesh" body part tag, or its purpose is beyond mortal understanding

184
DF Modding / Hard material reagents
« on: March 27, 2018, 02:40:23 pm »
So I decided I'd try my hand at modding something small into the game to make trading in adventure mode more viable: whittled & sculpted crafts, made from branches and small rocks (was originally also going to add totems but apparently there's no way to differentiate skulls from other [USE_BODY_COMPONENT] items in vanilla). Whittling works just fine and is basically a copy/paste of bone crafts with the reagents copy/pasted from helves, the word "bone" replaced with "branch", and the skill switched to woodcrafting, but I decided sculpting stone should require a hammer & chisel, and it mostly works. I can do the reactions just fine, there's just this one problem I'm having. The game clearly recognises that the hammer is supposed to be a blunt hard item, it even says it at the top of the screen in the crafting menu, but this doesn't stop my adventurer from using his llama wool sock as a hammer. I'm using [HARD_ITEM_MATERIAL] to specify that it should not use soft items such as clothes, can anyone tell me what I'm doing wrong? Figurine reaction below for reference.

Code: [Select]
[REACTION:SCULPT_STONE_FIGURINE]
[NAME:sculpt stone figurine]
[ADVENTURE_MODE_ENABLED]
[REAGENT:stone:1:ROCK:NONE:NONE:NONE]
[NO_EDGE_ALLOWED]
[REAGENT:chisel:1:NONE:NONE:NONE:NONE]
[PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:hammer:1:NONE:NONE:NONE:NONE]
[PRESERVE_REAGENT][NO_EDGE_ALLOWED][HARD_ITEM_MATERIAL]
[PRODUCT:100:1:FIGURINE:NONE:GET_MATERIAL_FROM_REAGENT:stone:NONE]
[PRODUCT_TOKEN:figurine]
[SKILL:KNAPPING]
[CATEGORY:ADV_STONE_SCULPTING]
[CATEGORY_NAME:Sculpt stone]
[CATEGORY_DESCRIPTION:Make crafts from stone using a hammer and chisel.]

EDIT:
A little more testing has revealed that it is specifically wool clothing that can be used as a hammer, and presumably other wool items too

EDIT 2:
Possible culprit found, in the materials raw hair has the [ITEMS_HARD] tag, presumably wool uses that, not sure what I'm about to break by deleting it but there's only one way to find out

EDIT 3:
Yeah it's fixed now, and it doesn't seem to have had any repercussions in adventure mode as far as I can tell

185
In the fort I had just before I updated to 44.07 I had so many, such utterly useless artefacts that I ended up making the museum of tat, where I put it all. There were  things that I have later learned were actually quite good but didn't see the point of at the time, like artefact mechanisms, things that were pretty but ultimately no better than low quality objects of the same type, like a solid gemstone barrel (green tourmaline I think, very popular among engravers, decorators, and artefact makers, often depicted containing sheep milk), things that were functionally fine game-wise but logically made no sense, like a green glass mini-forge, but mostly there were artefact crafts and unremarkable objects that just consumed useful resources. Possibly the worst offender was a steel studded wooden bucket, not only because it was a pointless consumption of steel, but specifically because this fortress had no access to iron, and it's flux stone layer was the magma sea, so that stuff had to be imported from the mountainhome, where I can only assume they summon it forth from deep within their beards as they also had no iron.

186
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: March 26, 2018, 03:13:51 am »
Until i genned my most recent world I wasn't aware that almost the entire racial population of a town could change during genned history without an invasion by a foreign power, I'm currently clearing out a kobold camp with my fresh adventurer because I was asked to by the lady of a human town, the lady is an elf who is >150 years old, the entire town guard is comprised of dingo men, the criminals are echidna men (really wanna find and befriend an echidna man wrestler so I can play Dwarf Fortress & Knuckles), the shopkeepers are about evenly distributed between humans, elves, and dwarves, most humans in this still human owned town are visitors in the inn.

187
DF Suggestions / Re: golems
« on: March 25, 2018, 09:57:42 am »
Here's a thought: with the magic-ification of artefacts being a possibility, maybe golems could be a form of artefact? Maybe any strange mood that could usually create an artefact statue could potentially, world gen permitting, create a golem instead.

