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Messages - Fieari

Pages: 1 ... 14 15 [16] 17 18 ... 74
226
DF Modding / Re: What's wrong with these cats?
« on: August 05, 2009, 12:52:33 am »
Did you turn temperature off in your init?

227
DF General Discussion / Re: Your Name: Dorf'd
« on: August 03, 2009, 09:38:55 pm »
!!

228
DF Suggestions / Re: Quest Scripting
« on: August 03, 2009, 04:10:23 pm »
Quests and adventure mode will get attention eventually, but first toady is focusing his attention on getting wars working properly.

Basically, modding quest structures isn't something that's really going to happen, because just making the different types of quest possible will be the same thing as making them moddable.  And when the quests are possible, he'll be adding them in.  For example, he wants quests for assisting in wars, being hired as a merc.  That'll be comming as part of the army work.  Delivering stuff will come when the game starts keeping track of items in the world.  Romance and revenge will come when that part of the AI is developed.

Basically, nothing in this game will be "scripted".  It's all going to be dynamic as a part of the living world, and possible quests are developed as the world is developed.

229
DF Suggestions / Re: Religious Archetypes
« on: July 27, 2009, 03:01:03 pm »
Actually, the game isn't about dwarves digging, it's about simulating a fantasy world.  Religion needs to be a huge part of that, since religion plays a huge part in fantasy literature.

230
DF Suggestions / Re: Bottled fairies
« on: July 26, 2009, 04:16:09 pm »
Making them snatch children and livestock would be neat, I think.  Especially if the code was updated so that as a childsnatcher, they don't raise the children as their own, but instead just play with the kids until the kids die of hunger.  Or alternatively, until hundreds of years have passed and the kids don't age.  Or use the children as child soldiers for their own wars.  Or some combination of all three.

231
DF Suggestions / Re: Order: Dwarves hide in bedrooms
« on: July 23, 2009, 04:52:20 pm »
Quote from: Dev_now 06/15/2009
The "stay indoors" order has been removed from the game. It has been replaced with three pre-defined-and-changeable and as many custom alert states as you like. Alert states determine which schedule a squad uses and also have a few parameters defining how civilians behave as well. This means you should be able to make a alert called "Underground Attack" that makes squads carry out whatever plan you have regarding plugging up an invasion of ratmen from an underground layer while the civilians meanwhile cancel their jobs and run up to the highest meeting hall you have, while your alert called "External Siege" might see the civilians run down to your lowest meeting hall while the squads run over to the towers and gates... or just wait for the traps to do their job. That's a later adjustment.
Quote from: Dev_now 06/17/2009
So somebody asked if it's possible to use civilians for jobs and so on while the alert is on, in the zone to which they've been restricted. I was originally thinking more of shorter alerts where you just wanted to get them away from someplace dangerous while you fought something out. However, while I was working on it, I decided I might as well make it more diverse, so I put in burrows.

The ill-named burrows are larger sections of your fortress where dwarves live and work and to which you can restrict their movements. Dwarves can be assigned to multiple burrows, and you can paint them with your mouse in a few brush sizes or lay them out in multiple rectangles (a burrow need not be a rectangle). Any number of burrows can overlap and you can give them names and an ASCII symbol.

Dwarves will only use workshops, stockpiles, living areas, meeting halls, etc. in the burrows to which they are assigned. I've removed all of the "entrance dance" code so that they can survive the mental trauma of not being in their assigned locations, and they can cross locations that aren't in their burrow, but they'll maintain the restrictions in the general sense described above.

There are many, many ways in which this can be useful for controlling labor (you could even have your experienced miners mine veins of your choosing in this way -- it'd be a slightly clunky workaround, but it works). Just the basic burrow mechanic is powerful enough that it is pretty exploitable, so there will be several ways in which dwarves either move beyond their burrows or are affected adversely by heavy restrictions, but I'll leave those for you to find. These effects should all make sense and not be all that restrictive on play, especially if you are respectful to your critters (for instance, having your soap makers all stand in a 3x3 corner in the main hall until they starve to death shouldn't proceed as planned for very long).

A dwarf not specifically assigned to a burrow can work anywhere, but in the future there might be, say, a restricted burrow setting or something that'll exclude such dwarves. There are also items posted on dev about burrow hauling jobs and burrow production limits and all of whatever -- I haven't done any of that. Things like restricting manager orders to certain burrows etc. would all be great (and faster than doing it via particular workshops in general), but I don't want to get too far afield for this release (since I'm already far afield). In any case, the core work and mechanics are done.

Getting back to the immediate topic, alerts can now just restrict civilians to a set of burrows, with the further restriction that they should get to this set of burrows with priority. If a dwarf then doesn't feel comfortable working there because they were previous assigned to areas outside the alert area, they'll be idle as before, but it's a smaller problem than the one described in the beginning of the first paragraph, and it can be easily corrected if you plan on or are forced to stay in that alert state for a prolonged period. Giving individual dwarves different burrow assignments based on their alert state could be a future possibility (perhaps in conjunction with the work-gang class of ideas), but that's not in the cards for this release.

