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Messages - sanchezman

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1
DF Dwarf Mode Discussion / Dateline: To catch a vampire
« on: December 19, 2022, 05:36:45 pm »
I haven't played DF fortress mode since before the villainous plot arc.  Now the justice and investigation system is so different, I'm having trouble with crimes in my fort.

There's at least one vampire running around, but my Captain of the Guard hasn't caught them.  So far, all I can do is schedule interviews with everyone in the fort, but nobody has confessed and the bodies are piling up.  Furthermore, my investigator was so busy interviewing the whole fortress that 3 artifacts got stolen from my museum.  By the time she got around to interviewing for the thefts, the artifacts had all left the site.

What can I do to improve my success rate?  Scheduling 100+ interviews in the steam version is tedious, and requires 200+ clicks and endless scrolling.  So far though, it's the only thing I can do when there are no witnesses.  I thought about hiring a better Captain of the Guard, but it seems like nobody has any relevant skills.

2
DF Adventure Mode Discussion / Re: Eat your Mushrooms
« on: July 29, 2022, 10:30:55 am »
Many mushrooms grow in our house.  This one will become a bundle of delicious pink oysters!


3
DF General Discussion / Re: Future of the Fortress
« on: April 06, 2022, 01:20:19 pm »
I remember reading once that the Metropolitan Museum of Modern Art set up a preservation system for DF releases.  There was some quote about how if all of Bay12 blew up, their curators would have a copy.  Does that still exist, and will they get archival access to the premium releases?

4
Interesting research.  I have some follow-up questions:
If you place a campfire on the tile where a creature is already standing, is the creature able to move out of the fire?  What about if you jump/fall into the campfire yourself?

It is very cool that adventure mode has its own version of atom smashing.  I guess we could call campfires "thermal atomic disassemblers" or something.

5
Why not have a less-intrusive animation in, say, the top-right corner of the screen?  Maybe something like this:


6
One thing about the "Your items" view that is not clear to me is the point system.
Take the seeds.  I see:

5 plump helmet spawn.      1pts + -

From a visual perspective, it's not clear if it costs 1pt per spawn, or 1pt for all 5 spawn.  I can only tell by actually clicking + or -.  Also, it would be nice if the number could be typed instead of only incremented/decremented.

A clearer way to present the information might be something like this:

Plump helmet spawn.   1pts x [5]  + -   5pts

The square braces are to indicate an editable box.

7
Quote
Not so much a 1400s-era possibility, of course, which might mean executive veto on that visualisation.

Actually, 8th century CE Persia had horizontal windmills.


They're called Panemone windmills: https://en.wikipedia.org/wiki/Panemone_windmill

Given that windmills in the game transfer power downward through the central tile, this design would make a lot of sense visually.




8
DF Suggestions / Re: Racial Communities
« on: April 21, 2020, 09:59:45 am »
Historically, discrimination has been fed by a ruling class looking to divert attention away from any perceived failings.  The capital city burned down in a raging fire?  I saw a member of group X with a match, it must be them!  Widespread famine across the countryside?  It's those greedy Y's hoarding all the food!  Rampant economic instability?  You know it's the Z's with all the money who are behind it!  Whether the ruler was actually at fault or not, their legitimacy derives from their ability to keep a stable country functioning.  The best way to save that legitimacy is to shift the blame and punish some "other" group.  In that way, the non-other subjects can feel a sense of justice or rightness in the world, while the ruler does not have to answer any hard questions about what actually went wrong.  The "other" group that is targeted is usually not a coincidence.  They might be politically troubling to the current ruling class, or have property that is desired by the non-other subjects.