188
DF Suggestions / Adventure Mode Mead Hall/Armoury Item Ownership
« on: March 24, 2018, 09:42:19 pm »
So currently as far as I can tell, any and all items not currently worn or for sale in adventure mode are fair game for looting, which inevitably means most characters of suitable size, peasant or hearthperson, immediately head to the nearest mead hall/fortress armoury and kit themselves out in the best gear they can get their hands on. Now, I get that some people just want to get their equipment and for that to be that, which is why I'm suggesting that at the very least, sites should reserve stockpiled weapons and armour for their hearthpeople, so if you start as a hearthperson you can just equip yourself with the best of what is available and off you go, while people who would rather gradually improve their equipment (or would rather threaten/assault/steal/murder/trade than be temporarily associated with an entity) would opt to play as peasants, having to earn equipment either by taking it from others (either through demands, wrestling, murder, or, if you're really desperate, trade), through earning sufficient status to use the site's equipment (earn hearthpersonship, lead a revolution, murder the lord/lady and simply claim the site as your own, whatever), try to sneak in and steal the stuff (or just waltz in and try to sprint faster than the guards on the way out), or risk heading out to a ruined site and scavenging any remaining spoils while hoping whatever ruined the site doesn't jump out and ruin you. Things reserved for hearthpeople could be shown to be unavailable to the player through the {forbidden} markers from fortress mode, sites may reserve things specifically for hearthpeople of that site or for hearthpeople from all sites of that civ, either would do, maybe even both if you slap a fame requirement on the latter, and finally, the penalty for stealing from the military (defined simply by the act of picking up the item as opposed to the leaving the building mechanic for shops, to avoid someone completely covering themselves in the best armour and weapons before any fighting of guards) could vary based on civ ethics, from immediate lethal/no quarter hostility, to imprisonment (forced wait & appropriate skill rust, confiscation of {stolen goods}, basically TES imprisonment except you age), to simply reusing highwayman behaviour on guards except they demand you specifically drop what you took before the brawl rather than whatever decides what highwaymen demand you drop, for me it's always been my weapon, which soon finds its way into their throat.

Optional bonus that could probably otherwise be achieved through modding: seeing as trade would actually become more necessary for peasants who don't want to become thieves/thugs/murderers (beyond satisfying a need or to get ammo for ranged weapons when the stockpiles run dry), how about some whittling of wooden crafts from branches pulled from trees?

I have tried playing a few games where I intentionally don't raid mead halls or armouries, and gifted my starting spear to the local militia captain for maximum peasantry. Anyway, I did also find that other hearthpeople/militiamen would gladly trade away their steel armour and weapons if you showered them in enough junk, so maybe their uniforms could also be {claimed} by sites, and so would have increased price based on that particular person's views on loyalty or law, encouraging peasants to buy from armourers, weaponsmiths, and maybe one or two tavern-goers, unless that particular peasant is particularly persuasive, the site's military has commitment issues, or a random roaming night troll happens to roll up and cave some poor guy's head in and you can loot their corpse for free (until people actually start caring about that). I only tried trading with military personnel on the second game, I can confirm the first game was quite fun until I forgot which piece of clothing held my waterskin and apparently traded it away for something, and then discovered that waterskins are an endangered species restricted to player-controlled adventurers and meadhalls/armouries (please add waterskins/flasks to general stores).

I appear to have asked for three things, but the other two are just optional extras that would just make AM a little more convenient, the main point is that there are only repercussions when stealing from the (often lower quality) shop items and none when looting military grade equipment from right in front of the local lord/lady.

189
DF Dwarf Mode Discussion / Re: Trained GCS webbing
« on: March 16, 2018, 03:15:33 pm »
... if you have a whole bunch of them, and they get injured, they will fight back and they will web vs a goblin invasion.  It's neat to see but difficult to set up.

I have quite a few defending the entrance to my fortress, they do get injured, but mostly by archers so it's possibly that they never get in range.

I think your problems with trained GCS stem from using chains instead of 1x1 pastures...

I have yet to chain a GCS at all, as stated previously, I think if a trained GCS does normally web an invader my problem is range

...

