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DF Suggestions / Re: 3D tool thingy
« on: July 31, 2007, 08:25:00 am »quote:
It'll be there, but like many things it'll increase in utility only very slowly and won't receive attention over long periods of time.
[ July 31, 2007: Message edited by: hactar1 ]
DF Suggestions / Re: Politics, Strategy, Tactics, and AI - Suggested Reading
« on: July 26, 2007, 08:56:00 am »Nevertheless, FEAR's AI needs to run for probably only 10-40 agents at a time, and they each have only a few goals apiece with a few dozen actions at their disposal. DF needs to run for many hundreds of agents at a time, most of whom have complex goals (drink when I'm thirsty, eat when I'm hungry, sleep when I'm tired, take a break when I've been working a lot, defend myself when attacked, and do my job otherwise) and, all told, probably a hundred possible actions they can take.
Honestly, it's a miracle that DF's AI works as well as it does at its scale, so I wouldn't worry about re-engineering it unless you have some comprehensive idea of how to make it all work. That's not to say it couldn't be made smarter using the current systems.
DF Suggestions / Re: Politics, Strategy, Tactics, and AI - Suggested Reading
« on: July 25, 2007, 09:59:00 am »DF Suggestions / Re: Multi Threading
« on: July 26, 2007, 08:32:00 am »DF Suggestions / Re: need some help plz
« on: July 16, 2007, 11:50:00 am »DF Suggestions / Re: Hospitals
« on: July 15, 2007, 12:23:00 am »There's a lot in the dev notes about healing and such, including magical healing.
DF Suggestions / Re: Accidents
« on: July 10, 2007, 04:38:00 pm »Maybe dwarves who trigger an accident should gain bonus experience for doing so? Learn from your mistakes?
This makes burrows and assigned workshops more valuable... build a "University" where newbie dwarves can work without putting the rest of the fortress at risk.
DF Suggestions / Accidents
« on: July 09, 2007, 01:56:00 pm »"Hot" workshops like wood burners and smelters should have a chance to catch fire during use... though obviously not until there's a reliable way to put fires out. Good reason to store your wood elsewhere!
Unskilled workers should have a chance to completely botch the job, ruining the materials. Good reason to keep your wannabe jewelers from encrusting with diamonds!
Stills should sometimes spill barrels of booze out onto the floor that would spread around like vomit or blood does.
Alchemist laboratories should blow up or release miasma. Animals to be butchered should be able to break free and go on rampages. Clothesmakers should screw up sometimes and make Large or Narrow garments. Anything requiring a mechanism should jam once in a while and require a mechanic to come fix it. With the new water flow mechanics, floodgates should leak a little bit of water occasionally.
Any other goofs you can think of?
DF Suggestions / Re: "Mine this vein" designation.
« on: July 09, 2007, 10:55:00 am »quote:
Bloat218, VEIN MINING OPTION, (Future): Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.
DF Suggestions / Re: Better pressure plate
« on: July 07, 2007, 06:43:00 pm »Plus, you probably wouldn't want to, in case your buff axedwarf was chasing a goblin down a bridge-trapped hallway. Oops!
DF Suggestions / Re: Lectures, school, and apprenticeships.
« on: July 06, 2007, 01:58:00 pm »
quote:
Passing on Knowledge: Most entities will have a system (possibly instinctive or informal) of passing on knowledge. Players will have opportunities to study under various masters to hone their skills. The master might also be a source of quests/errands for apprentice players (a wizard's apprentice might be asked to collect spell components, etc.). Soldiers will be trained in various ways - perhaps all children in a town are trained as warriors (the maladjusted wash-outs can go become necromancers and come back for some zombification: meek, creepy children can also go to the local swamp and mix poison). If an entity codifies its foci, culture, and laws, it might reappear later even if all of its members disappear. In general, masters that can write will be able to produce instructional manuals for their skills (unless the nature of the skill makes this nonsensical). The effectiveness of these manuals will depend in part upon the teaching skill of the master, the writing skill of the master, and the reading skill of the student (including basic language skills). A civilization that fails to pass on knowledge will probably return to base savagery in time.
As well as:
quote:
Bloat252, ENVIRONMENTAL LEARNING, (Future): Some preferences could be gained by children as they play and explore, rather than having them be innate.
This doesn't seem like it needs to be a complex task... perhaps a teaching session could be started when a legendary dwarf is idle, using the same code that exists for parties. Dwarves who attend the teaching party (children and peasants, maybe) would gain some skill experience from the legendary dwarf during the course of the party - not as good as actually doing the activity, but enough to become a novice eventually.
Also, children with some skill should tag along with adults exercising those skills, and gain experience that way. So after Junior gets all excited about jewelcrafting from listening to the legendary jeweler talk at the party, he can later be found hanging around the workshops, watching jewelers encrust stuff, and learning. Perhaps the adult workers would even be annoyed by the constant presence of nagging kids.
This kind of thing would make me much more excited to watch kids grow up, as well as help personalize them.
DF Suggestions / Re: Beasts and taming
« on: June 27, 2007, 10:20:00 am »I believe you have to regenerate your world in order to make the new creatures available.
DF Suggestions / Re: Beasts and taming
« on: June 27, 2007, 08:59:00 am »DF Suggestions / Re: better levers?
« on: July 05, 2007, 10:36:00 am »code:
###########
#g.D...D..#
#D#######D#
#.#######.#
acts as a flip-flop, with pressure plates to open and close the doors. Once the goblin sees a path to freedom, he'll scamper down that path, only to be blocked in when he hits the pressure plate.
Interestingly, this can be done in such a way that allows direct player interaction, since doors can be locked and unlocked directly by the player. Hence, you don't have to wait for your dwarves to pull the lever; you can get goblins to do it for you, right away! Might be good for anti-flood generator switches, since the goblins can be tucked away somewhere the permaflood will not reach, and there is less impeccable timing needed when you don't need to figure dwarven response time.