DF Bug Reports / [Ignore]
« on: September 16, 2007, 01:39:00 am »[ September 16, 2007: Message edited by: Mechanoid ]
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
[ September 16, 2007: Message edited by: Mechanoid ]
The ONLY reason why i'm posting this is that this sparring "accident" happened MOMENTS after i put them on-duty. What i think happened was that putting them into on-duty mode made them turn off their "Oh, it's just a sparring contest..." code and turn on their "Time to fuck shit up! RAWR!" code... Failing to trigger the "Stop the fight, you're on duty!" code.
There goes a hour of play. >.>
It could even be an 'O'rder, akin to Dungeon Keeper's "Preserve self" command; a toggle between a "one of us will die here" and a "run away to fight another day" combat stance... Except this time it's just levels of basic danger avoidance:
- Live Dangerously: Dwarves dont care about where they are; in a trench being prepped for flooding or not. Dwarves also attempt to do what they do now (ie: get as close as possible) with items near enemies.
- Being Cautious: Dwarves avoid standing in a channel as much as possible, or at least for as little time as possible. (Hell to code, aye, sorry. But no more YASD "Yet Another Stupid Dwarf" posts!) Items near enemies like clothes will be considered "lost" by dwarves attempting to recover them, until the threat is gone.
- Self-Preservation: Dwarves remember where enemies were and will not retrieve any item in that area; even going so far as to hide in their room /barracks*1 /free bedroom; under the covers, naturally. They will also never enter channels, ever*2.
*1 Unless military, of course; they only run and hide if they or their squad are getting hacked to bits.
*2 Though their pets will, because they arn't dwarves! Can always get another one, after all.
You could even inlay floors with it, so every time a dwarf steps on it, the area around him is slightly illuminated.
Also, i suggest some sort of "Logic" type uses for mechanisms. Timers, a form of AND /OR /XOR logic, and the like.
For example, it should be possible to link a pair of switches to a "AND" logic-type of machinery. If both switches are activated, the machinery activates what it's linked to. "OR" logic-type would be EITHER switch. "XOR" logic-type would be if only one switch is on, and the other is off; if both switches are active, the machinery doesn't trigger.
Also, have EXPOSED trap-like hazzards been suggested? Something like a water wheel down by the river is powering a steel rotating fan, sitting in the middle of the hallway. A switch operates wether or not the power to the fan is on or off. [It'd either chop people in half that get sucked in, or blow people away. Pusher-type traps, too, could shove enemies back down into the chasm or lava /water filled channel.] A similar trap, except much longer, could be a spiral blade, set inside of a channel. The purpose should be obvious: anyone who falls into the channel is minced immediately and gruesomely. In fact, a bridge (or a trap door) could retract (or fall loose) and expose said machinery.
The only reason why i suggest this is because i can really see a good amount of playability in the Adventure mode, when alternate species are playable in Fort mode... Make a goblin fort with all sorts of traps, and then try and bust through it in Adventure mode, or assault it in Fortress mode with another species. Even just printing the BMP for use in a Dungeons and Dragons game... 
[ September 11, 2006: Message edited by: Mechanoid ]
A possible solution to the skill gain from mood problem, and the 'omg no, not that dwarf!' problem of moods themselves can be solved with the addition of one basic npc:
Ghosts.
Ghosts are generated in a variety of ways, with various chances of occuring from each action. I'll start with a basic list of rules:
- Ghosts can pass through rock and move between levels freely. They are immune to most forms of attack, and can only be 'damaged' if they possess something, and that object becomes damaged or destroyed.
- Ghosts have emotions, but they're relatively set in stone. They also hate/fear the things they did in life, and keep their object preferences (like colors) If they like wine, they'll probably hang around your silver wine barrels; more so if they like silver, and /or barrels.
