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Messages - Quizmar

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I love the mod in general, with one exception. I despise the ability of random dwarves to be able to launch a fireball, its extremely chaotic and adds little to the experience

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DF Modding / Mod for sweet treats and pastries 50.10 (ish)
« on: September 18, 2023, 04:37:03 am »
Is there a baking/sweets mod? I would really like to get my dwarves to enjoy some nice pastries, after all, armoks realm is hell and it would really make them happy.
I've looked a bit and don't think there's a mod for what I'm describing, so here's a rough outline of what I imagine this could look like
A new special Bakery workshop and Baker skill (or just kiln and cook skill if thats easier, less fun tho)
15-20 unique pastries/sweets each requiring 2-5 ingredients
3-5 required cookware items made at other workshops, pie dish, baking sheet, cookie cutter, etc
fruit slurry filling ingredient from quern
add chance for happy thought if pastry is eaten
add pastries/sweets to preferences list

What elements of this are difficult? My coding experience is limited so any feedback/help is appreciated

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DF General Discussion / Squad ammo selection
« on: September 17, 2023, 03:24:07 pm »
I was really hoping that 50.10 was going to add the squad ammo selection feature from pre .47. Why is it not in? I am extremely disappointed and my day is ruined, I've been waiting for full classic functionality since steam release, but I guess I've got to keep waiting. What is the point of "fixing" the ammo, but not re-adding this feature? It's hard to be excited about df development in the face of let downs like this

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DF Suggestions / Disasters option in worldgen/pause menu
« on: March 17, 2023, 09:51:11 pm »
Most of these completely write themselves, and would make very compelling historical events as well as be an important consideration for fort placement. I'm imagining that these events would be quite rare, and would have a wide degree of severity. Some of these are mega-fps-death-crash causing ideas though
There are a lot of things in place already which would lend very well to natural disasters, especially the detailed geology that Toady is so fond of.
Earthquakes: At world gen add hidden faultlines and earthquake hotspots. If a fort is built along a faultline, depending on the severity of the quake, its possible that the fort will be torn in half. Additionally earthquakes depending on the severity would throw objects around, and have a chance to collapse tunnels, what a nightmare.
Tornado: Pick up items, creatures, and constructed buildings.
Eruption: for our powergamers
Thunderstorm: chance to strike a creature 95% fatal, 5% chance to obtain severe burns but legendary in a random skill. Chance to cause a
Wildfire: depending on the availability of flammable life, perhaps even grasses would burn.
Flood: limited more to flood planes, deltas and valleys
Heatwave: Limited to warm, hot, and scorching areas reference: https://www.youtube.com/watch?v=98I5LTPcRnw
Drought: all natural water sources reduce in degree, heavy aquifer-light aquifer, stream-brook 
Blizzard:Add snow/ ice tiles covering the map
Hailstorm: damage creatures exposed to weather
Locust swarm: eats food and attacks exposed dwarves.
There's a lot of potential as well in some of the DF specific biomes, like an errant evil cloud near an evil biome, or some good biome related disaster like livestock being turned into fairies.
Before you say it will never happen, imagine the !!FUN!!


+

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That's all

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DF Suggestions / Coop Fortress mode
« on: March 17, 2023, 03:59:51 am »
I know, I know, its probably been said before, but this is a new era of Dwarf Fortress. I'm aware Putnam has commented on this before, but that was the past.
Here's my idea:
Coop fort mode, X number of players are able to make commands for dwarves, see one another's camera center tile, a textbox is added, and when one player pauses both players are paused.
Yes overhaul, but why wouldn't this work? I get lonely playing
I know little about the intricacies of coding, dwarven or otherwise. 

