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Messages - Winterbrass

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31
DF Suggestions / Re: A couple of my ideas regarding magic...
« on: August 24, 2009, 09:17:01 pm »
Worship-based magic in a fort seems like controlling the gods to me.

I think you have cause-and-effect a bit backwards.

Power, Y, of affect granted by god is proportional to X, the number of worshipers.  Show me the independent variable.
The 'fuck you' boolean 'Z', indicating whether the god is going to grant you the effect based on the 'naggy little bitch' variable 'A', which is utterly dependent on how much you've bothered the god recently.

32
DF Suggestions / Re: A couple of my ideas regarding magic...
« on: August 24, 2009, 04:28:36 pm »
Worship-based magic in a fort seems like controlling the gods to me.

I think you have cause-and-effect a bit backwards.

33
DF Suggestions / Re: Alternative Energy
« on: August 22, 2009, 12:31:17 am »
Yes, metals tend to be scarce(ish). This is why one sees older mirrors made from glass with a thin layer of reflective metal attached to the back of the glass. Silver, steel, whatever will cast a reflection if polished enough.

34
DF Dwarf Mode Discussion / Re: Dwarven king is an...
« on: August 22, 2009, 12:18:31 am »
Today, I got the living tar beaten out of me by an elf wielding a warhammer. Immediately afterwards, he shaved my beard and threw me out of the Mountainhome. FML

35
DF General Discussion / Re: World Gen Editor [IDEA]
« on: August 21, 2009, 02:53:58 am »
Too bad the picture I posted didn't load, but I kind of expected it. I think I'm understanding what Winterbrass is saying but that diagram doesn't really match up.

Here is a *very* crude mockup of what I think Winterbrass is talking about.

The black circles are 'handles' that could be dragged inwards or outwards to indicate weighting of that particular property. I didn't label the image but you can kind of imagine the visual feedback you get with this kind of control.

Even better would be to have each wedge be a gradient that is somewhat representative of the property. So the volcanism wedge would grade black in the center to red at the edge. Drainage green (swampy) at the center to yellow at the edge (desert). Temperature white in the center, orange/red at the edge.




Yeah, similar to that, except that there are five divisions in each meshed property (or colour, in this case), each representing a range of 20%. Basically, as one of the ranges is increased, the others decrease because it's weighted. For example, if your 0-20% for Rain is five times what the rest of them are, the world is going to be drier because the world is weighted to be drier.

36
DF Modding / Re: Dwarf Therapist (LATEST 0.3.1 8/19/09 see first post)
« on: August 20, 2009, 09:22:22 pm »
What would also be nice is the ability to add or exclude custom professions.

Like, lets say that I have two custom professions assigned. One is a specialized hauler ("Builder") - only furniture and items. The other is a mix ("Carver") - Bonecrafting, carpentry, woodcarving, and bowyer.

I select Urist McTasker, and right-click, select 'Add profession(s)' and checkmark "Builder" and "Carver" and the program assigns him to Bonecrafting, carpentry, woodcarving, bowyer, furniture hauling, and item hauling.

Or I select Cog McDonothing and give him all the hauling skills along with healthcare, burial and cleaning. I then right-click on him and select 'Exclude profession(s)' and checkmark "Builder". This would deselect furniture hauling and item hauling and leave him with all of the other peasant tasks.

Could this not be done by just making a new custom prof called "Builder&Carver" that contains the union of their labors? I just ask because I'd rather not clutter up the interface more than it is. I think it's getting enough new features each release that I need to start thinking about UI stream-lining. Another problem would be if you had "Prof1" and "Prof2". Prof1 has mining and Prof2 doesn't. You tell the UI to combine them, is mining active or not?
Well, on the topic of cluttering up the interface - if it was a right-click menu like the new 'add all farmer tasks' or 'add all farming tasks', it wouldn't really clutter up the interface visually.

Re: Prof1 and Prof2 - it depends on what you're doing. Lets say that prof1 is mining and architecture and prof2 is just architecture.

If you add prof1 and then add prof2, then the dwarf has mining and architecture.
If you add prof1 and then subtract prof2, the dwarf has only mining because subtracting prof2 removes architecture.
If you add prof2 and then subtract prof1, the dwarf has no tasks because adding prof1 gave the dwarf architecture and subtracting prof1 removed both architecture and mining (even though the dwarf didn't have the mining task anyways).

Think of it like a Venn diagram. In this case, we have two circles - prof1 and prof2. Prof1 contains mining. Prof2 contains nothing. The section where prof1 and prof2 intersect contains architecture. Subtracting either profession will remove the tasks in that circle from the dwarf. In prof2's case, that's simply architecture; in prof1's case, that's both mining and architecture.

