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Messages - Yobgod

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16
I too do not use debian. I compiled my DT so i have no issues.

What source did you use? I had trouble even finding something compilable. (FWIW: I'm on Fedora.)

17
I've been trying, but just cannot get vanilla 0.6.12 to recognize v0.34.06. I do have a slightly odd situation because I run the linux DF and the windows DT under wine (because I don't do a .deb compatible distribution), but that shouldn't be an issue. Previously I've just dropped the right .ini files into the right memory_layout folders and I've been good to go. This worked, for example, with v0.34.02.

Call me spoiled, but I simply cannot run any reasonably sized fortress without DT anymore. It's not worth the pain.

18
DF General Discussion / Re: Future of the Fortress
« on: March 14, 2012, 10:52:30 am »
Quote
I guess it's weirder for a tile to flip between two images than it is to flash an N.

No. Absolutely the opposite. If I'm in proper rogue/nethack mode, letters become creatures. But if I'm in a visual sprite mode an N looks *extremely* wrong and jarring.
Flipping between two images keeps the same "mode" engaged, while flipping between an image and a letter makes me want to claw out my eyes.

19
DF Dwarf Mode Discussion / Re: Child Fortress
« on: February 20, 2012, 10:16:54 pm »
My Fort has just succumbed to a Tantrum Spiral do to, at least in part, excessive interrelationships.

First migrants had six kids and it just went downhill from there. At the Fort's peak we had 97 dwarves and 50 children. I was managing to feed all the buggers, but it wasn't just the individual families... later migrants giant families were -also- related to earlier migrants (Come to BoiledPlanks! Bring the family!) so I ended up with bazillions of cousins, who all then had fits when Dad/Uncle Urist had a mood and couldn't get any spider silk. Then the other kids got mad because *their* kids punched one of *our* kids and some hyperkinetic schoolyard brawl insanity ensued.

Of course the manager and mason were early casualties, leading to a fatal lack of coffins, corpses decaying on the stairs, and more insanity.

Dwarves also need to invent better anaesthesia. The manager went insane in the middle of his own surgery, got up, and starting beating the poor doctor.

It seems in this version, however, children are the new cats.

20
DF Dwarf Mode Discussion / Re: Ha-Ha
« on: February 18, 2012, 10:09:45 pm »
There's a great game... Poke the caged gnome!
Yeah, they invited just family and friends... typical. The other kids just got to hang around the room and feel shunned.

21
DF Dwarf Mode Discussion / Ha-Ha
« on: February 18, 2012, 09:29:43 pm »
So... due to the new migrant wackiness my fortress is 60% children.

One of them just threw the fort's first party, and only invited about a third of the other kids. "Ha-Ha"

22
DF Dwarf Mode Discussion / Re-Newbified
« on: February 18, 2012, 12:05:08 pm »
Ok, so I haven't played in several months, but the new release brought me out again.
My story isn't hilarious as such, but it is a classic Dwarvish story out of time. I could see mothers telling this to their children (while carrying them and clubbing orcs to death with iron socks at the same time).

Note: I was in a hurry to play again, so I took the completely inadvisable "Embark Immediately" random set of dorfs and stuff.

Surprisingly, things were going reasonably well, despite the preponderance of fisherdwarves and giant mosquitos.
Then all the yaks died of starvation, in the central dining hall. (I had, it seems, neglected to designate a pasture, so they hung out there until they died)
The miasma was terrible.

Then my only competent farmer got possessed by the Fey. She collected a few things then kept muttering about "rocks and bones" "rocks and bones".
I told her there were unforbidden dead yaks just FULL of bones right across the hall, and rocks freaking everywhere, but she was not appeased.

Eventually she wandered back into the dining room and starved to death.
The miasma was terrible.

23
DF General Discussion / Clunkiness
« on: January 22, 2012, 01:37:08 pm »
Quote
There's a "clunkiness" penalty to rolls and an overall speed penalty, I think.  I'm not sure what the overall deal should be with armor weights.  We're missing things like padding under metal armor, and I don't know anything at all about how leather armours work with that or how much they should weigh or encumber compared to other armors.  There's kind of an RPG tradition there, but I'm not sure how it should actually work.

You've been pretty simulationist about things so far, so it would seem reasonable to continue in this instance.
Simple case: total weight carried reduces speed, metal armours add an appropriate amount of "noise" when moved.
Advanced: Leg armours primarily effect movement. Arm armours primarily effect craft skills and attacks. Head armours effect perception. Overall encumbrance also effects movement speed.

24
DF General Discussion / Were-Fortress of Destiny
« on: June 04, 2011, 02:38:22 pm »
You totally missed the classic application of  a split-were fortress.
Big fortress: half were-capybara, half were-maggot (or whatever)

A the full moon the drawbridges raise and the grates slam shut to keep the eternal foes at bay.

But... then a beautiful maggot falls in love with a capybara... their families disown them, or start fighting even while dwarven.

Anything that leads to classic tragedy is fun... and possibly Fun.

