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Messages - zwei

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1156
DF General Discussion / Re: Dwarf Fortress Stack Exchange?
« on: July 07, 2010, 03:19:01 am »
Instead, we should actually try to get it running, and see how it develops, if it develops at all.

Okay, lets see about that. If I am bored, I will look at http://df.stackexchange.com and see if something needs answering :).

1157
If the terrain is dangerous then change the terrain.

Or maybe it's just a bug that should be fixed? Dwarves might be stupid but I cannot imagine Urist McSwordmaster to go "Hah! Just dodged your attack fiend! Say, why are me feet meltin'?" on every troglodyte he meets.

Besides: lava flows should be an integral part of any fortress ;)

It's not a bug.  Your dwarf is just leaping away from a sword, claw, ect.

He could as well easily jump to some other tile. Lava next to you is not something you forget about and if you have owhere else to move, it makes more sense to take hit that might possibly kill you rather than doing something that is guarantted to kill you.

Are dwarves supposed to prefer burining to death to getting scratched? Ah, who am i kidding, of course they are.

1158
General Discussion / domain abused to send spam (huh?)
« on: July 07, 2010, 01:15:14 am »
So, I go this curious email:

from   qezetn@dwxjhn.com <toadyone@bay12games.com>
reply-to   qezetn@dwxjhn.com
to   (my email)
date   7 July 2010 02:52
subject   qFAVluhxQPtGrQJV
mailed-by   bay12forums.com
   
Code: [Select]
9Cw2Ln  <a href="http://iwqmcffcfwzr.com/">iwqmcffcfwzr</a>, [url=http://gfiketnbzvwx.com/]gfiketnbzvwx[/url], [link=http://grruyjobnalo.com/]grruyjobnalo[/link], http://mvffwwowtnus.com/
Anyone got something similar?

I get feeling that there is some security slip-up, or did Creator just go mad?

1159
DF General Discussion / Re: What turns you off about DF?
« on: July 07, 2010, 01:07:20 am »
Dorf behavior just got better of me ad I am raging (repostign from another thread):

I sent squad of 10 dwarves to kill single plain Lion. Eight of them engaged Lion and dodged from several zlevels cliff right into water. One of two survivors got Lion with clean beheading hit.

Having whole squad sent to kill lion eliminated by their ninja dodging skills and not by lion is just not right. Getting their guts ripped out by him, sure. It is quite schizo to have fight outcomes only in "smashed it to bloody bits with my axe" and "dodged and died." categories. I'll go as far ahead ad say this is not fun even if loosing is fun.

It kind of undoes all of the combat mechanics.

---

And then there is minor peve of how ineffective pathing is:

Code: [Select]
###
.[color=red]#[/color].
.#@
.#.
.#.
.#.
.#.
...

# is wall desigated to be dug or smoothet or engraved.

I would expect dwarf to move to this position ad to the work:

Code: [Select]
###
.[color=red]#[/color]@
.#.
.#.
.#.
.#.
.#.
...

But without fail, he would take long road and do this instead:

Code: [Select]
###
@[color=red]#[/color].
.#.
.#.
.#.
.#.
.#.
...

Silimar, i have this:

Code: [Select]
####
#+[color=red]+[/color]+
####

+ is constructed floor designated to be removed. Istead of dwarf working from this tile:

Code: [Select]
####
#+[color=red]+[/color]@
####

Which is shorter walk (not to mention not entraping walk), he decides to make two extra steps and work from here:

Code: [Select]
####
#@[color=red]+[/color].
####

This general tendency of ai to do everything from west and north first.

---

Oh, and shell moods.

Shell, which is:

* Not obtainable by trading.
* Only obtained by fishing, aparently exhaustible source with which decent fisherman immgirant is done with withing seasom.
* Decays just like vermin so if you manage to get supply, it will eventually be gone within few seasons

(Thak god for being able to mod other bodyparts to act like shell)

1160
Dig exit ramps or stairs from the water.

Don't fight next water/magma/cliffs.

1) Is not possible when around cliffs or magma (well possible, but pointless). Besides, dwarves that dodge to water end up stunned and  (I would point out that pools and possibly rivers should have edges lined by ramps naturally as them having straight drops does not really make sense).

2) Fleeing oponents will lead your dwarves there unless you babysit them and un-militarize them whe they are getting near some kind of edge. I hope i do not have to tell you that THAT is unacceptable micromanagement case.

