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Messages - sweitx

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31
Maybe make it so that memorial slabs can 1) be engraved after they're placed, and 2) have multiple names engraved on them.
This! 100% this!
Perhaps it can be "interacted" like a workshop building. You can create a task called "Engrave Name..."
Each slab support up to, say, 100 names.
Of course, the trade-off is that being engraved on a "mass name slab" would offer a lesser reduction to bad-thought to the dwarf's friends and relatives.
Perhaps the bad-thought reduction could be scaled up to the quality of the slab (decorating the slab improves quality) and scaled down with the number of names on it.

It could also make for an interesting historical record if you can give slab unique name.
"This is an obsidian slab titled 'The Glorious Battle of Boatmuderers'.
On the item is a memorial of Urist McHappyHammer the dwarf. The dwarf is striking down a goblin.
On the item is a memorial of Urist McTriggerFinger the dwarf. The dwarf is shooting a dragon.
etc..."

32
DF Suggestions / Re: UI still horrible ? off for another year
« on: May 20, 2013, 11:35:17 am »
In the mean time, try DFHack.
It helps a lot. The Dwarf Manipulator, Workflow, and Search functions are a god-sent.

33
DF Suggestions / Re: Faster way to designate minecart tracks
« on: May 20, 2013, 11:32:58 am »
This sounds like it would be an interesting mode for track designation/construction.
Designate a start and end, let DF's pathfinding algorithm determine the path to connect the two (or say the given path is impossible).

This isn't really special to tracks; vertical mining in general could be made easier to designate.
In case you don't know, we can now designate across Z-levels.
Start designate up-down stair on the level you want start, go the Z-level you want it to end on and  hit enter. You now have the entire column of up-down stair designated.

34
DF Suggestions / Re: Cage trap volume / ribs thickness and spacing
« on: May 20, 2013, 11:16:55 am »
Maybe use something similar to how pressure plates work (though by size rather than weight, obviously)?

Or just use the same sizes that clothing uses? Anything smaller would escape, anything bigger would be too big to be held by the cage.

One should probably also prevent some things from ever being captured. Dragons, giants and the like.
Trap Avoid tag?
I think rib-thickness might a bit too much in terms of the stuff you need to track.
I would argue for a somewhat simpler two tiered system based on creature size.
http://dwarffortresswiki.org/index.php/DF2012:List_of_creatures_by_adult_size
Cage: Can trap and hold animals < 1,200,001 (bridge limit). Can be made out of wood, metal or glass.
Enclosure (Large Cage): Can trap and hold animals >= 1,200,001. Can ONLY be made out of metal.
The two cage type have their own trap associated. Trap will only trigger it it can catch the stuff standing on it.




35
DF Dwarf Mode Discussion / Re: Human invader?
« on: May 20, 2013, 09:28:16 am »
He might be a night-creature (more than likely a were-something). Showed up in your fort, and revert back to human before he/she got skewered.

36
On hell...
Mainstream:
Go to hell and kill that one big-bad. Plus a few minions. Game Over.
Dwarf Fortress:
Go to hell and kill many, many big-bads. Plus a few not-so-big and/or not-so-bad big-bads. Colonize it. Live in it. Dine in it. Build carnival booth to shoot at passing demons. Game's not over yet.

On Terrain Destruction
Mainstream:
Claims to have fully destructible terrain.
Dwarf Fortress:
Have fully destructible terrain.