- Ghosts will generally 'die' when they've completed their 'job', based on the emotional state they spawned with. Based on the current emotional state, a ghost may try to possess a dwarf and give them a fey mood, or use them as puppets to attack other dwarves (which the dwarf is not punished for if the ghost leaves his body mid-fight, and still alive)
- When giving dwarves moods, ghosts will not always put the dwarf to legendary, because the ghosts' skills are added to the dwarfs skills. Proficient Dwarf + Proficient Ghost = X result of skill addition. As well, this addition may only be temporary, for as long as the ghost is in the dwarf's body. Sword dwarf ghost possesses a peasant, the peasant activates into a sword dwarf, and is now a sword dwarf of equal skill (unless his skills are greater) to the ghost. If the ghost leaves to find a new host, the skill bonus is lost, but if the ghost leaves to pass on then the skills stay.
- Ghosts generally try to avoid creating cyclical events; A leads to B which leads to C which leads back to A... This shouldn't happen. Actions made by ghosts generally stop at the dwarves they influence first.
A few examples of these rules in action. Ex1:
Gol Huzam the Proficient Mason dies tragically in a cave in while trying to build a support. He failed in the last job he was given, and because of this he returns to stop that from happening again. He finds a mason that was like himself, and possess the dwarf. Struck with a mood the dwarf hurries off to a masons' workshop and constructs an artifact rock block -- The object type Gol was ordered to use to build the support with. The materials being both was is available, and what Gol liked, and his possessed dwarf likes.
Gol liked obsidian and iron, but since neither is found in the current inventory, any dark stone and metal is used. The possessed dwarf likes tin, of which has been found, so tin is used and satisfies Gols' metal requirement. Thus, an artifact dark stone block is made that menaces with spikes of tin.
Ex2:
Having been driven mad by a destroyed masterpeice engraving, Kel Dazult the Legendary Engraver dies by throwing herself into the river. One year later, a depressed ghost appears at the point where she killed herself, and moves towards the place where her masterpeice was ruined. Then slowly, she patrolls between the two points, wailing. Every dwarf that sees her is depressed by this for a few seasons, until she resolves herself by seeing some engravers creating their own masterpeices -- She disappears after having her heart mended by good memories.
Ex3:
Killed in an ambush, a peasant was thrown into the chasm, and was never given a grave for 7 full seasons. On the eigth seaon, his ghost returns seriously pissed off, possesses a bladed weapon, and begins to hover around swinging the weapon wildly at everything he sees. The military responds before anyone is killed, and destroys the weapon with relative ease, as the ghost had no experience in weaponry and fighting. -- Power gone, and satisfied with his attempt at murder on those who angered him, the ghost gives up and passes on.
Alot more complex then what we have now, but at least when magic is put in we can put anti-ghost charms in our graveyards to control how much and what sort of ghosts come up... And maybe wether or not we can control them (possessed weaponry legion, go hack at those goblins!)
Obviously the job would appear in the Mechanics' Workshop, and probably have the key 'g' assigned to it. In order to process tallow into grease, a free bucket is needed. After processing, the amount of resulting grease is 3 times greater then the amount of tallow that went into making it. The bucket then acts as the container for the grease, holding whatever amount it may have. Why a bucket? For one, it's lighter then a barrel. Secondly, mechanics running around with buckets of grease makes more sense then mechanics running around with barrels of grease.
The mechanics then run around to all the mechanical devices and devices with mechanisms, and grease them with 1 unit of grease.
Grease decays after 1 season out of it's container, decays once, and has a 10% chance of producing miasma when it does decay.
It is also flamable. 
Additionally, to make sure that the player has everything they do or do not want greased, every mechanical device has a "Seasonal Grease?" Yes/No toggle like Farms do with fertilization, as well as a "Grease now" toggle which is deactivated once the device is greased; which also takes priority over the seasonal grease for the devices. (which means that your water wheel axles or giant blade traps will always be greased before other things are)
As stated at the begining, the effect of grease is that it makes objects trigger twice as fast as they normally would. Bridges raise faster, traps fire more often, pressure plates reset faster, etc etc. It also reduces the power requirement on mechanical devices by 50% letting more devices function on less power and fewer water wheels /windmills. (which i think is great for maps that don't have water, but lots of wind, since it effectively doubles the power ability of the windmill.)
[EDIT]
Additionally, any device who's power requirement is equal to or less then 1 cannot be greased, as it is already as efficient as mechanically possible.
In case anyone is wondering about the figures:
1 cow produces 6 fat. *3 that equals to 18 grease. Grease decays seasonally, so the amount of grease needed for year-round lubrication is equal to 4 units. 18/4 results in 4.5 devices being greased for an entire year.