You do realize that you can make walls that have doors right? That means you can still fish and all that. With a little bit of planning those doors can be "shaded" as it were, meaning you step into a protected area to open the door. So your dwarves will no longer dodge into deadly terrain and you can still get into that same terrain when you need to.

Just a few thoughts is all,
Have Fun  :)

It is decent workaround, yes, but it kind of looks very silly to have every edge lined by walls (well, fortifications) with access doors. Kind of reminding me of overprotective parents covering walls of kinds room with nerf.

What I am saying is that having whole squad sent to kill lion eliminated by their ninja dodging skills and not by lion is just not right. Getting their guts ripped out by him, sure. It is quite schizo to have fight outcomes only in "smashed it to bloody bits with my axe" and "dodged and died." categories. I'll go as far ahead ad say this is not fun even if loosing is fun.

This is just one of turn-off thread thing thou.

1161
Oh wow, this thread is kinda depressing.

The problem is caused by dwarves ignoring nearby hazards when fighting - the old carp fighting routine is the worst example. A dwarf can jump into the river with the carp when dodging one of its attacks, which makes no sense.

For the mostpart, seasoned military professionals jumping into lava (for ANY reason) is silly, and eventually needs to be looked at. Those claiming "it makes sense", or "it's supposed to be that way" are deluding themselves.

In the meantime, you need to wall off the lava and dig ramps into the pools.

You know what is depressing? Sending squad of 10 dwarves to kill one lion and have all but 2 dodge to 5 zlevels of drop in exactly same space. I can see it:
McMummy: If all yourrr frrriends jumbed frrrom the cliff, would you too?
McChild: Yep, I would. DUH!

Well, it is also hilarious but it has been known to mild case of savescumming.

1162
DF General Discussion / Re: Dwarf Fortress Stack Exchange?
« on: July 06, 2010, 03:04:52 pm »
RCIX: I take it you are posting this in relation to your constructed-floors-to-walls thread?

I'm really surprised at this overwhelmingly negative response.  Speaking as someone who's spent a fair amount of time giving answers in the Gameplay Questions forum, I think this is a really decent idea.  The Little Questions thread repeats itself every five pages, and the subforum as a whole does the same thing every couple of weeks, and this would go a long ways towards preventing it.  Protactinium is on the mark.

Well, I can see it working because nowadays when googling technical questions, stacks are usually more helpfull than forum threads and blog posts.

I want to know two things:

1) How do you solve duplicates? It occurs to me that if people do not bother searching then they will post duplicates, polluting forum.

2) How will stack solve obsolete questions and answers? GW is game in develpment and answer for for example military quick-n-dirty setup is bound to be wildly different in different version.

If the answer is not on wiki, then people can ask on IRC, or on the forums even. There will be always someone who will know the answer, be it helpful or not.

There is one very important step you are missing here:

... Then people should edit wiki and fill-in missing information.

That one is very important because it causes less questions being asked as well as ability to provide simple illuminating link

1163
Quote
For training, especially with people throwing rocks for 5000 turns and so on, that kind of thing might as well be part of the pass-a-season mechanic, so that if you want to meditate on your left hook under a waterfall for 20 days, you can go ahead and do that.  The tradeoffs would be your character's age, possible reputation fade, leaving whatever sites you've raised going fallow if you aren't working out from them, etc., so it shouldn't be an utterly unreasonable/spoily mechanic.
I reckon it would be best to make the gain from this significantly affected by your current skill. It would be kind of wonky if somebody could just play with a sword, starting from no knowledge, and get up to a professional level just like that. But we'd want the amount of gain to still be at least somewhat noticeable even at higher levels. And this reduces the possibility of someone, for example, starting out as an elf and just meditating for a thousand years.

You basically want to model three situations:

Complete newbie pickig weapon and getting familiar with it, trying swings, steps and whatnot. This should work up to certain level. Aka, individual combat drilles we know from dwarf mode.
Moderatelly experienced character reflecting on his combat experience against real oponents, pondering what-ifs of different strokes and such. Aka sparring. Very slow exeprience gain unless you fought (or sparred) recently which should give you boost.
Legend which has enough experience to perfect his style by meditating about mysteries of whatever.

