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Messages - Knight Otu

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226
DF General Discussion / Re: Future of the Fortress
« on: December 09, 2015, 03:56:52 pm »
Let's call it "middling future" for now. He mentioned that he did some experiments with them, and an interview later revealed that it was in the context of ships and whales. They have a chance to be worked on after the current set of 3 1/2 dev sections is done.

227
DF Modding / Re: Dissecting the Raws for 42.x
« on: December 08, 2015, 05:28:47 am »
An undocumented change in the necromancer/vampire/etc interactions - each of their creature effects have an ABRUPT token added to the end, which I'm assuming is an alias for ABRUPT_START (since obviously they don't end).

228
DF General Discussion / Re: Future of the Fortress
« on: December 07, 2015, 02:57:48 pm »
Also, did you take titan/megabeast worshippers into consideration when implementing the worship need & who you can build temples for?[/color]
They should be good to go once they appear at your fortress.

Quote from: Rockphed
...

Also, if we have people who worship a megabeast or titan in our fortress, will we be able to create a temple to said creature?  If it invades, it could see the temple in its honor and either decide that it is a nice place to stick around, or just that since we worship it, it doesn't need to murder all our citizens.

...

Yeah, if you have a citizen that worships whatever, it is in the list.  This'll matter most if you start to bring in outside people...  you'd theoretically be able to set up a temple in your fort to the elven regional spirit if you've invited an elf to join up.  Perhaps that should upset traditionalists, or any dwarves of good character.

229
DF Announcements / Re: Dwarf Fortress 0.42.01 Released
« on: December 03, 2015, 01:40:40 pm »
The only bad thing I've noticed about the update is this: bogeymen are still enabled by default. Ugh. ::)
Guess I'll have to gen yet another world, then...

Edit: Ack, how do you disable them properly, again? I don't fancy having to use advanced world creation every time I gen a world.

Have you considered removing the entry for them from the raws?
That's the thing, I can't remember where they are in the raws. I'll probably have a more thorough look later.

Advanced world generation is the way to go, I'm afraid (barring the possibility of utilities or renaming a creature material template to remove all random creatures).

230
DF General Discussion / Re: Future of the Fortress
« on: November 21, 2015, 05:38:25 am »
From the list of remaining things:
Quote
(*) clean up some stuff with personality needs (mainly polishing off adventurer arguments over values)
(*) go through some more non-dwarf item code testing in the fort
(*) let long-term residents bug you a bit if you aren't holding up your end of arrangements
(*) tavern reputation improvements/indications
(*) allow diplomats and bandits to visit your tavern(merchants are harder due to old code, will probably skip)
(*) clean up conflicts with meetings/witness reports and the new time-off mechanics
(*) improve spectator text (again...)
(*) improve performance text (again...)

(*) rumor display (maps perhaps, though if that falls through we might skip)
(*) payment as bard (or something, it's hard in the current framework)
(*) position as bard (as above)

(*) a few minor improvements to musical form descriptions
(*) more distinctions in individual composition as opposed to form (it'll still be very sparse for now)
(*) test passing incident rumors by song, in particular changing non-art reputations by lyrical content
[Striked out based on what the blog says]
What did I miss?
I think you're wrong about "tavern reputation improvements/indications". I'm pretty sure that refers to reputation of Dwarf Mode taverns, not reputation effects reducing tavern prices. I assume the actual finished item is "more distinctions in individual composition as opposed to form".

231
Mod Releases / Re: [0.40.24] Direforged Mod v1.3 - To the Hive!
« on: November 20, 2015, 02:09:53 pm »
Ah, yes. That's something I fixed in the options file I uploaded separately, here. Using that one should solve the problem.

232
Mod Releases / Re: [0.40.24] Direforged Mod v1.3 - To the Hive!
« on: November 20, 2015, 01:17:35 pm »
Python3 shouldn't work (though I plan to provide a version for it), but Python2 should. Can you get the precise error for me? Also, are you using the options file I linked to above, or the one from the zip file?

233
DF General Discussion / Re: Future of the Fortress
« on: November 10, 2015, 10:48:10 am »
Will future editions have certain metalworking tasks involve casting, and possibly not involve an anvil at all? I'm no expert on the production of metal statues, but cursory research indicates that it involves only casting and polishing, not banging on it with a hammer. Furthermore, if casting is implemented, will mold-making be a different skill and/or labor than casting? How will the skills interact in terms of determining the quality of the output?
Questions like that tend to get answers along the line of "Sounds good, we're all for it, but there's no timeline when we'll add it. (and thus don't know the details yet)"  Toady has mentioned being all for molds in the context of creating anvils before, though, so it may happen some day.

