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Messages - AIArtificialIdiot

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1
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 21, 2023, 10:19:10 pm »
Every December the game has only glacier embarks available and the only crafts you can make are toys. Also, dwarves are called elves and they wear tights and pointed hats with jingly bells during this period.
Nah, too elvish

2
I really like this idea tbh. I don't have a ton else to say about it. It would make the world feel a lot more connected and less random, plus it would incidentally help with moods.

3
DF Modding / Re: [WIP] Animal Kingdoms
« on: July 01, 2023, 10:08:19 pm »
Personally, to fix the "too many civs" issue, I'd curate a list of the most evocative and/or unique creatures and have only those creatures get their own civs. Maybe split it into two mods where one just has all your favorites and another with the full set since there certainly is something special about having ALL the animal people, but the mod that only has a few is better in terms of playability and getting worlds to generate.

4
DF Modding / Re: AI Generated Raws
« on: July 01, 2023, 09:53:35 pm »
As many have said, there isn't really much of a reason to make a text generator create raws unless you're just doing it for fun. Which I valid reason I guess.

Though on the other topic, I think AI generation is fine mostly like a lot of people (as with all mediums) use it to make art lazily, but also there's a lot of neat stuff you can do with it by combining it with other mediums, heavily altering the result, and creating/using models specifically made to give a specific effect. As a 3D modeler, if I were to denounce AI generation for automating large parts of the artistic process, using others' work in a transformative way, and having a large subsection who use it for low-quality content, I would be a hypocrite; 3D modeling is full of that kind of stuff. In relation to DF specifically, I don't think AI raws are at all a concern, I doubt many people will seriously use them other than modders who have gotten bored and want to scrub through an AI output for errors. Some AI tilesets might be neat but that honestly seems like more effort than just making one the old-fashioned way for a generally worse result so I imagine it will only be done for the sake of novelty if at all.

5
DF Suggestions / Re: AI-Powered Zork-Style Text Inputs
« on: July 01, 2023, 06:45:58 pm »
If any currently existing game were to implement effective AI dialog systems it would probably be Dwarf Fortress. Though there are some issues.

The Program would probably need to be built from the ground up. Trying to implement Chat GPT or some other pre-existing text-generative ai would lead to problems as they aren't built to work with Dwarf Fortress. You have the classic "As an ai language model..." which could rear its ugly head whenever you said you wanted to do something unethical in-game. Less obvious is that Chat GPT is built to give accurate information about the real world and doesn't actually know much about what goes on in Dwarf Fortress so it might just assume incorrect things such as all dragons having wings, elves not cannibalizing people they slay in battle, and what some of the hidden fun stuff is like. Using another generative AI could also work but they all have unique issues, so the only good option would be to make one built for dwarf fortress, possibly taking not only the user's text but also the stuff around as inputs, which is kinda annoying. Rudimentary AI generally speaking isn't too hard to get up and running(though generative ones are a lot harder), with the use of libraries it becomes pretty easy, but it takes a long time to train and if you're trying to do something new with it, such as implementing it into one of the most complex games ever created, then you'll probably need to try a lot of testing and tweaking for someone who already has a ton of experience with AI. While Toady has done some crazy things, I'm pretty sure this would take him way longer than is worth it to actually implement. Games like Façade have done this kind of thing since the mid 2000s with mixed results so it's totally possible, though in order to achieve that they had to cheat a lot to get the AI remotely coherent and they were also built to make it as easy on the bot as possible and while the former is doable the latter is a bit harder since the game is already made and full of complications that the AI needs to take into account and interpret. Façade takes place in a single room and has two characters, dwarf fortress is a massive open world full of conflicts and events. Like when you're in a tavern and there's like 20 random people around doing their own thing, with tavern brawls going on, people passing out, and you ask a dwarf who happens to know a few historical figures a series of broad, subjective, and open ended questions, the AI bound to get some stuff jarringly wrong and completely break the emersion you had. It's theoretically doable, just really hard. IDK if any of that made sense but I think it got some general points across, I am not very good when it comes to describing this type of thing.
 
TL;DR: AI is a fickle beast and while it's not hard to make and train an AI, making one that interacts well with the systems in DF is a lot harder.

6
DF Suggestions / Re: Better traps, possibly animated?
« on: July 01, 2023, 04:51:27 pm »
This seems really neat. It would make traps a bit harder to use and possibly weaker since they don't just take up one spot. It could be cool if there were new "super traps" added that took up many tiles and were expensive i.e. really hard to spam, but were a lot stronger. It could also be neat if they were animated in a single tile somehow.
Axe could simply be

p

D (This is supposed to look like a smear frame)

d

The spike traps do something kind of like this but it would be cool if more the traps had this sort of vibe instead of just using ^ for all of them

7
DF Suggestions / Re: crafts production quality vs. quantity
« on: July 01, 2023, 04:33:25 pm »
I think for dwarves specifically it makes lore sense to put maximum possible effort into every little jug or toy hammer since one of their whole things is that they put a whole lot of pride into their work. This would make a lot of sense if the game had you playing as humans or elves, but I'm not so sure about dwarves, that is just my interpretation though. From a purely mechanical perspective, I think this would be super convenient. It would be super nice if at the start of a fortress I could just get my dwarves to quickly pump out like 30 cups quickly and I didn't need to worry about it after that.

8
Thanks for the help! I kind of assumed touched-based syndromes wouldn't get transferred via picking up and holding items but it makes sense.

9
DF Modding / Question from someone who wants to get into DF modding
« on: June 14, 2023, 10:13:18 pm »
Hey, I have never made a Mod for dwarf fortress but I have been reading the Wiki pages about the subject and I have two questions. I can't seem to find conclusive answers on these (I'm planning to mod the Steam release if that at all matters):
 
1. When actually making a mod should I just put any modded raws into a notepad file or something or is there some kind of tool I should use?
 
2. Is there a way to add custom interactions to an item, so far all my research is leading me to a resounding NO but I really hope there is some way, no matter how scuffed, because magic wands and stuff are cool.
 
Sorry if a thread here already answers these but I didn't find it.

10
DF Suggestions / Re: Legends mode QOL improvements
« on: June 11, 2023, 06:49:11 pm »
Yeah, I remember one time looking for all the necromancers in the historical figure tab but to my knowledge, I can't super easily other than just scrolling through and looking at each one. This would be super helpful.

11
DF Suggestions / Re: Terrible Suggestions Thread
« on: June 08, 2023, 07:33:25 pm »
Add fully simulated microscopic ecosystems containing everything from every single creature's immune and gut chemistry to every single bacteriophage in every tile. My computer has been running the game too smoothly and I want it to suffer. They of course should all also appear in legends mode.

12
Mod Releases / Re: Veterinarian golems [50.xx]
« on: June 06, 2023, 03:38:26 pm »
This is really neat, I can think of so many times when I would have liked to be able to heal my animals but couldn't easily. But I wonder if you could have somehow attached this effect to the "Animal caretaking" skill since it doesn't see much use in the current game iirc.

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