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Messages - dikbutdagrate

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196
DF General Discussion / Re: Future of the Fortress
« on: November 30, 2022, 06:11:35 pm »
So is ORANGE confirmed for being a new color in classic?
I was looking at some of the screenshots you had hosted of the new classic mode recently, when I noticed the color difference.


197
DF Modding / Re: What's going on in your modding?
« on: November 29, 2022, 05:36:24 pm »
A basic mod for implementing evolution in DF:

Includes mass extinction events and subsequent evolutionary radiation of the surviving creatures to fill in the perceived gaps in the ecosystem.

"The climate change drastically effected the oceans, wiping out 70% of all marine life. As a consequence, animals from the land began to return to the ocean in mass."

In the above case, you might get sea-monkeys (or perhaps sea-apes), as well as fluffy kitty plesiosaurs.

You the run the script before world-gen and what happens is, let's say in the case of a randomly determined mass marine life extinction, the function backs up your root folder's creature raws, and then proceeds to remove 70% of all of the aquatic animals in those raws. Next, the script goes through and picks random land creatures to spawn new sub-species to fill the new gaps in the bio-sphere. Those selected creatures have their raws duplicated and then modified to fill a role. Depending on what role is needed, the creature may receive new body proportions, traits, or even limbs, in order to feed on their new diet or to protect themselves from predators. Additional elements added are to their name and description. Finally a new creature_radiant_evolution.txt is written to the object/raw/ folder which contains the new species. And you're free to run world-gen.

Theres another approach that was the original idea, where creatures would evolve over time but on a scale that would allow the player to observe the phenomena, as world-gen slows down to much by year 200 alone, to even consider trying to let it run to year 2,000,000. The script was going to produce produce a number of each variant with a sliding scale of the augmented physical features. But the tricky part here was in figuring out how to temporally limit when each variant would and wouldn't spawn in a world. There might be a way to do it, but IDK. The idea was that in a world that is 200 years old, a player might notice in addition to the normal domestic cats present, there are also "Urist fruit cats" that they'll find running around, which are not carnivorous and instead eat fruit. While a world that is 2000 years old, that same player might begin to notice that these cats now possess 6 meter long necks they use to grab high-hanging fruit out of trees, and additionally now possess impressively large molars, that are broad and flat, which these cats can use to casually break through coconut husks.

198
DF General Discussion / Re: Future of the Fortress
« on: October 31, 2022, 08:38:42 pm »
Why is (kobold ore) cobaltite represented as a blue ore in game? And why can't we use it for anything?
Just curious about this. Were there plans at one point to make blue glass or blue porcelain a thing?
I always forget when I mine this stuff, that I can't turn it into anything other than blue furniture.

Why do beetles live at the circus?
Lol sorry, no punch-line for this one! I just found a couple of these lil' buddies pokin' around in the slade while taking a stroll in adventure mode. I backpacked a couple of them back to the fortress to make for a neat little bug exhibit for the dwarves, and I couldn't help but wonder what they were doing down there.

Have you ever seen those sheep that live on the Isle of Man?
Image from Wikipedia:
Spoiler (click to show/hide)
They're called Manx Loaghtan sheep.

1, cobaltite smithing wasn't widely available until after the 1400 cutoff date for tech in df, metallic cobalt wasn't isolated until 1735. Back in the day, it was used as a pigment (the source of the bright blue color) for glassware and paints, but not known to produce useful metal, and attempting to smelt it with traditional methods (what dwarves have available) produces toxic arsenic gas. We might see it as a pigment later on. There's been a lot of debate in the community about whether or not dwarves should be able to smelt the metal anyway, but it's not a priority in game development and can be easily modded in anyway. Cobalt metal would only really make another trade alloy or poor quality weapon material anyway

Powered mine-carts aside, right, historically it wasn't refined as a metal until just after the tech cut-off point. I'm kind of just wondering where was the tug-of-war between gameplay and accurate modeling. It doesn't make sense that cobaltite can be made into LBLUE furniture, as cobaltite ore does not appear in nature as being the color blue, rather it appears as reddish silver white, violet steel gray to black. Did T-dog just want us to have something relatively common to make LBLUE stuff with? This strikes me as odd, as usually there tends to be some complicated production chain to produce anything that isn't rock colored. Just giving us COLOR with no strings attached seems a little antithetical to DF norms.