Without these dynamics in the game, I see little reason for such tensions to exist.  The closest thing I can think of would be to tie it in to villainous plots.  I imagine it manifesting in historical events like these:

"In the Spring of 149, "Mountainhome: Fact or Fiction?" the leather-bound codex was stolen from Hatedrashes.  Despite having no evidence, King Snodub LanguishedBuckets blamed dwarven collaborators for the theft, inflaming tensions between dwarves and goblins".
"In the Winter of 263, Urist McChild was kidnapped from Abbeycrystals.  When witnesses reported a coincidental visit by monks of the Lilac Council at the same time, an angry mob razed the temple to Dunem as the militia stood by"

Of course, the events to precipitate such public outrage against the "other" must be sufficiently severe.  Maybe when sufficiently valuable artifacts are stolen, a check could be made for groups that the ruler may want to blame.  Maybe the same for when important people are kidnapped.

However, until such tensions are modeled in the game, I see no reason for there to be minority groups gathering in an enclave.  With nothing to fear from the ruling class, the minority has no reason to separate itself.

9
DF Suggestions / Adventure mode experiences that could be improved
« on: April 09, 2020, 06:43:02 pm »
Naming a site/group/object:
It's a very annoying fact that pressing "esc" on the naming menu saves your current selection.  My games are filled with stupidly named sites/groups/objects all because I pressed "esc" wanting to cancel the screen, but instead named by legendary hammer "icedcat the happy revival of confusion".

Adventurer log:
A small page, maybe in the quest log, where I can type notes about my adventure.  Currently, I keep notes on a physical pad of paper by my desk, listing all the places I want to visit, or naming the monsters I've killed that I want to tell people about.  It's strange that my adventurer can remember of bestiary of 10,000 different cave monsters, but if I myself forget where I slew that one dragon, I'll never be able to tell a story about that site again.

Finding people:
I hate trying to find someone in a busy town.  When I ask about how to find someone, all I ever get is "We are in Ringconfused", with no help on where the person is located.  When I hear that someone is in a town, I just give up on that quest, because my only option is to talk to everyone.  I understand that there are issues with "generic" population members knowing information about specific events, but what about a game mechanic based around physical descriptions?  Perhaps when I ask about the hunter Urist McWolfslayer, I could get a response like "I don't know where he is, but he shouldn't be hard to find.  Keep an eye out for... [You receive a detailed physical description of Urist McWolfSlayer]".  Then, maybe in the quest log, I could make my adventurer keep an eye out for people matching that description.  When someone matching that description enters my character's view, I should get an alert message (maybe one that pauses the game), and have my [l]ook cursor automatically hover over their position.  Perhaps the memory attribute could also be used here, as an adventurer with better memory could remember more people, and more details of what they look like.  An adventurer with poor memory might only be able to remember the hair color or something.

Dialogue filters:
I wish that the dialogue menus didn't have preset filters.  When I want to tell someone about the cyclops who bashed my friend's skull in, the only filtering options are "fight" or "conflict".  Really?  I have to scroll through pages of random wildlife combat because I can't just type in the name of the cyclops or my friend.

Confusing ramps in lairs/generated underground structures:
Every once in a while, I will come across a puzzling one-way ramp that is easy to descend, but hard to climb back up.  I'm not 100% sure why the geometry works this way, but sometimes I can only climb up a ramp by very carefully alt-numpad'ing in every direction until I see the option to move "NW (Above)".  Now that I'm used to it, it's not a big deal.  However, as a new player, I found this impossible to navigate.  I recall several early adventurers who I straight-up abandoned because I couldn't figure out how to climb the ramp out of a lair.  If possible, it would be nice to add some checks that prevent these difficult ramps from generating.

Standing up when someone is in the way:
When I'm walking around with a large crew of followers, it's annoying for my character to begin crawling on the ground when my friends get in the way.  Then, when I try to stand, they're in the way and I cannot get up.  It would be nice if there were some option to try and rudely shove someone out of the way to stand up.  If I do this to my companions, they should be OK with it.  However, if I do this to a stranger, perhaps it has a chance of escalating into a brawl ("Who do you think you're pushing?" or "Sorry for being in the way" depending on the NPC's emotions).