For combat skills at least, having sparring partner should be required (and realistic). You do have party members which tag along with you; why not procure few wooden swords and go spend few weeks training near your cabin while other group members hunt/farm/steal for food. (and letting them train there while you supply em.).

I'd imagine running swordmaster academy, spending time taking peasants and turning them to swordmasters for gold or few years of service. Writing book on subject and such included. (Or enroling in one as a adventurer and then spending few years being employed by its shady properitor and being hired off as skilled bodyguard or as assassin).

Which brings me to ...

One of popular mods are custom workshops designed to train skills. How far in pipeline are things that would make it obsolete: like books, master/apprentice relationships, training straw dummies for soldiers, toys providing experience for children and geting experience by observing others to do something or by talking to then about subject.

1164
Okay, here is list of patterns that need apropriate sounds. Anyone that wants to help out feel free to pick and provide your ideas and sounds, it would be very appreciated :) :

./packs/animals/animals.xml
(.+) has given birth to a horse foal\.
An animal has grown to become a Stray Horse\.
(.+) has given birth to a donkey foal\.
An animal has grown to become a Stray Donkey\.
(.+) has given birth to a two-humped camel calf\.
An animal has grown to become a Stray Two-humped Camel\.
(.+) `has given birth to a one-humped camel calf\.
An animal has grown to become a Stray One-humped Camel\.
(.+) has given birth to a ((cow)|(bull)) calf\.
An animal has grown to become a Stray ((Cow)|(Bull))\.
(.+) has given birth to a kitten\.
An animal has grown to become a Stray Cat\.
(.+) has given birth to a puppy\.
An animal has grown to become a Stray Dog\.
An animal has become a Stray ((hunting)|(war)) Dog\.

 - apropriate "Cow goes Moo" sounds i guess, but i'd like to have quite distinctive sound for war/hunting dogs being trained

./packs/deaths/deaths.xml
(.+) has drowned\.
(.+) has been crushed by a drawbridge\.
(.+) has died after colliding with an obstacle\.
(.+) has bled to death\.

./packs/default/sounds.xml
(.+) has grown attached to a (.+)!

 - i have aboslutelly no idea what this shous sound like, but it is something that really deserves some sound. Maybe short heroic tune? I would love to have it in three versions: attached: short and weak, giving item name should be a bit expanded version and articfact creatin full blown version.

./packs/mandates/mandates.xml
(.+) has ended a mandate\.

 - "meh, forrrget it."?

./packs/mining/mining.xml
You have struck (.+)!

 - i'd like to to sounds like pick hitting stone really, ka-chink sounds sound a bit off-caracter. If someone takes effort to produce ore/fuel/economic stone/gem sounds it would be great.

./packs/moods/moods.xml
(.+) is taken by a fey mood!
(.+) withdraws from society\.\.\.
(.+) has begun a mysterious construction!
(.+) has created (.+), a (.+)!

 - fey mood should be mumbling and babling incomprehensibly (several versions).
 - begun construction "lets get to the worrrk" line and some small variants.

./packs/production/production.xml
(.+) cancels Drink: Well dry.
(.+) cancels Give Water: No water source.

 - "we need waterrr!"

./packs/seasons/seasons.xml
The wet season has arrived!
The dry season has come\.

 - not sure here.
 - i dicovered that i find seasonal soundtrack a bit annoying myself, maybe some version with one-time songs?

./packs/social/social.xml
The (.+) and the (.+) have married.  Congratulations!
They have organized a wedding reception at (.+)\.
They have decided to forego any formal celebrations\.
The (.+) has organized a party at (.+).
(.+) cancels (.+): Seeking Infant\.
(.+) has grown to become a Dwarven Child.
The fortress attracted no migrants this season\.
Some migrants have arrived\.

 - this really needs some dorfy voices.

./packs/trading/trading.xml
The outpost liaison (.+) from (.+) has arrived\.

 - this coincides with caravan arrival, guess nothing is most paropriate sound?

./packs/weather/weather.xml
The weather has cleared\.

 - really needed :)

1165
Do we have any Ambient sounds? Such as randomly picked wildlife sounds?

Any Vocal Sounds needed? Perhaps anything you need me to make it sound more of a darker Voice? I am good at making a Deep Dwarfish voice.

