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Messages - Mohreb el Yasim

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46
DF Suggestions / Re: Allow modding gender/sex/pronouns
« on: January 04, 2023, 03:54:31 am »
you know that there is already an ORIENTATION tag?
it defaults to 75:20:5 and specified towards castes (or male female i don't exactly recall) and as such covers most attraction cases.
i don't think castes would work, as it is more of a biological difference (but it can be done too at the moment)
maybe adding a "pronoun" part in orientation tag could do the trick.
but that implies there are gender specific pronouns in dwarfish language which is not even the case in all human languages (there are many in fact that don't use she/he his/her but have a sole and unique way for designing someone, if dwarfish were like that, it would suggest that the issue can't even rise)

47
It is one line to change in the raws, so I don't feel concerned at all... It ain't the only "mending" I do anyway. In my worlds no one is immortal (to get goblin and elven necromancers) and they all live (animals too) 10k years. So I don't need to micro animal handling.
Except dwarves and humans, where I kept default ages so it feels more realistic (but I couldn't care less of an immortal goose).
Added benefit is that interesting animal men characters have a better chance to survive.

48
DF Dwarf Mode Discussion / Re: How to select with keyboard
« on: January 02, 2023, 12:20:52 pm »
For me the worst "offender" is the embark screen, imaging wanting to take few thousand rocks for a mega project (now that colors are nicer, hard to find some of the worst offenders to make a great wall)

49
DF Dwarf Mode Discussion / Re: Do rooms share wall value now?
« on: January 02, 2023, 01:24:05 am »
Seems to me that the value needed for nobles in order to reach the thresholds are ridiculously high if you overlap bedroom, office, dining room etc. However if you make them separate rooms its not so hard.
That would confirm designations not sharing value between themselves.

Yes. But it is odd. Its not like one of them gets it. I made a room for a noble with 35 golden statues and overlapping designations. All were low. Then I separated them and put the statues in diffrent rooms. Suddenly all were way over what was needed.

If you have any overlapping designations, all of the zones have their values set to precisely 0. You have to separate them or else they will be worthless. That's how it works now.
Not what I've seen. I made all my temple designations the same room, and even if they lost some value (because overlap) they still all reached 16k+value as it was also my artifact (3-4 on display) room.

50
DF Bug Reports / Re: Notes on Bug Reporting
« on: December 14, 2022, 01:43:05 am »
Hope for Toadys sake that there will be a more organized place for bug reports, I would not want to browse through that much of a backlog (where bugs, feature requests and opinions are all voiced in the same channel without any real bug tracking feature)

51
PageUp and PageDown not working in scrollable pages. Scroll is not that fine if there are 100k entries. It makes legend mode really hard to "play".

52
"Once" is kind of dishonest, isn't it? Building constructions/furniture requires multiple clicks all over the screen. Particularly terrible is the removal of the ability to select as many as possible of a material (10x10 floor = 100 extra clicks) with shift+enter.

That is indeed terrible, but building furniture always required multiple presses, even more than what we currently have. With DFHack you could reduce it to e.g. down-down-enter-down-down-enter-down-down-enter-down-down-enter for beds and doors or whatever, but without DFHack you were forced to do down-down-enter-enter-down-down-enter-enter and your macro would end up continuing when you ran out of materials. Now you can just select "use closest material" and check "keep building after placement" and it's one click per building, exactly as said. Even my carpal tunnel ass thinks this is less work.
But can not be macroed anymore.
As well as building stockpiles. It was macroable and when you try to set up 60 farms, with 120 stockpiles (don't ask why) it helps to macro at least the placements.

53
DF Gameplay Questions / Poor soil
« on: December 10, 2022, 12:57:22 pm »
In DF2022, some of my farms state: "poor soil" others poor soil 25% and even some poor soil 33%,
 why (they are next to each other, some above and some underground) ? and how does it affect their use?

54
Looks like there was a massacre at the Mountainhomes.

The dwarven bard is performing Massacre at the Mountainhomes. The singing is not bad.
Probably one of those AI bards, the
HAL-bard

55
DF Gameplay Questions / Re: Oil stockpiles
« on: March 07, 2022, 11:30:13 am »
Maybe linking the oil making workshop as an input link to the stockpile could make it work.

56
For now they are to assemble more unique-looking civ members based on hair style, clothing, weapons and armor. We didn't count out missing limbs, but it's one of the optional features for later on to maybe work on. Obviously that's on Tarns end, not ours. But in theory it would be supported by the sprites we use. Closely related to bodyparts, because clothing goes to specific bodyparts. ;)

I have the file open in photoshop as I type this, so have a look:



We do have a set of equipped weapons and most clothing items, so right now my goal is to make a set per civ and give them a different style. Some character and visual help to keep civ-units apart.
If civs have different styles, will a weapon you loot change looks, or it is the crafting civ that counts?
Also what about an outsider adventurer than?

57
DF General Discussion / Re: Applying AI Graphics Generators to DF
« on: August 10, 2021, 10:41:29 am »
In the context of dwarf fortress, the books about the secret of life and death might all be just :
"
The raw files.
"
I mean in their world this is a trough...

58
Well, you can define a predefined map for height, rainfall, drainage, volcanism and evilness if I recall correctly (perfect world may or may not do all thease aspects).
As for civs, I would advice to change the raws to have the wanted number (you can fix maximum civ occurrences)
Then in a few gens you might get close (remember to save the history seed if you like what you found)

59
DF Gameplay Questions / Re: Water Generation
« on: August 06, 2021, 10:41:24 am »
If your map is freezing, and if I recall correctly, you can always make a 3 deep pond freeze => unfreeze to 7 deep.
If you want to do it more than once a year. I think Magma beneath the water layer (not touching) unfreezes it.

60
DF Modding / Re: Effective ways of mass raw editing?
« on: July 19, 2021, 11:21:19 am »
You could even give a directory to replace things in. (no need to open)

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