Some unusual results there for the military bait if you were using a wild GCS, was the bait skilled in combat? I found that GCSs tended to flee from my militia and wouldn't web unless forced into a fight, but my militia were all elites and judging by how they tended to hunt my civvies now and then I imagine the fleeing was a result of the skill level or strength, that being said they were perfectly willing to hunt my weaver who was quite a good striker (thanks troglodytes) somehow capable of 1v1ing anything in the first cavern layer barring forgotten beasts, using only his fists, and because he was a civvie the GCS wouldn't web him and he got away without a scratch, so maybe they're scared specifically of elite miltitadwarves? Alternatively, if it was a fresh unskilled conscript, I am bamboozle, that's supposed to be how to silk farm, but I made a 1 z level trained GCS silk farm that the wiki says shouldn't be possible, and you have a setup that the wiki says should work fine with a military dwarf but you have to use a zombie. Just how out of date is the wiki page on silk farming?

190
DF Dwarf Mode Discussion / Re: Trained GCS webbing
« on: March 15, 2018, 08:25:19 pm »
... Maybe it worked because the GCS could not path to the enemies...

That's an interesting thought, not one I could test now, but it would be interesting to see if not having an available path could convince them to web other hostile targets, that would make them the ultimate sentry animal, since other creatures with an innate ranged attack are either untrainable or have a tendency to set the world on fire when they use it.

My tests were mostly done with a path to the bait available for the GCSs (hence test 5's gruesome conclusion), blocking the path with fortifications was left until later just in case it interfered with the results, next time I catch a GCS on fortress mode I'll be sure to test this out, make sure it works in the current version, and maybe also test on hostile wild animals.

191
DF Dwarf Mode Discussion / Re: Trained GCS webbing
« on: March 15, 2018, 07:48:03 pm »
I have now performed all 5 tests on goblins, tests 1-4 all resulted in webbing, test 5 resulted in a horrifying venom-based execution from 34 simultaneous GCS bites, no webs and no mercy.

Bonus info learned from extra testing: 1)Trained GCS will not web wild animals, nor sentient creatures listed as wild animals such as cavern trolls and gorlaks, and 2) the trained GCS will web even when it cannot path to the bait, they can fire through fortifications, and they don't keep it pinned in place with the web either, meaning your prisoner needn't die if it's just caught by another cage trap as it tries to leave the room.

So it seems, a trained GCS will not web anything except unrestrained released prisoners, whether this is exclusive to goblins or not I haven't tested yet, if someone else wants to test on beak dogs, siege trolls, or elves, feel free to do so, but the mission of Bronzevipers is complete and I'm gonna go teach my dwarves all about pillaging.

192
DF Dwarf Mode Discussion / Re: Trained GCS webbing
« on: March 13, 2018, 09:56:38 am »
Sorry, but why shouldn't YOUR trained GCSes shoot webs at YOUR enemies? Sounds normal to me.
You'd expect that to be the case, but no, a trained GCS only really seemed to bite opponents until now, which is significantly less lethal without the webbing, and more importantly doesn't produce harvestable silk. Definitely the case in the version I'm using at least, as I have a few GCSs among my guard dogs and they did no webbing during the siege.
A wild GCS in a "peepshow booth" works better...
I know about the wild GCS farms, they're on the wiki, when I caught my first GCS I thought about making one and decided I wasn't experienced enough to handle it, and opted for using them as a defence force. I've not finished testing yet so I'm not sure what exactly I can and can't do with the bait, it might be that I can essentially make a reverse peepshow booth so it's the bait that gets hidden, meaning only one GCS is actually necessary for multiple farms, as they can be pastured at a different silk farm while one is being harvested, as well as freeing up a single bait dwarf and replacing them with something only otherwise useful as target practice for the military, also there's the added bonus of trading a rogue and potentially dangerous GCS for a rogue and potentially dangerous invader, which is significantly less risky, hell in my first fortress I had a goblin find a hole in the roof of my fortress, and upon jumping in it was met with an angry mob of civilians and only managed to kill one before being beaten to death, but I've seen a lone wild GCS take multiple monster hunters at once.

193
DF Dwarf Mode Discussion / Trained GCS webbing
« on: March 12, 2018, 10:08:22 pm »
Made a forum account just for this post, cause it seems important.