In summary, you have a button that tells dwarves to go to a predetermined location.  You can set individual dwarves to go to different predetermined locations.  Thus, you can set each dwarf to go to his own bedroom during attacks.  I don't see a single thing in your suggestion that has not already been implemented into the new version.

232
DF Suggestions / Re: Mat based building destroyer.
« on: July 21, 2009, 05:41:52 pm »
Dakk: Currently, yes, it works that way.  I'm referring to the new version in development.

Granite: Specific wounds may have the effect of making later wounds more likely, but Toady expressly stated that each wound is treated seperately, and while each wound has an effect, the effect is not necessarily to make further wounding possible.  The effect is determined by what organ is struck, and the intensity of the effect is determined by the wound type, and the wound type is calculated by the physics of the strike, and all of this works independantly.

233
DF Suggestions / Re: Mat based building destroyer.
« on: July 21, 2009, 03:33:54 pm »
But it's not HP, becuase it's not cumulative.  The new combat system calculates whether the forces involved would cause a certain type of wound, and then apply the wound if the forces exceed the tensile/compressive/whatever strength of the material.  No HP applied, wounds are put on the material once the breaking point is reached.

But that's not cumulative.  A thousand nicks does nothing but cosmetic damage.  In the current system, 15 nicks will destroy the body part, whatever the source of the nicks.

For more reference, the current combat system can be found here.  It's complicated in how it determines how much damage to deal, but prior damage counts cumulativly.

234
DF Suggestions / Re: Mat based building destroyer.
« on: July 21, 2009, 03:11:14 pm »
No, Toady said HP is out.  Wounds cause effects, but only a wound to the heart or brain causes death.  Tenthousand paper cuts will HURT, and interfere with concentration, but will not kill unless you bleed out.

Some sources:
Quote from: Dev_new, 10/06/2008
As a result of tissue layering, the 15 HP per BP system is being more or less dropped to make way for individual wound tracking. Unless you look at the specific descriptions, you'll still have wounded BP lists and so on displayed in pretty much the same way, though. Aside from having more accurate combat text (though I'm not sure if that's coming with this push) and the scars/improved healing/pain management that come from wound tracking, it also means that smaller creatures will be able to cause very slight wounds to large creatures in many cases where they'd do nothing before. A 1 out of 15 guaranteed BP HP drop is too large in many cases (thus the current no-damage chances), but adding a scratch to the skin tissue doesn't have to count for so much. So even if you aren't really hurting the titan, at least you can make little marks on it and bother it or something.

Quote from: Dev_new, 1/15/09
Tendon and ligament damage is done, respect the material sent in for them. You can also get severed motor and sensory nerves in your extremities on occasion when the muscle is (generally severely) damaged. Motor damage is like the current nerve damage in that it stops the part from being used, while sensory damage stops the part from feeling pain but causes problems with rolls (I suppose later it can make movement difficult and ou'll also have to watch out for wounds just from bumping into things, or whatever's appropriate).

235
Curses / Re: Using legal weapons agaisnt them?
« on: July 21, 2009, 03:07:26 pm »
Conversely, illegal gun use should make people want more conservative gun laws.

236
DF Suggestions / Re: Mat based building destroyer.
« on: July 20, 2009, 09:55:40 pm »
You guys know that hit points are 100% out in the new version right?  And that you no longer deal generic "damage" but instead inflict "wounds", which are ADDED, not subtracted from a total.  Wounds each have an effect on the target (or are merely aesthetic) and do not otherwise effect each other.  Wounds are only added if the physics of the attack allow for it.

Keep your suggestions in line with this.  Basically, I think it's already in.  All that needs to be added is the means to attack objects like door as if they were creatures.  The rest is already there.

237
DF Suggestions / Re: Pathing and Connectivity
« on: July 20, 2009, 02:05:00 pm »
I take back my earlier complaints, I didn't realize you were organizing a central megathread for all pathfinding issues.  I approve.  Good organization too!

238
DF Suggestions / Re: Pathing and Connectivity
« on: July 19, 2009, 01:29:47 pm »
The problems are well known (other than the up-down-up-down thing... I don't even think that's true-- A* doesn't have limitations that would cause that, and neither does the connectivity map).  Do you have solutions to suggest?

The near-omniscience issue is partially solved next version anyway, with some temporary FOW implemented (Command & Conquer style, not starcraft style)

239
DF Suggestions / Re: Implementing Atheism in DF In A 'Unique Manner'
« on: July 18, 2009, 08:08:45 pm »
The thing that excites me the most about what's coming up is that while there will be real deities and supernatual forces, the game will ALSO include charletans and fakers, and religions with no basis in reality.  And even in the real religions, there will be those twisting it to their own ends, adding heresies (that can be proven wrong by asking the real deity in question, yet people will believe anyway) and in general creating a good mess of history and politics.

Fun!

And with that, all IRL atheists playing the game could likely set their game so that there are no real deities, and yet religions will still exist to start wars and fleece the sheep.  And IRL theists can set the game so that they can fight for the purity of their religion.  Or, since it's a game, you can do whatever you think is more fun.

240
Dwarves don't breed by spores, they breed telekenetically.  The difference is that spores are random, effecting just anyone.  Telekenetically indicates that they do choose their spouses, they just don't have to be near each other to do the deed.

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