25
DF General Discussion / Re: Dwarf Fortress Talk #11: Feedback
« on: February 27, 2011, 12:02:30 pm »
Forgot to mention that order is relevant...
Rather than build weird trees of belonging, the first rule that fits applies.

Also considered weird averaging schemes, but they generally aren't worth it.
I do really like the emergent behaviour from this though. Worth sharing.

26
DF General Discussion / Re: Dwarf Fortress Talk #11: Personalities
« on: February 26, 2011, 12:42:40 pm »
Somewhat orthogonal, but I've put a lot of thought into implementing an underlying personality system for a personal project.
What I keep coming back to as a workable societal concept is hierarchical loyalties.
Scores go from 0 (will risk own life to kill) through 5 (don't care) to 10 (will risk own life to save). Then each character gets a score for every level of life... so, as a start:
Everything
All Life
Sentient Creatures
Own Race
Own Kingdom
Kingdom Rulership
Own Town
Local Rulership
Acquaintances
Close Friends
Family

By default, of course, everything is 5, but this allows for a lot of flexibility in creating interesting loyalties. For example:
Fanatic Local Guards - Mayor:10 Acquaintances:8 Friends:10 Kingdom:7
Elves: Plants:8 Non-sentient animals:8 Elves:8 Sentient creatures:4 [protect everything not smart enough to protect itself]

I'm not sure, but I get the feeling this ends up working better than a generic "empathy" score, because upbringing should (It seems) lead to people who are empathetic(or unempathetic) specifically to their own family/own kind/animals/sacred cats/king/hated foe. So far I haven't thought of a "personality system" this can't cover, and it seems to cover them efficiently.

27
Quote
There are equations for acceleration on an inclined plane.
They aren't really needed for the discrete timescales you're dealing with.

All you really need is conservation of energy, lessened by friction.
So... set a value for kinetic energy lost to friction per tile rolled over and a value for kinetic energy gained per tile dropped. This is also nice since it would let you drop a boulder several z-levels to build up speed before it hits your ramp. Velocity is technically then related to the square root of the boulder's current kinetic energy, which indicates how many squares you move each step.

If you wanted to get slightly more fancy (and tone down speeds), count friction for a ramp as 1.5x that for a flat (approximating the square root of two for the longer surface).
If you wanted to get even more fancy, you could define the rolling/sliding friction for all the various floor surfaces (or all materials), so that the boulder would roll very quickly down your ironclad hallway, then quickly come to a stop when it hits that patch of sand.

The interesting (and harder to program) question is what happens when a fast rolling boulder hits a ramp up, or a sideways ramp. The easy solution would just ignore them and roll onwards, shedding energy when forced to go up, but it potentially sets things up for crazy Dwarven Marble Madness.  :D

28
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 20, 2010, 08:48:06 pm »
I am getting the "GPU unable to accomodate graphics textures..." bug as well, on Linux (not on title screen). (new ATI card, latest drivers, Fedora 12)
"GPU does not support non-power-of-two textures, using 512x512 catalog."


It's starting to sound like an ati-specific glitch. At least text mode runs like an Elf being chased by a Titan now. :D
Also, sound and initial movie are flawless.

Interesting bug: with INTRO:NO, the initial menu ends up in the top-left of my window, rather than centered. Running INTRO:YES results in it being centered correctly.

29
I've had a brewer die of dehydration because he's too busy making beer to drink any of it - that is just dumb.

And arguably un-dwarfy. Nothing is more important than a nice beer break!

Really, I'm going to throw my vote in for the non-option of something completely different than either purely reactive method. Before a dwarf takes on a task, it should take an extra few ticks to consider the following things:
1) How far away is the job from my/a bed and my/a dining room (we'll let dwarves assume food and drink will be available near any dining room)?
2) How far away is the job from where I am now?
3) How long will the job take to complete, including round trip time?
4) What's my current state of thirst/hunger/fatigue and what will it be at the soonest I can assuage it if I take this job?
5) If I'm going to be hungry/thirsty soon, consider grabbing a bite/drink before leaving for the job or (if enabled) taking a sack lunch or wineskin along with me.
6) If I'm going to be too tired to do this and get back to my/a room, is it reasonably possible to do so? If no, plan to sleep at the job site. [Hmm, maybe Clothiers should be able to craft blankets or bedrolls that will reduce the unpleasantness of sleeping on the ground. If added, a dwarf sent to a distant woodcutting or construction site would now have the forethought to bring one along...] If yes, check other jobs for something more reasonable and put this off until morning.

It shouldn't need to be terribly complex logic. Just let the dwarf project themselves forward in time to the conclusion of the task and, if their state would at that point be dire given the proximity of bed/food/drink, either take precautions or put off this particular task until later.



30
DF Announcements / Re: Dwarf Fortress 0.31.03 Released
« on: April 29, 2010, 08:29:59 pm »
I'm in WINE as well, and the load/save times are indeed terrible, but other than that the game runs fine for me.
Unfortunately, I can't say the same for Dwarf Therapist, which has no visible text.

My system is getting a little aged, but it's replacement is under construction. We'll see if that makes any difference...

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