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Messages - marcusbjol

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1
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 30, 2014, 07:28:22 pm »
Hey Guys,

I was trying to update fortress defense, and I am running into an issue: I cannot seem to get the civs to spawn properly.  The creatures work fine in the arena, but not as enemy civs.

Creature File
Spoiler (click to show/hide)

Entity File
Spoiler (click to show/hide)
Anyone have an idea on what the problem is?

2
I like the option to upgrade the weapons and armor.  Starting to explore it.  Less different types of both would be nice tho.

Having a problem with sorting out Lamallar leather; after going through the rigourous process to make it, I DONOT want to end up with quivers made of it.

I have tried making one stockpile that accepts all leather and another that accepts only lamallar leather; the second stockpile doesnt seem to ever take the Lamallar.  Any Ideas?

3
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I cannot seem to figure out how to use crates and storage units.  I have a storage unit built, several crates in my trade depot, but all the reactions in the storage unit are red.  How do I unpack the crates?   Am I missing something?
Burrows...

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Workshop reactions are red, even with all the materials aviable.
Bug:
If a workshop is in a burrow, even if the burrow is inactive, then it accepts only materials within the same burrow.
Solution:
Make a bigger burrow including the materials, or keep the material stockpiles within the same burrow. Or delete the burrow.
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That was it.  Thanks.

4
Love this mod.

I cannot seem to figure out how to use crates and storage units.  I have a storage unit built, several crates in my trade depot, but all the reactions in the storage unit are red.  How do I unpack the crates?   Am I missing something?

5
DF Announcements / Re: Dwarf Fortress 0.31.12 Released
« on: July 27, 2010, 06:46:52 pm »
Woot... child labor.  Have a child deconstructing and hauling things.

Awesome :)

6
Mod Releases / Re: Civilization Forge 2.21 Alchemy released!
« on: July 26, 2010, 06:10:37 pm »
I am seeing arrows and daggers rip off limbs.  Combat went from laughably easy pre .10 to VERY deadly after.

And I occationally have a game where I cannot make hauberks as well.

7
Mod Releases / Re: Civilization Forge 2.21 Alchemy released!
« on: July 26, 2010, 05:59:44 pm »
Has the Weapon rebalance mod been updated to v.10+?  If not, it might be making weapons a little too effective.

8
DF Modding / Re: DFHack 0.4.0.2 - tools and memory access library
« on: July 24, 2010, 06:10:00 pm »
DF itself should be able to determine the needed offsets. I wonder if Toady was willing to add a feature that would log some offsets somewhere. Just my two cents...
it'd be nice if people stopped asking for toady to change the application to support this third party project. I mean, I doubt he'd want to anyways...
this is a cheating application, therefore it can and will not be supported by the developer.
I use this tool myself, but I don't thing it would be a good idea to do something such as this, changing the engine to support a utility designed to alter the engine? doesn't sound like it would be safe.
This is sorta in/correct.  Dwarf Therapist is a memory hack, but is almost required to play the larger fortresses.  Abstracting the UI would fall under this category.

9
I, and people like Psieye as well, have said that the standard definition of a script includes things like what happens on the military screen, or worldgen data, or even the raws.  I have been consisntant and clear, and the only confusion comes from you (plural... I could almost swear marcusbjol is your sockpuppet or something, as I've never seen people have such trouble with basic communication before) refusing to accept that "script" can ever mean anything besides the narrow definition you want it to mean.
First time I have ever been referred as a "Sock Puppet".

First thing I learned in Speech 101 - All messages are defined by the receiver.

The technical world defines script(ing) very differently.  If I put I am skilled with scripting on a resume and in the interview they ask for an example, and my response is "i recorded a bunch of key strokes and replay them as needed", the interview ends right then and there.

All labradors are dogs.  Not all dogs are labradors. 
All scripting programming languages are based on scripts.  Not all scripts are scripting programming languages.
It might be a lack of precision.
Saying Script(ing) implys this logic in this context to the technical.
We need to get from a to b.
Therefore we need a spaceship.