And with an ore thats actually named after kobolds, it feels like there is some kind of opportunity waiting there. Not really certain what that opportunity looks like, but I imagine it'd have something to do with the kobolds, after whom the ore is indeed named.

199
DF General Discussion / Re: Future of the Fortress
« on: October 30, 2022, 04:56:45 pm »
Why is (kobold ore) cobaltite represented as a blue ore in game? And why can't we use it for anything?
Just curious about this. Were there plans at one point to make blue glass or blue porcelain a thing?
I always forget when I mine this stuff, that I can't turn it into anything other than blue furniture.

Why do beetles live at the circus?
Lol sorry, no punch-line for this one! I just found a couple of these lil' buddies pokin' around in the slade while taking a stroll in adventure mode. I backpacked a couple of them back to the fortress to make for a neat little bug exhibit for the dwarves, and I couldn't help but wonder what they were doing down there.

Have you ever seen those sheep that live on the Isle of Man?
Image from Wikipedia:
Spoiler (click to show/hide)
They're called Manx Loaghtan sheep.



200
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: October 23, 2022, 01:08:39 pm »
I was also able to carry an entire cave dragon corpse without losing speed, so that's cool.
In fact, I actually got *so* strong that I think I broke the game's upper limit on strength: after my eighth resurrection I found that picking up anything - even a >1 weight amulet - dropped my speed to 0.099! I rolled back the save to the seventh resurrection, and that seems to be fine - that may, then, be the soft cap on multiple resurrections.

Wow! I didn't even know that was possible. I thought strength was hard capped way before then. Cool find.

201
DF Modding / Re: What's going on in your modding?
« on: October 13, 2022, 03:28:54 am »
Gremlins. Lots and lots of gremlins. And horrible things pertaining to gremlins.

Anyone ever tried playing as a gremlin civ? It's wacky.

202
DF Modding / Re: Can we assign more than one Succession by Position?
« on: October 13, 2022, 03:27:05 am »
I would assume so, but I have no idea about the specifics. Have you done any testing on it?

203
Several hotfixes have been deployed.

[0.24] original release
[0.25] Don't remember; added more gremlin vocab.
[0.26] Don't remember; added more gremlin vocab.
[0.27] Fixed the "turkey talker" position so the name now displays properly; magistrates are able to resolve petitions again; added more gremlin vocab.
[0.30] Fixed several display issues with certain noble titles; Fixed a particular military dependency chain that was leading to bugs; modified how Senators are elected, are now contingent on land holding; added additional words to the gremlin language (Gremlish?)

204
GREMLIN REPUBLICS


Promotional artwork custom generated via use of Dalle2


Adds a playable gremlin race to Dwarf Fortress, a gremlin language, and a couple tools that the gremlins will need in order to mine and chop wood. They are in fact so tiny, that they are unable to use picks and axes, simply due to their size limitations. Thus, digging spoons, and hatchets, have been added into the game for them to use.

Note:
I haven't finished the gremlin language, as last I checked the total number of words for each language is 2196.
The missing parts are supplemented by goblin, even though these languages sound nothing alike, this is done to avoid creating any new bugs.

An example of gremlin speech as seen in a modded game:
"Alocrim'oochauh'nob-bob'el" - The Harmonious Crimson Empire.
Spoiler (click to show/hide)

Code: [Select]
QA Section:
Question: "Can I assign labors to the gremlins?"
Answer: "No."

Question: "How do I get them to do stuff?"
Answer: "I dunno. Maybe you don't? While you can't enable labors for gremlins by default in base game, I've found that if a gremlin has a high enough skill in something,
they'll usually have the corresponding labor enabled when you deploy, or whenever they migrate over to your fort."

Question: "What happens when a gremlin child grows up and has no skills? How do I train them to preform literally any job?"
Answer: "I have no idea. If you play the mod for that long, as gremlins that is, you'll probably want to consider enlisting the help of DFHack on that one."

Question: "When do the trade caravans arrive?"
Answer: "Winter."

