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Messages - Khym Chanur

Pages: 1 ... 14 15 [16] 17 18 ... 30
226
DF Gameplay Questions / How often does a dwarf sleep per season?
« on: April 19, 2011, 04:56:59 am »
I know that a dwarf eats two times per season and drinks four times per season, but how often do they sleep?

228
Since we're only partway through the Caravan Arc, there's the problem of metal scarcity without being able to import enough metal to make up for it, the site finder no longer shows the site's stone layers, plus there's the bug of the site finder is broken with respect to flux.  So I was thinking that if there's an archived version of 31.18 that the Quick Start Guide page could point to that. 

Alternatively, we could say in the quickstart guide how to use "design new world with advanced parameters" to change the metal scarcity parameter, and how to use dfprospector to tell if a site has flux and the needed ores.

EDIT: Alternatively, we could provide a world gen set complete with specific seeds, have the newbie copy-and-paste it into world_gen.txt, then provide some maps to say exactly where to embark, so they'll have a site with flux and iron but without aquifers.

EDIT 2: Or just upload a pre-embark save game and have the newbies download that, rather than give them specific seeds to use for worldgen.

229
DF Modding / Hive growth rate?
« on: April 13, 2011, 01:24:10 am »
Is there anything that changes/controls the rate at which an ARTIFICIAL_HIVEABLE hive grows, so that it can be split sooner or later?  You can change the countdown in the HIVE_PRODUCT tag to alter the time it takes after installing a hive for the product to appear, but that seems to be entirely independent of hive growth and splittablity.

230
DF Gameplay Questions / Brackish water
« on: April 12, 2011, 07:43:10 pm »
Several questions about brackish water:

1) Where in the game can brackish water be found?  Biomes at where a river lets out into an ocean?

2) From the point of view of a dwarf, is there any real difference between brackish water and salt water?

3) Post-embark, is there any way to tell if a pool of water is fresh, brackish or salt?

231
As far as I can tell, the manner in which each dwarf's preferences for food and booze are chosen is completely random.  I've seen a number of dwarfs who prefer to consume various ocean fish, even though dwarfs aren't known for their coastal cities, and there's frequently dwarfs who like to drink booze made from surface crops.

To make things somewhat less random, I was thinking that at embark time each possible food/booze be procedurally given an "exoticness" rating based on the civilization entity (dwarf/human/etc) you're embarking with.  For example, embarking with a dwarven civ, the combination of DEFAULT_SITE_TYPE:CAVE_DETAILED and LIKES_SITE:CAVE_DETAILED would make underground crops and booze from underground crops extremely non-exotic.  After that the START_BIOME:MOUNTAIN and BIOME_SUPPORT:MOUNTAIN:3 would make mountain creatures like mountain goats and hoary marmots only a tiny bit exotic for a meat source.  Next up in exoticness would come creatures and crops from forest, grassland, savanna, shrub land and river biomes, since those have a BIOME_SUPPORT level of 1.  And at the top of exoticness would be creatures and crops from deserts, oceans, tundras and so on.  The exoticness ratings could further be refined on a per-civilization basis, so that if The Torches of Meeting is close to the ocean then ocean fish become less exotic for them, and if the The lance of Sacrifices is close to the tropics then elephant meat becomes less exotic.

Other things that would effect exoticness:
  • COMMON_DOMESTIC animals would be have low exoticness, non-domestic but PET animals would be more exotic, PET_EXOTIC animals would be yet more exotic, and completely untamable yet more.
  • Carnivores would have a higher exoticness rating than omnivores or herbivores.
  • Larger population numbers would be less exotic, and small population numbers more exotic.
  • Creatures only found in evil or savage biomes would be more exotic.
  • Subterranean creatures and plants found at deeper cavern depths would be more exotic.
  • Plants with no seeds would be more exotic, since they can't be farmed.
Okay, then, onto the dwarfs. Each dwarf would be given a composite/pseudo "likes exotic food/booze" personality trait based on other personality traits, so (for example) a dwarf with a liberalism of 0 ("Is an ardent believer in convention and traditional society") would have a very low "likes exotic" trait.  This would be used to weight the random selection of preferences, so a dwarf with a "likes exotic" of 0 would be more likely to prefer quarry bush leaves and dwarven wine, while one with "likes exotic" of 100 would be more likely to prefer sunshine and ice wolf meat.

Since the result of this, on average, would be more dwarfs whose food/booze preferences are easier to fulfill, the game would need to tone done how much of a boost to happiness dwarfs would get from eating/drinking their preferred food/booze.  One idea would be to keep a per-dwarf counter of the amount of time since the dwarf last consumed something s/he preferred, so if s/he had recently consumed preferred food/booze it would only give a slight happiness boost.

232
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: April 09, 2011, 08:57:51 pm »
Isn't "Message control" (#230) currently implemented in 0.30?

EDIT: Also, "Fix Cooking Exploit" (#225), "Allow cycling through site finder results" (#208), "Doctors/Hospitals" (#57).

233
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: March 31, 2011, 01:07:02 am »
A Magic Arc cross-over idea: magic power transfer.  Attach one magic gizmo to the water-wheel or wind-mill, set up a second magic gizmo hundreds of tiles/z-levels away, and the power transfers between them across the distance.  No power loss, no need to use up hundreds of logs, no routing difficulties.

And another magic idea: power-to-heat conversion, so you can have furnaces/forges/kilns that work off of mechanical power in addition to coal and magma.

234
DF Dwarf Mode Discussion / Re: Mineral Occurrence Setting
« on: March 07, 2011, 09:12:29 pm »
Anyone have a guestimate as to the value to use to get 40d mineral abundance?

235
DF Dwarf Mode Discussion / Re: Mineral Occurrence Setting
« on: March 07, 2011, 12:49:49 am »
Strangely enough, my civ has access to a lot of metals, they have pig iron and steel, but don't have iron.

I believe there's a bug that lets a civ generate the results of allowed reactions even if it doesn't have the proper inputs, so civs can generate bronze without having access to copper and steel without having access to iron.

236
DF Dwarf Mode Discussion / Re: Missing Metals
« on: February 17, 2011, 10:55:48 am »
It'd be fine for me if the mineral abundance was toned down to somewhat less than it was in 40d, since there's more layers than in 40d and caverns cut down on the amount of exploratory mining you need to do, but this is way too much.

237
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 16, 2011, 02:04:05 pm »
ETA: Also, why aren't beekeeping and wax-working among the permitted jobs?

They are for me.

They're among the PERMITTED_REACTION in entity_default.txt, but not among the PERMITTED_JOB.

238
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 16, 2011, 01:55:03 pm »
Hmmm, the elves can't work with honey?  Is that to prevent them from making mead?

ETA: Also, why aren't beekeeping and wax-working among the permitted jobs?

239
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 16, 2011, 12:37:16 pm »
In the site finder, does "multiple" under "shallow metal" and "deep metal" mean "lots of different kinds of metal"?

240
DF Gameplay Questions / Starting preferences for surface food/booze
« on: November 19, 2010, 02:22:13 pm »
Looking through the preferences for my starting dorfs, I see that some of the have preferences for surface crops and the booze made from those crops.  I remember that it used to be that they'd start out with preferences for underground crops and booze, and only develop preferences for above-ground stuff after they'd actually tried some.  So, am I remembering correctly?  If I am, is the new behaviour a bug?

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