And we are travelling 10 feet.
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Considering as it appears as though half this thread has been trying to argue that I mean something completely different than what I've been saying just to satisfy someone else's arbitrary definition of a word, I'm not entertaining this line of argument any longer.
The technical world has a very different definition of what scripting is.  Ask any programmer, web designer, IT, etc, what scripting is and the definition will be close to a "non compiled programming language".  Dont blame the rest of the world at the lack of precision.

So what I am getting out of this is anyone that disagrees for any reason is disregarded.  Any attempts at compromise to get these grandiose ideas done is met with an insult.

10
The problem is the edges of any predefined bracket.
Just wanted to nitpick this: The class system still exists, and is still decidedly distinct. The lines may have blurred slightly, and Social Mobility exists, but a class system does exist.
If it does its all based on relative wealth.  A lottery winner goes from any class to the upper.
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The richest 10% is the High Class, the next highest bracket (say the upper 20 or 30%) is High-Middle class, the above-average group is the Middle Class, the median group is the middle-low class, and then we have the people even lower on the bracket, the bottom 10-20%, who are Low Class to Sustenance class to even lower.

Don't try to pretend that they don't get treated differently, either. I guarantee you, if you did half the things people in Hollywood get away with, you'd be in prison before you knew it. It's because the richest people can afford the best lawyers, while you or I could afford a lawyer maybe, and people lower than us would be getting a public defender. And people like Prostitutes, Hobos and people in ghettos are basically "the usual suspects."
I could do what I wanted in Hollywood, if I had enough money.  Its wealth based, not on ones profession. 

If we are talking about happiness, then it should be benchmarked on the wealth of the individual compared to the wealth of the richest individual, not to the wealth of the fortress as a whole.  Designating classes with arbitrary needs seems unnecessary unwieldy.

This suggestion forces you to use the things I want people to use because that is the only way that people will see a use for them. 
That is my problem here.  You play your way, I will play mine.
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Forcing people to react to the game mechanics is not a bad thing - it is essentially required to make people even care that they exist.  That's why I used those parts of the game that Toady gave us as examples - you can't possibly make a game that doesn't force you to avoid negative consequences of careless actions without the game being little more than a physics simulator at best.

(I would also like to pre-empt any argument that it might somehow be OK for Toady to set up the game to force you to play a certain way, but that it is not OK for me to suggest ways that do the same thing - underground caverns are not "just the game Toady gave us", it was also the subject of the meassive Underground Diversity thread that Toady took and ran with.)
Its is OK for Toady to setup the game and force people to play it his way.  He wrote the damn game.  If you want all this, write yours.

Toady did it because he saw value in the suggestion (assaulting hell sounds really fun).  Its hard to see value in a suggestion that amounts to a rewrite of 8 years of work.  Yes, your ideas would make an interesting game.  Please tell us, line by line, code wise, how to implement it, balance it, and make sure it remains fun.  And how one person can do these recommendations in a timely fashion.

Do realize your suggestions have more in them than Toady's outline for the entire game.  This is a one man show.

Happiness is found in many different ways, limiting it to just "dwarven consumerism" would be worse than leaving it alone.

11
Fair enough, I do like historical bent to my fantasy. 

So the choice becomes to use modern economic theory instead?  Then use a relativistic comparison of owned wealth, because "class" distinctions are no longer the norm.