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At embark your dwarves have little knowledge of history, unless you skill a dwarf in it. History would allow an incomplete version of the legends to be access in fort mode, which would be added too over time, based on the skill of the scholar. Visiting scholars would add to the canon, and scholars could be sent to other locations with the intention "gather knowledge", or raiding parties could demand certain information revealed, similarly a besieging enemy could demand a secret. Additional selections in the world map would add pertinent information. The locations of artifacts, lairs, and the location of civilization leaders could be discovered. Unlocking secrets could allow books and art to be made, perhaps giving a happy thought to a relevant faction member/religious sect/civilization member.
Discover hidden lore
Search far and wide for hidden secrets
Find the true origins of your civilization
Reconnect to the origins of your sects

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Tarn posts a progress report in DF Announcements every month (which indicates that he was away traveling during February and March and hopes to get back to normal in April).
He holds a monthly Q&A in the thread "Future of the Fortress" in "General DF Discussions".

On Discord, Putnam posts on his bug fixes and optimizations sporadically. He summarized progress in a video recently.

The info is all there. Loads of it. Everything you mentioned. Just have to search a bit.

The game didn't suddenly become a AAA studio with hundreds of programmers. I wouldn't expect it progress any faster than it's ever done (but maybe more optimizations/bug fixing in each release since there's someone else working on that).
Do you know if the updates are available somewhere off discord? I was Kitfox'd from that server. Honestly it's just good to hear that there's a stream of communications from the devs, and that the main issue is that I should have looked a bit harder. I have looked at some of the monthly Q&A stuff, but that seems more like the thinking and musing about the future than the specifics of what is currently underway. Thanks for the info I appreciate it

Sending dwarves out to war and having them never return does not sound like a bug in any reasonable simulation (It's 20 goblins plus all their monsters of course).

Getting notice of what's going on somehow would be nice though, yes. But that might take a while. I guess goblins delivering your dwarves heads on spikes? Prisoner exchange requests - the latter is definitely planned for Better Sieges. These are all features though, not bug fixes. They'll take longer.

I understand how there are lots of circumstances where dwarves wouldn't return, but many times, like dozens probably, I have sent overwhelming odds to very small villages only to have my dwarves not return. I'm talking 60+ master level fighters, steel weapons and chainmail, full iron armor, and high level tacticians all with dogs not return. More often than not in the case of a catastrophic defeat usually 1 or 2 dwarves will make it back. Something is up with it I'm sure its not an ordinary thing. I don't remember this happening in the small amount of classic i played a few years ago

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it has told me things like push the 'B' key for brewing mode, and the 'N' key for Necromancer mode

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Hello, first of all, I understand the nature of DF development "time is subjective".
At the same time it feels like two big features are missing and my experience of the game is suffering because of it. Specifically civilian alert and assigning ammo to ranged squads. I am aware of how to operate the new burrow system, but when you have 150+ dwarves manually canceling their tasks and making sure they are all in the burrow is extremely tedious. Its frustrating to me that there used to be a feature for this, and a way to assign ammo to squads, but these functions are missing in steam version. I am aware of the complicated workarounds to getting squads to equip and use ammo, but they don't always work. In the about 10 forts i've tried to get ranged squads training in, I was only able to get a single one working, and not even for that long before they stopped. I am unsure what is happening to my squads, a lot of people have been reporting it as a bug, and I know that sometimes the squad all dies or defects or such, but when I send 70+ axe and spearlords to raid a 20 population goblin pit and they dont return, that's a bug. Its happened on a few occasions and has resulted in me either loading a save, abandoning the fort entirely, or deciding "screw it". It makes me sad when I dedicate an entire fort to making a badass military only to be forced by bugs to be entirely insular.
My question is: are these issues in the queue? Is there a way to see the queue?
I know its extremely unrealistic but it would be nice to get updates on what the team is working on, so I can decide if i should step away from the game until these issues are fixed, and see a timeline for that.
It seems like by purchasing the game I had a little bit of an expectation that things like this would be done in a more timely fashion, but I am unable to determine if that is or is not the case because I don't have any feedback on this, only the published bug releases. I am assuming that a lot is being done under the hood.
If there have been statements about timelines that I have missed, please provide them

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Hello, a few weeks ago I brought up an issue I was having with Dark Ages V, where the military dwarves would become tired, and remain so forever. I have some more information. I accidentally installed Dwarven Mages on world, and this bug happened. So I will say fairly confidently that Dwarven Mages causes this issue.