37
DF Dwarf Mode Discussion / Re: Minecarts for moving magma
« on: May 14, 2013, 05:58:16 pm »
You can find another design for moving magma in this post:
http://www.bay12forums.com/smf/index.php?topic=115102.msg3540946#msg3540946
You have only to replace the helix version (I don't use the impulse ramps.) There is also a helix version with on roller for 7 z-levels but I can't find it in the moment.
In this design I use only a single helix and a drop shaft.
I use a very similar design to yours with one small change to the loading area.
Code: [Select]
Z-1
##P####
##P####
#>>>R##
####*##
#######
The Ps are screw pump pumping from a magma reservoir from the north.
>>R are a 3x1 roller from west->east that covers a ramp.
* is a gear.
Next level up...
Code: [Select]
Z
#######
#######
#....V#
#^*-*R#
#D#####
V is the 1x2 north->south roller (roller covers R, the upward ramp). This continues up to the spiral tower
^ and D together is a 1x2 roller from south->north on SLOW speed. The minecarts drops down to D, and gets pulled into the magma loading trench. You only need 3 magma safe mechanisms here (2 for the roller, 1 for the mechanism in Z-1)
Rest of the rollers are at fastest speed.
Basically, the idea is that the slow roller regulates how fast minecart can enter the system, and therefore preventing a jam (also let my screwpump refill the trench fast enough).
Furthermore, IF there's somehow a jam, I've linked the ^D mechanism to a lever allowing me to disengage the loading system. Then I just have to wait for all the Minecarts to clear the system. Then I just re-engage the loading system to have it resume loading minecarts one by one at a fixed interval).
I've used this system with half the number of roller in the spiral ramp (1 set of roller per every other z-level), and it seems to work reliably.

38
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: May 10, 2013, 04:44:03 pm »
Many of what I liked are already in DFHack (just hope that Toady One is willing to pull it in).
1. Dwarf Manipulator - The in-game/more integrated version of Dwarf Therapist.
2. Rename Building/Stockpile/Zone - Ability to give stockpile/building/zone a new name. Makes managing specialty building/stockpile more easily (for example, I always setup with 2 millstones. 1 for flour/sugar, 1 for dye). Sure, you can use the Label system. But it would be much simpler if you can just see what the building do with the "q" function.
3. Workflow - The #1 things that made my life of building mega structure easier. Since now dwarfs need cloth (3 pieces), drinks, and food, having an automated system to query jobs for you is a god-send.

39
My suggestion would be to put a 1x2 stockpile of booze next to the prisoner.
My jail setup generally goes as thus.
Code: [Select]
#####
#0CT+
#.V.#
#FBB#
#.V.#
#0CT#
#####
+ is door
0 is bed
C is chair/throne
T is table
V is the jail chain
F is prepared food stockpile (with barrel).
B is booze
Basically, it's a 5x3 jail unit that houses two prisoners (perfect for my OCDness where my entire forts is a stacked matrix of 5x5 rooms, as 5x3 means that I can fit 2 in 2 5x5 room with a 3 wide path in the middle).
My prisoners tend to be all ecstatic despite being locked up.

40
Also, the monarch has arrived, though she is a queen vampire.
Give her the room she wants to keep her happy, setup a floodgate/drawbridge/hatch system to link her to the lever room. You now got yourself the perfect lever puller (she never tires, she never sleep, and since the only thing she can do is to pull lever when one become available... instant lever puller!).

Also, there is a stockpile of troglodytes in wooden cages next to a pile of ever burning wooden artifacts that seem to set fire on their environment once in a while when the cafe moss grows back.

Oh, and there is a friendly trader on the edge of the screen that is prone to turning into a were creature once in a while. It is likely to bite the one next to him very soon.

Not to mention there is a forgotten beast toad sitting in the water pond on the third cavern layer. Been sitting there for months now.
I like how at the very end of its description it says "It's skinny."
Talk about arson, murder, and jaywalking.

41
DF Dwarf Mode Discussion / Re: Removing dirt roads?
« on: May 06, 2013, 02:27:07 pm »
To add to MrSparky's response.
Building a "dirt road" just remove the grass and shrub from the area, it doesn't actually build anything.
Think of it as a manual "cleaning" action against grass and shrubs.

42
DF Dwarf Mode Discussion / Re: This new fortress feels promising.
« on: May 03, 2013, 02:52:11 pm »
I've also gotten a similar embark.
Then death by zombie siege soon after.
Good fun.

43
DF Suggestions / Re: new task - organize stockpile
« on: May 03, 2013, 12:53:26 pm »
I'm not sure I follow, don't we already have ability to organize stockpile by setting it to only store specific types of items?

44
DF General Discussion / Re: Future of the Fortress
« on: May 16, 2012, 10:33:56 pm »
Dev Log
Quote
* made fresh water kill stagnant water, salt no longer spreads into fresh

 :o
ALL PRAISE TOADY ONE!