If I have a dwarf who cooks, brews, operates furnaces, and makes cheese (profession name: Chef), and I want a dwarf to do every farming task but those, I can add all farming tasks, and then subtract the Chef profession, and ta-da, done. (The dwarf would not gain or lose the ability to operate furnaces because it didn't have it in the first place.)

Basically, the reason I suggest this is so that we can minimize the number of necessary custom professions.

EDIT: I just thought of a way to think about the last example - I want the dwarf to have the tasks that are tasks == (farming && !(Chef)).

37
General Discussion / Re: Let us define intelligence
« on: August 20, 2009, 08:51:05 pm »
Yeah, so I assume the measuring cup gets bigger over time.
Or changes, at the very minimum.

38
General Discussion / Re: Hacked account, fix'd
« on: August 20, 2009, 08:41:58 pm »
Thank you vester.

see? this is the sort of response i would have expected.

not "Lolnoob"

Well, really. The likelihood of Toady's server being compromised just so someone could access a user's account, as opposed to Toady's own account is extremely unlikely.

In either case, no, I was not especially harsh. 'Hacking versus cracking' is one of my pet peeves.

If Toady's server wasn't compromised, then it was something you did, either intentionally or unintentionally - and in that case, no sympathy. If Toady's server was compromised, I apologise. But only in that case.

39
General Discussion / Re: Hacked account, fix'd
« on: August 20, 2009, 05:08:22 pm »
... Taking control of someone's account by figuring out their password is 'cracking'. As in, 'cracking their password'.

Obtaining the person's password through attacking the forum's database is 'hacking'. As in, 'hacking the server'.

This was, quite clearly, not hacking. Only people who shouldn't be permitted to have internet access would call password-cracking 'hacking'.

 >:(

40
DF Suggestions / Re: Alternative Energy
« on: August 20, 2009, 07:57:47 am »
How about a frozen tundra with dire polar bears roaming beyond your walls? Trading isn't always possible, you know.
Ditch the battleaxes and bring 200 units of wood. Also, if traders can't get to your fort, then you should be fine for sleeping arrangements until you can manufacture weapons enough to kill ALL of the bears, as immigrants sure as hell won't make it if armed and armored traders can't.

41
DF Gameplay Questions / Re: A few questions
« on: August 20, 2009, 07:29:01 am »
Well, that was the thing, though - if you're going to do it with magma, you shouldn't need windows as magma should simply melt any arrows that pass through it. Be careful not to have anything flammable on the receiving side of the magma, though, just in case it simply sets the arrows on fire. It could be great fun if it hit your booze storage instead of the dwarf.

42
DF Suggestions / Re: Levers and grudges
« on: August 20, 2009, 07:27:23 am »
I've only been around for a couple of weeks - lurking until I joined the other day - and even I can tell that that is just Pilsu's 'thing' - being... well, the way that Pilsu is. On the other hand, that generally involves being right as well as being a jerk.

43
DF General Discussion / Re: World Gen Editor [IDEA]
« on: August 20, 2009, 07:16:40 am »
edit: I don't think that hex you are drawing would give me any idea on how the world would be.
Okay, lets say that there was a lot of reds and yellows in the hex and not so much blue and green. If the world was genned solely by the hex, would you expect there to be large seas and plenty of plants, or would you expect more deserts, rock, and volcanoes?  :-\ Really, now.

I simply copy-pasted the image from timmeh's post into a hexagon. I suppose I could make one more detailed, but I'm going to get some sleep first.

44
DF Dwarf Mode Discussion / Re: Dwarven king is an...
« on: August 20, 2009, 07:06:13 am »
Mittens, your Baroness Consort really does seem like she's insane. Reserved and outgoing, assertive and shy, self-disciplined and impulsive. I suspect she secretly lusts after Cacame and reviles him for being an elf, too.  ;)

45
DF Suggestions / Re: Alternative Energy
« on: August 20, 2009, 06:45:01 am »
Someone mentioned lens-based heating.  That stuff is definitely post-1400s.

Yes, but only because they only thought of it then. Technologically, it would be possible quite earlier.

http://en.wikipedia.org/wiki/Ibn_Sahl

Knowledge of how to focus light at a specific point using curved glass/mirrors was present in Iraq by 1000 AD. I think that's safe in the 'until 1400 AD' timeframe by a good 400 years, don't you think?

Also, as a side note - if you've embarked and you are on a map with no trees and no magma... here's what you do.

FARM PIG TAILS.

Put them through a Farmer's Workshop and then a Loom. Then you have pig tail cloth which should be worth 60 DB each on average. A log, on the other hand, should average out at 3 DB each. Meaning that for each pig tail cloth you trade, you can purchase twenty logs.

So, there is zero excuse for not having wood - the only way to not have wood is to specifically choose to not have wood, and then that's your own fault.

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