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Here's my two cents, I don't know much about modding, but seems like this would all be possible.
Rune essence ore in the earth, obviously
Make runecrafting related gear, talismans, pouches, tiaras, etc at Runeforge
Craft runes at altar workshops, maybe they require special items to create, like fuel for fire runes, or bucket of water for water runes or altar placement near a pertinent element. Perhaps cinnabar required for fire or something. There's some kinks to work out for sure

13
Is there somewhere I can see the stats and density of the various metals? Is silver still the best for bludgeoning? If rune has steel stats, does that make blurite complete trash, on par with wood?

Been playing for a few ig years now, are megabeasts and forgotten beasts removed? I should have had some by now. It would be fun if they were replaced with high level monsters or even boss monsters.

It feels like there is a TON of bluryte ore in my mines, it could be RNG, but is that intentional? I mean there is literally tons probably 70% of the ore I encounter above the first cavern level is bluryte. Bitluminous coal and lignite have become very hard to find as a result.

It would be nice if the smelter indicated which process for creating mithril was for which selection, there are 3 "smelt mithril bar" options, presumably with different recipes? One of them uses bit coal, which is extremely scarce already so I'd like to avoid using it.

I made some halberds, but my gnomes wouldn't equip them, seems a lot like the vanilla complications with 2h weapons, is that something you fixed?

Love the mod in general, let me know if you need me to try out any specific mechanics/ give feedback for different things.


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it would be hilarious if the skill/xp values got changed to RS proportions, meaning 99 would be legendary, and require a blacksmith to craft 69,516 steel breastplate, or make 11,586 full sets of steel armor, if boots and gauntlets give 75xp.
Runecrafting would be really awesome and fit well into the DF mechanics. Can't wait for more progress.
Would also be funny if dwarves could get their own player owned houses instead of a crappy bedroom.
Slayer dwarves.....??


15
Hello, I've installed this mod "dark ages V: war & mythos savage good biomes" (and other mods).
And I get this sprint for animals 
https://ibb.co/SPb9DWS

list of other mods:
https://ibb.co/hfhKxTc

The mode cute creatures are in conflict with vanilla_creature_graphic, so it's disable

Do you have an idea of what if have these blue monster?

Hi th3heavy, the blue creature is the default place holder graphic in vanilla. One of the mods you are using (not Dark Ages V) is breaking some graphic link somewhere.

Hello, there is a bug ive been trying to figure out. Military dwarves immediately being an activity "individual combat drill/resting" they become tired, do not ever become untired, and as far as im able to tell do not gain skills. I'm fairly confident that this is an issue with dark ages V, please let me know once you read this. Thank you. Here's a screenshot of an afflicted dwarf. https://i.imgur.com/4zEEpCg.png

Hi Quizmar, Dark Ages V does not make any modifications to vanilla Dwarves, or anything that affects stamina or skill gains. The only exception is the Dwarven Mages plug-in, which actually makes Dwarves not exert. Meaning they do not get tired while working, opposite of the issue/bug you reported.
Thanks for the reply.
Huh that's odd, something must be broken, because I generated 2 different worlds running the Dark Ages V pack, and in both gens the military dwarves became permanently tired. It could be some funkiness with that non-exertion change, maybe it imposes a negative value instead or something. Based on that it would seem likely that any activity which caused exertion would immediately tire a dwarf, and the military is just the most likely place for that to occur. Maybe i'll try generating a world without Dwarven Mages and see if that changes anything.
I'm confident this is a mod issue because when I made a world without the mod pack this wasn't an issue, and dwarves would become tired, and rest as normal.

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