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Messages - theqmann

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1
DF General Discussion / Re: Future of the Fortress
« on: September 06, 2013, 02:53:49 pm »
That digression aside... Toady, you mention bug fixes and job priorities in discussion of future focus. When job priorities are revamped, will we have any level of control over changing those priorities, or will the priorities only be improved in weight and/or in the algorithms used? At risk of being suggestiony, I think right now simply letting us change the priority system's weights so things like cleaning don't have to always be apparently lower priority than idling would be sufficient to alleviate most of the complaints I've heard about the current priority system.

Yes, that's the plan.

Req86, JOB PRIORITIZING, (Future): Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).

What about just making a RAW file with every job in it and the order they appear in the file determines  their priority?

2
DF General Discussion / Re: Future of the Fortress
« on: August 05, 2013, 05:36:26 pm »
weapon-target interactions work?
 


???

Like when a dwarf swings a bronze axe at another dwarf with a iron mail shirt, what happens?  How do the weapon & armor raws affect whether the defender gets limbs removed, or bones broken, or no damage at all?  Does it multiply the dwarf's strength times the weapon weight vs the armor material shear fracture strength times some constant?  What about against a bronze breastplate, or leather cloak, or silk cap (or 3 caps for that matter, since many items can have multiple copies worn simultaneously)?

People have done arena testing, but there's a lot of variability to that, with relatively few conclusions drawn (those being armor material levels (copper < iron < steel) and some weapon generalities (blunt is better for breaking bones, slicing better for chopping off limbs))

edited: typos

3
I would like it if a couple days a month were spent bugfixing old features that don't work right.  Examples being things like:
  • military equipping gear
  • military eating provisions in backpack/flask
  • military using weapon racks/armor stands/chests in the training room
  • hospital bugs (bringing all the thread in the fortress to the stash at the same time, including candy thread, also, dwarves get stuck on traction benches, other dwarves never get healed, just wait forever in the hospital)
  • justice system (hammerer using any weapon and usually killing the target, among other issues)
  • the older assigned positions (dungeon master, etc)
  • job priorities (like the trade depot job being lower than hauling crap, so all other jobs have to be turned off each time a caravan arrives)
  • the fort "economy" (which I've just about given up on, even though Toady has said it is still working)

4
DF General Discussion / Re: Future of the Fortress
« on: August 05, 2013, 03:54:41 pm »
Now that combat has been updated, can you give us any details (or equations/code) on how weapon-target interactions work?  Preferably also with some notion of how the numbers in the raws affect things.

You also mentioned that skulls are harder now than before versus blunt objects, does that apply to other things, like armor or other body parts?  Does this mean blunt weapons are now less effective than they previously were?
 

5
Tilesets and Graphics / Re: Spacefox 16x16 Graphic and Tileset
« on: July 30, 2013, 10:07:40 am »
I'm not 100% sure, but I think the 3 tiles you have circled are the railroad end stops.  Maybe send a PM to Phoebus?  I'm sure that they could tell you all the details you need to know :)

6
DF General Discussion / Re: Future of the Fortress
« on: December 30, 2012, 09:31:01 pm »
Any updates on dwarven economy for player forts? Right now ownership is communal for players, but is that the case in npc cities too? I can't see thieves having much to do if everyone shares all the stuff, unless they just move stuff from one civ stockpile to another.

7
DF General Discussion / Re: Future of the Fortress
« on: August 20, 2012, 02:50:21 pm »
Will the travel/regional map be available in fortress mode so we can spot nearby armies, caravans, dignitaries, ambushes (maybe only at the last few tiles), etc?

That would have to use scouts, whic you can assign using said map. Scouts should be chosen based on their tracking and sneaking skills. You send them out, and they come back and report. They might get caught, or lost, or eaten.  They can report on enemy army size, race, what kind of weapons, general (If the scout isreally good), etc. Toady's probably not going to do that, at least not any time soon.

I bet it will arrive around the same time that he lets us send out armies.

We could just get a map that can see everything until scouts and armies are implemented

8
DF General Discussion / Re: Future of the Fortress
« on: August 19, 2012, 06:27:26 pm »
Will the travel/regional map be available in fortress mode so we can spot nearby armies, caravans, dignitaries, ambushes (maybe only at the last few tiles), etc?

9
DF Dwarf Mode Discussion / Re: Underwater Masonry
« on: June 11, 2012, 09:32:37 pm »
This is actually on the surface, under a waterfall draining 5 z levels into a lake.  I dammed the waterfall before trying the masonry, but the lake is kinda huge and is connected to a river already that dumps out the edge of the map, so draining the lake seems like a lot of work.  But hey, for FUN, it might work.

10
DF Dwarf Mode Discussion / Underwater Masonry
« on: June 11, 2012, 07:42:12 pm »
Before falling damage was in, I was able to pump out a few squares of water, and build constructions (walls) in the pumped out square to make dams.  It seems now that whenever I try to do that, my Mason runs in, gets stunned or something (white X), and cancels the job without even starting the construction.

The region I'm trying to work looks like this:
Code: [Select]
O = Wall
W = Water
P = pumped out water square

OWWW
OPWW
OPPW
OOOO

I'm trying to build walls in the top and right P squares.

Anyone know how to do this?

11
oh, cool, thanks!

12
Working on .10 I hope?

13
DF Dwarf Mode Discussion / Re: 31.14 and goblin !!Science!!
« on: October 02, 2010, 12:45:37 pm »
If you export the files from worldgen or legends, the sites_and_pops txt file has the site population levels as well as the owners.

14
DF Dwarf Mode Discussion / Re: 31.14 and goblin !!Science!!
« on: October 01, 2010, 11:58:23 pm »
What do those progress triggers do in Fortress mode, if anything?

15
DF Modding / Re: Fixing Dwarf Fortress Raw Errors
« on: October 01, 2010, 10:37:00 pm »
I swore when I was playing around with the Dungeon Master by letting him be directly appointed that he could tame exotics.  Can anyone verify?

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