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Topics - Khym Chanur

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61
Unless a forgotten beast escapes to the surface during worldgen,  all it will do is "start wandering the depths" until it happens across the caverns of your settlement.  This is kind of boring, both when looking at the forgotten beasts in legends mode, and also when one arrives at your caverns without having any history behind it.  So, some ideas.

  • They could encounter and fight each other (possibly leading to some of the dying).  When they arrived at your cavern they'd have pre-existing scars from these fights, and maybe even missing body parts.
  • They could have encountered the caverns of other dwarven settlements before and got into battles with them.  This would not only give them scars and missing body parts as above, but also a history of fighting and killing dwarves.  Your fortress could be the one to avenge the death of dwarven heros of yore.  The beasts be still carrying around loot stolen from those previous raids, maybe even artifacts of legend.  And the beasts could make items out of the bodies of the fallen, like a necklace of dwarven skulls.
  • The beasts could take over animal man civilizations, and arrive at your caverns with an entourage.
  • The beasts could create primitive equipment (ripping stalactites or underground trees from the floor to use for clubs) which would become famous artifacts simply by being used by the beasts.

62
DF Suggestions / "Its guts is dented"
« on: April 09, 2010, 05:15:43 am »
After a forgotten beast got into a fight with some olm men, one of the listed wounds is "Its guts is dented".  This might make sense technically, depending on the exact definition of "dented", but it sure sounds weird.

(Not sure if this bug or not, so filing it as a suggestion)

63
DF Suggestions / In game summary of error log
« on: April 08, 2010, 09:57:09 pm »
When editing the raws, I accidentally created a duplicate entry problem, and didn't realize it until I saw sharks showing up in the "historical figures" section of legends mode for the newly generated world.  It'd be nice if, the first time an error like this occurred, that the game would give you a heads up, so you could check the error log for further details (or quit worldgen and fix the problem rather than wasting time and CPU on a useless worldgen).

64
DF Suggestions / Limit which animal materials/tissues can be liked
« on: April 04, 2010, 11:12:07 pm »
In my current DF2010 fortress I have one dwarf who like warthog hooves, and another who likes groundhog bone.  There should be some way to limit which material templates and/or tissues templates can show up in a dwarf's preferences.  Like a [PREFABLE] tag which could be added to the skin, horn and ivory templates, so that dwarfs can prefer various kinds of leather (as before), plus things like cow horns and elephant ivory, but not things like naked mole dog spleens.

65
DF2010 has a much greater abundance of ores, native metals, gems and coal than the previous versions.  I personally think it should be toned down to how it was pre-2010.  Or, since a lot of people like the new abundance, have a worldgen parameter which controls mineral abundance.

66
DF Suggestions / Announcement when new fight starts
« on: April 04, 2010, 12:06:01 am »
The "unread combat reports" indicator (the red 'C' in the upper-left corner of the window) is kind of unobtrusive, so I didn't notice at when a pet dog got into a fight with some of the local wildlife.  Thus I'd like it if there were an alter for when a new fight starts.

Of course, the big problem is telling the difference between a new fight, new attacks in an ongoing fight, new combatants entering an ongoing fight, when a fight ends, and so on.

67
DF Suggestions / Meta: put new suggestions on Mantis?
« on: April 03, 2010, 11:58:34 pm »
The Mantis bug tracker has a "feature" severity level, which I'm guessing is for suggestions.  So should we put new suggestions on Mantis, or keep them here is this forum?

68
DF General Discussion / DF2010: new worldgen odities and errors
« on: April 03, 2010, 10:04:06 pm »
Some things that I've noticed about 0.31.01 worldgen:

1) In map_rejection_log.txt, there are the new errors "Not enough high altitudes after shift up" and "Not enough low altitudes after shift down: -343".  No idea what "shift up" and "shift down" refers to, or why "shift down" has a number while "shift up" doesn't.  Tweaking worldgen parameters to lower "Z levels above ground" to 1 and raise "Z levels below ground" to 100 doesn't seem to make a difference.  Manually editing the data/init/world_gen.txt file to set the maximum elevation to 800 gets rid of the "Not enough high altitudes" error, but generates more "not enough low altitudes", with bigger negative numbers, and also gives "Not enough medium altitudes".  Changing "elevation weighted range" so that 100% of it is at 40-60 doesn't seem to have any effect on it, nor does changing it so that it's 50% 0-20 and 50% 80-100, with nothing in between.

2) There's also the error "blah not evenly distributed".  For some things, like "Rainfall not evenly distributed", there's also series of numbers, like "8932-6319-1390".  For other things, like savagery, there's no numbers.  I think that increasing the X and Y variance for blah decreases the chance of an error like that happening, while decreasing the variance increases the chance of an error, but I'm not sure.