234
Mod Releases / Re: [0.40.24] Direforged Mod v1.3 - To the Hive!
« on: November 10, 2015, 10:43:44 am »
They're missing a [PREFIX:NONE] token in their WOOD material, and as it turns out, so do spiderroots. Thanks for the report, :)

235
DF General Discussion / Re: The value adjuster
« on: November 09, 2015, 01:07:27 pm »
It is important to note that individual civilizations can already have ethics that differ from the raws, as pointed out by somebody with a DFHack script in another thread. (IIRC, the title was "king is a serial killer?"?)
As I recall, that king somehow had gotten goblin ethics mixed into his mind and didn't get dwarf ethics back when he became king? So there's individuals that follow other ethics, and I think there is some minor adaption of "kill neutral" ethics at least to avoid marketplace massacres.
i do not mean the ethics of individuals, the ethics of individual civilizations.
Interesting. That looks like a reverse case of adapting the kill neutral (and enemy) ethics thing I mentioned.

236
DF General Discussion / Re: The value adjuster
« on: November 09, 2015, 12:37:25 pm »
Personality facets affect how people think about and react to certain circumstances, and they are set from the PERSONALITY tokens in the creature files. They vary by individual to a certain degree, and can clash with a civilization's and individual's values (such as a coward dwarf who still values martial prowess).

They are also inherant, defined by the creature raws rather than the entity ones within certain parameters.
Which is why I said "in the creature files." :P

It is important to note that individual civilizations can already have ethics that differ from the raws, as pointed out by somebody with a DFHack script in another thread. (IIRC, the title was "king is a serial killer?"?)
As I recall, that king somehow had gotten goblin ethics mixed into his mind and didn't get dwarf ethics back when he became king? So there's individuals that follow other ethics, and I think there is some minor adaption of "kill neutral" ethics at least to avoid marketplace massacres.

237
Mod Releases / Re: [0.40.24] Direforged Mod v1.3 - To the Hive!
« on: November 09, 2015, 12:33:47 pm »
Apparently, I was wrong about civ-wide TRADE responsibility positions not coming to sites of their own civ, though there may be added wrinkles there in the form of trade progress triggers. Even if it turns out related to the progress triggers, that's still annoying, as it turns out I tested the wrong way to see whether the responsibility works that way. :-[

238
DF General Discussion / Re: The value adjuster
« on: November 08, 2015, 04:08:47 am »
Not quite.

Ethics essentially are what passes for law right now, and they are set from the ETHIC tokens in the entity files. Right now, they don't vary from those settings (but could, in theory), and as far as we know, they can't be changed by argument.

Values are how society as a whole feels about certain things, with individual variations, and they are set from the VALUE tokens in the entity files. We know that human civilizations will have some manner of randomized values in the next version, and that individual values can be changed by argument.

Personality facets affect how people think about and react to certain circumstances, and they are set from the PERSONALITY tokens in the creature files. They vary by individual to a certain degree, and can clash with a civilization's and individual's values (such as a coward dwarf who still values martial prowess).

239
DF General Discussion / Re: Future of the Fortress
« on: November 06, 2015, 12:47:36 pm »
- I assume that's possible anyhow, is feeling horror at goblin corpses a 'value'?
No, it's an emotional response to seeing a goblin corpse.

What, exactly, does the player do when he argues with someone? Do I get a prompt saying "Argue [ETHICS:TORTURE_FOR_FUN:PUNISH_CAPITAL], because it degrades the fabric of society", or something like that?
Most likely, you'll see a string similar to the ones displayed for values in the dwarf descriptions (something like "I believe that family is one of the most important things in life." or "Anyone with half a brain should find the idea of family loathsome.") or that dwarves already say to illustrate their values ("There's nothing like a good friend." as with Toady's example on Twitter a few days ago.) Also note that ethics aren't values, and I believe Toady has only mentioned arguing about values.

240
DF General Discussion / Re: Future of the Fortress
« on: November 04, 2015, 12:28:25 pm »
5/15/2015  Toady One: ...can now emotionally process the experiences of tree felling, butchery and animal caging.

Aw hell, elves don't even like catching animals for training?

Wait wait wait. Does that mean that if we have elven residents, they can tame animals for us without capturing them first? Just go up to them and say "sup"?
No. Whatever it is that elves do is not yet implemented as an actual job. (though elves do bring animals in cages...)

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