45
DF Suggestions / Re: Hm, the new justice stuff sounds interesting...
« on: October 26, 2011, 11:29:20 am »
One way that may-be fun is to have "law-giver" (aristocrats and nobles, for example) to have varying "preferences" for punishment (or lack thereof) for different crime.

For example, you can have a dwarf that got elected to a mayor position.  The dwarf have a fondness of dogs.  So shortly after election, she would "amend" the law to provide harsher penalty for crime that involved harming a dog (not a mandate like prohibition on exporting dog related products, although more then likely she would issue one).
Conversely, the dwarf might have a more "destructive" personality, and would lower the penalty for breaking stuffs.

On a mechanics side, effectively a dwarf in the law-making position would either add or remove new laws to an existing default laws.
For example

Default (catch all if more specific laws are not given):
Export ban violation on Any - 10 ~ 20 hammering
Ignored a production mandate Any Noble/Item - 10 ~ 20 hammering
Vandalism of Any Object - 5 ~ 10 months of jail
Attack of a dwarf/tame animal - 5 ~ 10 beating
Killing of a dwarf/tame animal - 5 ~ 10 hammering

Additional can be subscribed by combining the following.
{Violation} of {Target 1} - {Punishment}
NOTE: Target 2 only apply for production mandates.

{Violation} are in the following categories:
1. Export ban violation
2. Ignore production mandate
3. Vandalism
4. Attacking
5. Killing

Target:
Target depend on the violation listed but can fall into broad categories.
For example, you can have...
Vandalism of Furniture
Vandalism of Chairs
Killing of any pets.
Killing of pet cats.

Punishment:
Again, like existing system.
1. Hammering
2. Beating
3. Imprisonment

A law generated from a dwarf's preference might be as followed.
1. Pick a target (something she likes/hates)
2. Pick a violation (should make some sense, although technically all would work with some override.  Like vandalism of cat would be overrode to killing/attacking cat).
3. Pick a punishment (if law-giver likes {Target}, proscribes harsher penalty then default.  If law-giver hates {Target}, proscribes weaker penalty then default).

So, for example, a cat loving dwarf will look at existing law ("Killing of a dwarf/tame animal - 5 ~ 10 hammering") and decide to make a more specific law ("Killing of a tamed cat - 50 hammering").

Law resolution:
I imagine a pattern matching structure, where the "laws" are picked by how well their {Target} matches.  And only laws whose full list of raw-tag matches will have apply.  And if more then 1 law applies, use the latest law (in short, laws are resolved in stack order, the newest law overrides oldest laws). 
Let's say you have the following laws (amendment number is the order in which they're introduced).
Default: Killing of a dwarf/tame animal - 10 hammering (just dwarf/tame animals, no additional tag)
Amend 1: Killing of an owned pet - 20 hammering (must have an owner.)
Amend 2: Killing of a cat - 20 hammering (must have [CREATURE: CAT] tag)
Amend 3: Killing of a an owned pet cat - 100 hammering (must have [CREATURE: CAT] tag AND must have an owner)
Amend 4: Killing of a vermin hunter - No penalty. (must have [HUNTS_VERMIN] tag).

And now, someone killed a cat that have no owner.  Amend 1 won't apply, since it doesn't have an owner.  Amend 3 won't apply, since the "have an owner" criteria won't match.

Amend 2 would apply, since it's a cat, which have [CREATURE: CAT] tag.  Amend 4 would also apply, since a cat has [HUNTS_VERMIN] tag.  In this case, Amend 4 would be used (even if cat is more specific, amend 4 is the newest law, made by say some dwarf who really hate vermin hunters).

In summary of law resolution:
1. Default laws are always resolved last.
2. Laws are checked from the newest first.
3. The first law that has all it's required tag fulfilled in the target of the dwarf's crime, that's the law that's used (even if the later law is more general then previous ones).

Removal of law by dwarf:
Dwarf can remove/update laws they don't like (exclude default laws, which they can only modify).  Dwarf will compare amended laws to the default punishment and determine whether they're "appropriate" given their preference.  A cat-loving dwarf might strike out laws that proscribe weaker punishment then default on crimes against cat.  Or might make the default punishment weaker as to make the "weaker" punishment harsher in comparison.


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