Note:
Be careful! Gremlins are still technically pets, so they won't be listed as citizens, and you won't be able to see their internal thoughts or feelings. You may have to infer how they're feeling based only on their outward behavior.  You can use DFhack for several work arounds though. Oh. And do be sure not to accidentally butcher or geld your own gremlins by mistake when managing livestock. That may have happened once, or possibly several times, during one of my first extended game sessions with them.


This mod is still currently under development, and and all feedback / frustration / concerns / comments / suggestions / etc. are welcome and appreciated!

Link to mod listing over on DFFD:
https://dffd.bay12games.com/file.php?id=16113

205
I have the same problem with reaching the page: on Chromium I get “This page isn’t working/localhost redirected you too many times./Try clearing your cookies./ERR_TOO_MANY_REDIRECTS”, & on internet explorer I get “Cannot reach this page/Make sure the web address http://localhost:58881 is correct/Search for this site on Bing/Refresh the page More information/More information/There were too many redirections./Error Code: INET_E_REDIRECT_FAILED”.

Can you try version 2.0.2? It should stop the infinite redirecting and show the underlying reason that caused the problem on the terminal. Can you send me the error message?


I have the same issue on the latest version of MacOS.

Also, there is no error message printed in terminal.

And whats interesting is that the issue seems to persist across multiple browsers. Even ones that were just freshly installed.

206
DF General Discussion / Re: Future of the Fortress
« on: July 31, 2022, 04:47:51 pm »
Hey T-dog, whats up with this dwarf and soap?
Spoiler (click to show/hide)

https://youtu.be/_KUt07R0I0k?t=215

What are his traits? My guess is it has to do with personality. Personality is a primary factor in determining a dwarf's emotions + needs. Maybe bathing is associated with orderliness.

Lol that clip was awesome.

Uhh... about the dwarf though, he appears to have fought the soap water all the way to the bitter end.
Spoiler (click to show/hide)

207
DF General Discussion / Re: Future of the Fortress
« on: July 30, 2022, 10:55:31 pm »
Regarding animal people, is there any control on how many show up or how frequently? Some people hate them with a burning passion and don't want them at all, afterall

Lol, yeah. Just delete them from the raws, or change their population number to 0.

Hey T-dog, whats up with this dwarf and soap?
Spoiler (click to show/hide)

208
DF General Discussion / Re: Future of the Fortress
« on: July 24, 2022, 05:05:28 pm »
When might we expect some random properties to be assigned to the divine metals? Any chance of we could see a small update for the divine metals prior to far off Myth and Magic update? Perhaps in a not entirely dissimilar manner to the prototype for magical powers that intelligent undead were given.

The divine metals are pretty boring as they only feature procedural generation which assigns them a name based on their corresponding deity's sphere. And their material properties are always the same.

Without turning this into a suggestion, I think simple things like random numbers for the material properties, and maybe one or two wacky things from a list would go a long way in generating some good stories out these obscure metals. It's certainly difficult for me to say that I would not thoroughly enjoy laying a war hammer of 'whatchamacallitonium', that has a persistent temperature of something like 672 °F, out in an open field with nothing to guard it. And just having the dwarves sit back and watch the results of kobolds and giant kea birds attempts to sneak off with it.

209
DF General Discussion / Re: Future of the Fortress
« on: July 10, 2022, 04:05:33 pm »
I'd expect the technology cut-off to remain at about 1400 even if technology is procedural. That would mean electricity is out of the question, but magic opens a completely different can of arcane worms.

https://en.wikipedia.org/wiki/Baghdad_Battery
Quote
"The Baghdad Battery is the name given to a set of three artifacts which were found together: a ceramic pot, a tube of copper, and a rod of iron. It was discovered in present-day Khujut Rabu, Iraq, close to the metropolis of Ctesiphon, the capital of the Parthian (150 BC – 223 AD) and Sasanian (224–650 AD) empires, and it is believed to date from either of these periods."

210
"Sssssubterranean animal peoplesssss are the besssssst."
 - Serpent People possess a [LISP] token in their RAWs which makes them talk like this.

For real though, the subterranean animal people civ entity needs some much needed love.
Or maybe just adding new civ entity definition for various above ground animal people. People seem to love animal people showing up in game. And the only civs they seem to be able to form are criminal syndicates, which are not especially well documented or understood.

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