Ambient sounds are possible. As for help, it would be much appreciated; I will be compiling list of sounds that need to be done and post it in this thread for picks for anyone who wants to help out.

zwei: Thanks for this neat program! Any chance you could put version numbers on the theme pack files? I noticed that some of them changed in size and now I'm not sure which ones may or may not have changed since I initially downloaded them.

If size is different, they changed :). I will do add date to list, guess that will be most helpfull.

1166
It's light blue. Kinda reminds me of microline.

So, are we gonna get spammed by them?

1167
I did some more sounds:

http://df.zweistein.cz/soundsense/production.zip which contains sounds for canceled tasks, masterpieces and manager.
http://df.zweistein.cz/soundsense/trading.zip with caravan arrival and related sounds.

added some tidbits to moods and intruders.

I can't get this thing to work for the life of me. =/

I placed it in the main directory in it's own folder, but nothing happens, even if I click the .cmd file. =/

Define "nothing happens" :). Try opening commandline and running cmd there. Does it have some interesting output?

I'll take wild shot and say you might not have java runtime installed.

I just realized that the messages for the seasons changing are different in 2010. It's now a boring "X has arrived on the calendar."
No, it has been in the game for some time. It's used for telling you that a season has officially begun, even though it makes no difference where you are.
I think it happens in glacial maps and sand deserts, but I've never had this one myself.
It happens wherever it's dry enough for it not to make a difference. There's also the "the wet/dry season has come." on tropical climates.

You actually get both messages, this is how my log looks right now:

The dry season has come.
Autumn has arrived on the calendar.

and then at spring:

The wet season has arrived!
Spring has arrived on the calendar.

Game handles both "callendar" seasons and "real" seasons. (i wonder if polar embark would claim "Polar day season has come." and "Polar night season has come.").

1168
I am good at making some sounds. PM me if you ever need some assistance with ANYTHING!  ;D

Great!

There are currently many areas that could use sounds or some more alternate sounds:

1) Trading (caravan arrivals, diplomant/liaison arrivals, departure warning, etc ...)
2) Migrant arrivals/lack of migrant arrivals.
3) Mining (vein/cluster discovery, damn/warm cancelations)
4) Manager (manager task complete, tasks incomplete because of missing reagent)
5) Construction (suspended construction, cave-ins)

etc ... basically, lot of stuff that needs to be done. I don't even know where to beign.

1169
DF Suggestions / Re: Build over floors?
« on: July 02, 2010, 01:19:56 pm »

Okay:

1) This is gaming forum, as such you will alway have brand new kid posting their first thread with wild eyed totally unoriginal ideas every so often, guaranteed to ruin perfect world of well researched and thought throught threads. Guaranteed to ruing community if fought activelly.

2) This community despite being formed around nerdy and obscure game is not particulary bright. It nice to think otherwise, but this is internet...

3) Sourcing in wikipedia is basically result of incredible politicking and attempt to stop it. I hope we do not have it here. It is also there because unlike threads, wiki posts are somewhat important to keep clean and well researched. This forum is closer to Pokemon than Reconstruction. Besodes, I dread forums enforcing rules because then bad apples can nuke ideas they disagree with by suprior rule abuse (which is reason people claim they are leaving wikipedia for). It is kind of pointless drama.

4) Serious Business treatment of this forum is incredibly silly for above three reasons. Seriously, take a look from distance: This is about suggesting ideas for computer game. You are trying to set up some kind of academic standarts here. Think about it.

5) Good news: you can enforce your own rules. Ignore threads that do not follow them. They will eventually end up burried. Or not if they are worth discussion. Eventually, posters will learn difference between threads that are well researched or at least worthy examination and thier which few would bother replying.

It is incredibly effective skill when used against trolls. They either reform or starve.

Much better than loud confrontation which brings all kinds of negativess to forums.

Just if you ignored this, it would be at page 3 already. Consider that. If I ignored your posts ... sigh. Got me.

1170
# Buried boulders in some soils

- Yay for soil to being more interesting. So, what about more stuff like this? Fossils, burried bones, very rare occurences like very old coin, tool, armor piece or weapon?

Fulgurites? Meteoric pieces?

Holes made by digging animals?

Some of this is easily possible with modding already but items from item raws, but not everything


# Ability to pull up surface boulders

Now, This I like! finally way to get few stones before you even strike the earth! Pick-less embark just got s bit more interesting! Weeeeee!

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