Still, just turn that argument around - why should there be hostile creatures in this game at all?  That's just forcing me to have military dwarves, and that's forcing me to play the game in the way that someone else envisioned.  Hey, why should the new version have underground caverns? That's just forcing me to play with someone else's vision of an underground world with fantastic underground biodiversity.
That's the game Toady gave us.
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Suddenly, the society dwarves builds has to conform exactly to not just "Medieval society", but the specific form of medieval society you envision.
Or yours.
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As I've said, there actually were divisions of social class, even among the peasantry, and among city-dwellers (when fortresses are, effectively, cities) there was such a thing as a middle class, and people could rise up to it by taking on the more prestigious jobs as apprentices.
My issue here is the idea of any society based on class, other than inherited (kings, nobility).  What we look at as middle class, lower, etc are not clear distinctions IRL, but a generalization so we can analyze it after the fact. A relativistic comparison of wealth would more realistic as most micro economic decisions are based on "keeping up with the Jones'".
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The entire argument that the society of underground urban centers based around mining and smelting metal must be modeled exactly upon the social mores of a surface subsistance agrarian society is, frankly, pretty flimsy.
But that is what it is.  And that is the basis for most fantasy based games.

12
My views are more about what is LIKELY to get done and how to meet the goals without a total game redesign.

I may be contrarian, but to dismiss all the arguements of the cost do to things is just as disrespectful.

I did propose something that would be fairly realistic to do, covers 90% of what is wanted, and was completely ignored.

13
Also, I know you dislike arguments like this, but we are talking about a *lot* of time and investment to make this happen- for that much programming and balancing work, we could get disease, better pathfinding, fresh forms of insanity, improved sieges, maybe even a start on world interactions or the magic system.
But this is the reality that we deal with.  Our coding team for the project consists of just 1.  He has a finite amount of time.  Case in point, I started playing .31.03 and have been waiting for 3 months for the crossbows to work (yay they do :))

14
OK, this argument is purely semantics over what "script" means.
Scripting is generally accepted as non-complied programming language.
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Fine, call it "a list of things that give dwarves priorities programmatically" for all I care, I was fairly specific about what I meant. 
Yes, you were very specific about it being a scripting language.  You even refer to games that had such.
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A menu-driven "not-script", but with import/export capabilities to text files is what I am suggesting.
Ok, exporting/importing settings is fine.
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Another term for macro or batch file, a script is a list of commands that can be executed without user interaction. A script language is a simple programming language with which you can write scripts.
The term "script", again, does not necessarily refer to a full-blown programming language, but to a batch of commands that can be passed into a program, and interpreted by the program.
Any valueable scripting language eventually spawns a book to support it.  Lua (Wow's), Bash, Python, Ruby, Perl, PHP, even MSDos batch language all have these.  This is not trivial to do.

15
So we should never suggest anything again, so that we don't accidentally give Toady an idea that he likes, which he might then have to impliment?  Maybe you misunderstand the nature of a "Suggestions Forum"? 
Not at all.  These suggestions amount to a major redesign of the game, and will add on years to the development cycle. 
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Yes, this is a big change, because this game needs a big change in this area for players to have the freedom to perform the actions they want to perform.  This game would be severely crippled if it was merely a place for dwarves to train between seiges, before quickly sluaghtering the seigers, then going back to training. 
To go beyond that should be the users choice.  If you want, by all means, go ahead and do it.  But please, dont force me to.
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As for "society is too technologically advanced for this time frame", tell me when the notion of goblins kidnapping people of other cultures, and seeing which ones rose to the top was part of the historical timeline, or the elven hippy culture, for that matter.
I am not sure what you are referring to here.  As far "hippy" elves go, the "elf" archetype is very similar to hippies, so that fits.

This is a medieval game.  Please keep in the medieval mindset.  Social Mobility does not fit this.
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There is nothing technological stopping such societies from forming, and further, while only a very small percentage of the population did live in cities, cities did attract what could be called a middle class of tradesmen and merchants.  Until we get the adventurer mode update where we get large zones of rural agrarian people, DF is almost totally focused upon cities.

I proposed the system as it is because it fulfills the purpose that is needed to be fulfilled - giving players a reason to avoid letting their dwarves live a purely hand-to-mouth existence.
This is not giving them a reason, it is forcing them to change their play style.  DF is largely about freedom, and this forces them to play the way you envision.  These would be great options to add to the game, as options only. 

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