Coins and value:
I realize that this may be a little controversial, but I think there's a case to be made for treating all coins the same, regardless of civilization.  At the moment, coins are basically useless, because it's so hard to find someone to accept a coin from a given civ.  Since an actual economy is very far away in the development timeline, I don't see why their acceptance can't be relaxed until a real economy can be implemented.  After all, a gold coin from civ A weighs the same as a gold coin from civ B.  Does it really matter whose head is on it, if they both contain the same amount of gold?  In the same way that Toady removed ubiquitous boogeymen because it wasn't fun, I think universal currency acceptance would be a suitable sacrifice of "realism" (not that I think the current behavior is very realistic) for intermediate-term RP/fun until real economies exist.

10
DF Suggestions / Re: Better adventure mode inventory management
« on: April 09, 2020, 05:57:34 pm »
I'd like to see some sort of filtering/categorization.  When I pick up that legendary woolen sock that a troll just bludgeoned me with, I hate scrolling through my entire inventory just to find the one sock I want to stop wearing.  In fact, the whole concept of the [w]ear screen could be streamlined.  It would be nice if it showed all "wearables", including items that I cannot put on because another item occupies that slot.  If I'm wearing 2 socks, and I try to put on a third one, the game should ask me which of my two socks I would like to replace.

Possible filter categories:
  • wearables
  • weapons
  • edible objects
  • arrows/bolts
  • currency (although rather useless right now, it will be important in 100 years when economy is implemented)
  • items strapped to your body or that you are wearing/holding currently
  • wildcard filter where you can type something to filter by name

Also, while the ability to lick inedible objects is funny, it would be nice if there were a keyboard shortcut to filter out inedible items from the [e]at screen.

11
you could also just turn off cave ins as those ice walls and the resulting Death that is the frozen ocean maw comes from water doesn't support ice walls and you're constantly moving on a natural bridge that notices there's no support and tries to fix that by crashing the chunk of land into the seabed splashing the water into the sky and instantly freezing it. also the process happens so fast that you only get like 2 ticks to react to it and you need to either be high enough that the cave in splash of water won't touch you or moving fast enough that you don't get caught in the freeze.
Thanks for the !!scientific!! explanation.  How can I disable cave-ins?  I'm not normally in favor of messing with vanilla df for my adventures, but given how BS these ice-walls of death have been, I'm willing to make an exception.

12
DF Adventure Mode Discussion / Companions killed by enormous ice walls
« on: April 04, 2020, 06:33:42 pm »
My adventurer and his companions were walking over the northern ice fields of my world in order to reach a new continent.  Halfway across the frozen expanse, my game lagged.  Suddenly, there was a huge square wall of ice where my character had just been standing.  Unfortunately for my slow companions, several of them were killed in the ice when it appeared.  I found the corpse of one of my friends outside the ice wall, but there wasn't much indication of what happened.  The walls kept appearing as I continued walking, and soon all of my companions ended up trapped in a frozen grave.

Does anyone know what's going on here?  These ice walls are identically sized, and seem to appear both in front of me, and behind me, but never where I am standing.

*Update*
My adventurer is now surrounded on all sides by these ice walls.  They popped up behind me, and now I'm trapped.
Spoiler (click to show/hide)

13
DF Wiki Discussion / HTTPS for the wiki soon to be a necessity
« on: March 29, 2020, 10:45:22 pm »
All the major web browsers are soon to enforce strict HTTPS checking for all websites.  Browsers already mark HTTP only sites as "Not secure", and now both Firefox and Chrome are enforcing stronger restrictions on cookies that get sent over HTTP.

I've read that prior attempts to use Lets Encrypt to get an SSL cert for the wiki failed because the advertiser networks didn't work.  These days, 3rd party requests from most websites have to be HTTPS, or else the browser will reject it.  Furthermore, Let's Encrypt is straightforward to set up and maintain, not to mention available free of charge.  With all the pressure that browsers will continue to exert against websites using HTTP, I believe now there is little reason to delay.

14
How can I involve myself with villainous plots?  So far, I just run around and threaten random bandits to tell me who their master is, but it has yielded no results.  Is there a certain dialogue option I should use when talking to nobles so they give me a lead to investigate?

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