3) On the worldgen screen, after the "Forming lakes" phase is done, the "forming lakes" line is replaced by "forming lakes and minerals".  Is there some connection between lake placement and mineral placement?  Do lakes need to be placed twice?

ETA: Oops, looks like "forming lakes and minerals" is the only new thing in DF2010.  Though I've never seen #1 or #2 show up in my map rejection logs until now.

69
I wanted to add some new words to the languages files, but didn't want spend that much effort making up four new translations (dwarf, elf, human, goblin) for each word.  So I made a little Perl utility to help: you give it the name of a language file, and it will spit out a number of randomly generated words similar to the words found in the language file.

Usage notes and algorithm notes are at the beginning of the script.  You need to have Perl installed to use it.

Spoiler: Perl script (click to show/hide)

70
DF Suggestions / Animal stockpile settings menu
« on: January 29, 2010, 09:20:56 pm »
The current animal stockpile settings menu isn't that great: an option to take empty cages, an option to take empty animal traps, and one giant list of every single type of creature in the game.

First, split up the animal list somehow.  Maybe by animal size.  Maybe by "vermin/fish/domestic/mundane/fanciful/semi-megabeast/megabeast".  There's undoubtedly other ways I'm not thinking of.

Second, various modifiers, similar to the Materials/Metal/Quality modifiers for some other stockpile types.  Some things that would be useful (though some of these wouldn't be actual modifiers, but rather filter out large swaths of the creatures list):

  • Vermin/non-vermin (if "vermin" isn't one of the animal sub-categories)
  • Exotic pets/normal pets/untamable
  • Tamed/wild
  • Hostiles/wildlife

71
DF Gameplay Questions / Prefered materials, furniture, and happy thoughts
« on: January 28, 2010, 05:10:48 pm »
If the furniture a dwarf owns is made out of materials the dwarf prefers, does that increase the chance of the dwarf admiring the furniture, or does it just increase the (perceived) worth of the room the furniture is in?

72
DF Suggestions / Split idlers count into groups (user configurable)
« on: January 27, 2010, 03:01:28 pm »
I have some dwarves I never want idle, some dwarves where keeping them busy is less important, some dwarves where I don't really care that much, and then there's my farmer, who is often spuriously listed as idling while tending the fields because the harvest and plant seeds jobs seem to take a while to find him/her.  However, all these different dwarves get lumped together into one "Idlers" count.

My proposal: let the user create "idler groups" and assign dwarves to them.  Each group would be listed separately, like this:

Code: [Select]
Idlers:3/0/2/5
This would let you tell at a glance if you need to examine things in further detail by pulling up the units list.

73
DF Gameplay Questions / Artifacts: uncut gems and bone stacks
« on: January 26, 2010, 05:14:06 pm »
Two questions about artifacts:

1) The only difference cut vs uncut gems make to a moody dwarf is if the dwarf has decided to make a large gem, in which case only uncut ones will do, right?

2) A dwarf of mine took a stack of nine unicorn bones, and the resulting artifact says "encircled with bands of unicorn bone".  Does that mean that there's nine bands of unicorn bone, or did eight of those bones get wasted?

74
DF Suggestions / More ART_*_MODIFIER tokens
« on: January 26, 2010, 11:12:10 am »
Some new tokens I'd like to see to complement ART_FACET_MODIFIER and ART_IMAGE_ELEMENT_MODIFIER:

ART_BIOME_MODIFIER: Influence which creatures, plants and trees art is made about.  I'd prefer my dwarves to make engravings about tower-caps and underground crops rather than surface trees and surface crops.

The could also be a ART_BIOME_AUTO_ADJUST parameterless token to automatically adjust the art biome weights based on the START_BIOME and BIOME_SUPPORT tags.

ART_SYM_MODIFIER: When choosing a shape from descriptor_shape_standard.txt, weight the choices according to which symbol group (language_SYM.txt) the shape belongs to.  There could be a ART_SYM_AUTO_ADJUST token to automatically adjust the weights based on the CULL_SYMBOL and RELIGION_SPHERE tags.

75
DF Gameplay Questions / Seed hauling effeciency
« on: January 25, 2010, 07:49:40 pm »
My food haulers seem to spend a lot of time hauling individual plump helmet seeds from the dining hall to the seeds stockpile (which is right next to the farm plots).  Ways I can see of fixing this are:

1) Put my dining hall right next to the seeds stockpile so the hauling takes less time.

2) Cook all of the plump helmets I don't brew (which seems like it would involve a lot of micromanagement to avoid cooking all of the plump helmets).

3) Set up a seed stockpile next to the dining hall, with the main seed stockpile taking from it, and somehow ensure that only seed bags are hauled from one stockpile to another, and not individual seeds.

4) Cook enough above-base-quality plump-helmet meals so that dwarves will prefer eating those over raw plump helmets (would they?  I'm just guess here)

Is there any way of doing #3?  Or any methods/tactics I'm missing?

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