If you somehow manage to tame Elephants, the resulting grease is equal to 30, or 7.5 devices per year.
Depending on animal populations, it should be possible to achieve a sustainable year-round mechanical greasing program... Which means year-round jobs for your normally idle mechanics (and possibly engineers)
[ April 07, 2008: Message edited by: Mechanoid ]
As for how the colors will be delt with for highlighting, i think having a line of -'s inbetween the item you've selected and it's price would be the best. That way you know exactly what you're getting (should the colors fail to stand-out; and for the color-blind)
I suggest that status icons be added for:
- Partying
- On Break
- Harass Animals
- Off Duty
That way we can tell at a glance wether or not:
- The dwarves gathered in the dining hall are idle, or are actually throwing a party (so we dont have to press the u or j keys to check if they are)
- Same goes for dwarves on break
- Military dwarves will throw themselves at a herd of elephants if they come close enough together
- You have to go into the military screen to turn your soldiers to "On Duty"
I suggest the following icons /colors:
- Party - ¶ symbol (pilcrow) in random color (no greyscale) forground /black background (random colors scream "PARTY! / OVER! / HERE!")
- Break - * symbol (asterisk) in random greyscale forground /background (it looks like a puff of smoke; assuming dwarves smoke (abstract) pipes on their breaks)
- Harass - ~ symbol (single tilde) in white forground /blue background (reference to the Perry Bible Fellowship comic strip which has a character use the same sybol to infer mischevious intent; FYI the comic name is "weaboo")
- Off Duty - ¡ symbol (inverted exclaimation) in light cyan forground /dark blue background (because off duty dwarves [like to waste time to] fill their waterskins)
[ October 23, 2007: Message edited by: Mechanoid ]
On a side note, will cups /mugs /goblets ever be used to drink liquids from? It'd definitely be another (better) way to improve dining room quality, instead of adding in more space-consuming chairs /tables.
quote:Basically, some maps have such little water that it's impossible to survive in. A possible solution to this problem is this:
Originally posted by Toady One:
My main concern for the release is to avoid outpost placement in areas where death by dehydration is inevitable, at least without a warning.
This would make every accessable map tile viable, so long as the player can survive long enough to dig downwards, and once he does find the tile and open it, the job would then begin of setting up the system to allow for farming... If nothing grows 10 levels below the surface, then the player would have to set something up to pump (or drag with buckets) that liquid up to that minimal
level.
As well, having an infinite source of water or lava or trash disposal should come with the obvious price of combatting whatever crawls out from those sources. As well, the obvious downside to using pumps is that they can be destoryed, and can only provide a limited amount of liquid at a time. It may eventually become necessary that the player setup specialist military squads for the express purpose of protecting the pumps, and the people that replace them. "Going downstairs to fix the water supply" could become a very hazardous but ultimately necessary venture for the player to perform possibly every season...
Something like in the Day of the Dead movie, where the missile silo apparently has a huge tunnel system which has a barricade constructed on the silo side, for the express purpose of selectively collecting the zombies that remain in that area... Only that now instead of a rear exit, there'd be a natural fresh-water spring, and where the ravenous undead zombies were, are now equally ravenous water/lava/chasm creatures.
[And of course, any 3 of the above floor types would also relate to a specific demon pit type, so any attempt to even get a infinte source of liquid or infinite drain would be dangerous. Damp floors = Demon frogs. Warm floors = Fire demons. Cavernous floors = Tentacle demons, or any combination of demon.]
[Edit 2 - The chasm could also be pre-filled with water or lava, allowing a bucket of the stuff to be hauled up (though you'd get double the trouble as water/lava AND chasm creatures B_ F_ you)]
[ July 27, 2007: Message edited by: Mechanoid ]
I know i should make my stupid self slow down and look, but what's the chance of that happening? :roll:
As a side suggestion, the unit screen could have a "Relationships mode" where you can tag dwarves by pressing enter, and the jobs listing would turn into the relationship the marked dwarve(s) has for the unmarked dwarves.
[ March 01, 2008: Message edited by: Mechanoid ]