Until just now it was my understanding that a trained Giant Cave Spider doesn't shoot webs at hostiles, that's what the wiki says and I'm only playing my second proper fortress, so I pretty much rely on the wiki for everything, so I'm gonna go ahead and assume my GCS based execution chamber filling literally every tile with silk the first time I used it is unusual, I'll go over what I did in as much detail as possible, to the point where it's probably unnecessary, because I am but a Dabbling Fortress Builder and Not Scientist, though I do plan on posting on this thread again for my next test(s), where I'll try removing certain steps to find out which ones are and aren't necessary. Also I am currently using 0.44.05, I've not updated yet cause I'm waiting for the inevitable fall of the fortress, I'm surprised I've even lasted this long.

So, first possible important detail: The 5 GCSs are pastured in a 7x7 room, at the end of a 20 tile long, 1 tile wide hallway completely filled with cage traps on a subterranean soil layer 3 z-levels from the surface, this room was initially a precaution to prevent a GCS from reverting to wild and eating my fortress' entire population, later used as a mating room to build up my trained GCS numbers just cause it was already made and not being used for much else now that my trainers are somewhat competent, and following my most recent goblin siege I decided I was going to feed the prisoners to the GCSs cause my military is already pretty well trained and pitting them against 2 goblins and 2 beak dogs seemed like more effort than it was worth, and also I thought it would be mildly amusing, their cages were built 1 tile's distance diagonally away from the 4 corners of the room, inside the pasture, beak dogs on the bottom, goblin hammerman on the top left, goblin spearman top right.
Possibly related detail #2: I caught the goblins on a different IRL day to building the cages and releasing them via lever, I hope that didn't have any effect on things but it's a possibility.
3rd possible relevant detail: I forgot to unforbid the goblins' equipment before designating dumping, they still had arms and armour when put in with the GCSs (didn't help them at all, and the helms probably boosted web production), and I am aware that during sieges any trained GCS will not web invaders, but maybe they react differently when there isn't an ongoing siege?
Next year's siege I'll do as many tests as my military will allow me to gather subjects for, hopefully providing me with at least 1 beak dog and 1 troll for testing on intelligence levels, and I might try to get an elf or two, I'm not at war with them (yet) but they are an important test subject for this; their unique relationship with wildlife could mean that the hippies are even more useless than I thought they are an unsuitable medium for generating silk.
Priority of tests will be as follows:

1)Test if exiting the game/turning off computer is necessary
2)Test if subject needs to be in GCS pasture
3)Test if subject must be armed during procedure
4)Test if subject must be armoured during procedure
5)Test if subject may be restrained

After the first 4 tests I should be able to determine what exactly caused the GCSs to shoot webs when usually they wouldn't, unless of course all tests turn out to prove their potentially relevant detail to actually be irrelevant.

Bonus: If tests 2 gives results that allow for it, use of fortifications could mean only one subject is needed, or perhaps for greater efficiency, one subject per GCS, however in order to actually collect the webs a marksdwarf may be needed to clear the area before any doors are unlocked, though info from test 5 may make this less of an issue

I had 3 other theories on this: that the GCSs being descended from male and female Hist Fig GCSs that I captured had some effect on things, that the GCSs being pregnant was somehow relevant, or that they are young enough to have not had to receive training yet did something, all of which were debunked when I checked the combat logs, as luck would have it I had unintentionally included control groups, there is a single male present and one of the females has recently been caught from the wild and thus was neither untrained nor a Hist Fig or descendent of, that meant if any of these were true, one of the GCSs would have no "the giant cave spider shoots out thick strands of webbing" in it's combat log, but all GCSs shot webs.

Anyone willing to test this out in 0.44.06 please do, I'm going to be converting the fortress of Bronzevipers into a GCS lab for the next 1-5 years depending on how many goblins my military kills before they have the chance to get caged per siege, so I won't be updating anytime soon. Also if anyone comes up with results before me please share, even if it is that you were able to replicate the results under the exact same conditions, it's at least proof that my game hasn't bugged out or something.

I've saved a screenshot of the silky room (been mostly harvested cause I accidentally left the game running before thinking to take the screenshot) while showing that the GCSs are tame with v (and also a potter busy harvesting silk), and I also got a screenshot of the combat log showing a goblin being webbed then bitten and repeatedly shaken around, will post as evidence if someone tells me how, I don't really know how to forum

Pages: 1 ... 11 12 [13]