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Topics - Anvilsmith

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1
So I've been using dwarf companion heavily to save my masons when they wall themselves in, my fort's children when they fall to their near-deaths by tearing down the tiles underneath themselves etc. Unfortunately, in one case, I "rescued" a mason and his two war dogs from tiles which I intended to turn into walls. Now I can't do that, as the game still believes the tiles to be occupied. How do I disable occupancy flags?

Also, after recently teleporting one of my masons, he became unconscious and exhausted. I tried healing him and fixing his stats, to no avail. What should I do?

2
DF Suggestions / Notification on completion of tasks
« on: July 04, 2008, 03:06:17 pm »
The player can currently "S"uspend or "R"epeat workshop tasks or move them up and down the workshop's queue. It would be nice if another option were available for them, a "N"otify option. When a workshop task set to "N"otify would be completed, a notification would be displayed, and the screen would be centered on the workshop in question. Construction tasks would also benefit from a similar option, as would trade depot tasks.

This would make it easier for players to keep tabs on important tasks throughout a large fortress. Instead of pausing to check on whether that lazy broker finally got to the depot or that construction project halfway across the fort was complete, players would be conveniently notified of these things by the game itself. The "n"otify option would also be of use when a set of tasks needed to be performed in strict succession (which is often the case when trying to set up a complex mechanical contraption).


3
DF Modding / Could someone fix this?
« on: February 13, 2008, 12:58:00 pm »
In the
wiki:

code:

[CURRENCY:metal token:value] what kind of metals the civ uses for coin minting
[CURRENCY_BY_YEAR] adds the year to each coin made because the name of the item is not larger than the game window yet
[ART_FACET_MODIFIER:*:*] scale goes from 0 to 25600 where 256 is the default see I told you
[ART_IMAGE_ELEMENT_MODIFIER:*:*] they just can't decide on a standardised scale for stuff
[TRANSLATION:*] I mean jesus fahrenheit plus 10000 for temperatures you don't even write stuff down
[CULL_SYMBOL:*:*] in fahrenheit in the comments you use celsius throughout why would you use
[SELECT_SYMBOL:*:*] fahrenheit it is a bad scale that only keeps being used because americans are
[FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color
[METAL_PREF] creatures of this entity like certain metals
[STONE_PREF] creatures of this entity like certain stones
[WOOD_PREF] creatures of this entity like certain woods
[GEM_PREF] creatures of this entity like certain gems

Note the rubbish about different temperature scales mixed in with the relevant info.
I'd fix this myself, but I haven't got a clue as to what those variables actually mean in-game.


4
DF Modding / Candyland
« on: February 14, 2008, 05:10:00 am »
As I was musing randomly the other day, it occoured to me that nothing would be more horrific and emotionally disfiguring to the dwarves than plopping them into a world made out of candy. Spoondwarves instead of macedwarves! Giant Squirrels instead of horses! And, of course, marauding Giant Teacups and plush-laden Teddybears.

The idea is to make the universe as girly as possible. Obsessive use of magenta and pink, along with replacing wildlife and trees with obscenely cuddly and cute critters such as doves, winged piggies, cherubs, sweet-tooth tigers, lim-lims and pookums, is a must. Most of these creatures are extremely vulnerable, and could be diced into pink fluffy bits with ridiculous ease. The exceptions, such as Boogiemen, Devourers and Candymen, are ruthlessly carnivorous. Deities pertain to such spheres as Candy, Sweetness, Fuzz and Presents, but also Spoiling, Gluttony and Bitterness.

Instead of humans, there are hobbits, and instead of kobolds, poppets. Yes, poppets. Stitched-together, ugly poppets that want nothing more than to steal all your candy. This will probably be fun in Adventure Mode, especially the part about clubbing sugar plum faeries to death with your lollipop.

I've searched around this forum, and it seems someone tried (way back) to design some candy-based tiles. I want to go further than that, though.

What I need right now is a place to get information about candy melting points and boiling points, in order to realistically portray them, and in order to figure out whether any organic, edible substance could realistically stay solid above 180 degrees celsius (or even above the temperature of magma in DF).

Hey, if I'm crazy enough to start work on a candy mod, I'm at least crazy enough to give it realistic physics, too.


5
DF Dwarf Mode Discussion / Are seeds in demand?
« on: December 30, 2007, 08:31:00 am »
I've generated an interesting world today - there's a mountainside terrifying (evil) desert with magma pools in it, and a 5x4 location that covers desert, adamantine, a big cave river and an equally big chasm. SEED: 2433462330 ; version: v0.27.169.33g (The Cyclopean Universe); coordinates for the cool site: 9/5, where 1/1 is top-left, and 1/16 is bottom-left of the world map. The site is just one tile north of a volcano on the regional map.

image: http://www.mediafire.com/imageview.php?quickkey=599nnxxkt1z&thumb=4

Are seeds like this in demand, or are there already too many of them floating around? I was thinking of posting whatever I found on the wiki, but it might be pointless if people already have access to a good mix of maps in this version.


6
DF Gameplay Questions / Animal care, military training and other topics
« on: September 06, 2006, 08:44:00 am »
After a couple of rather successful fortresses that I had to discard before the economy kicked in, I'm now starting from scratch. It's late winter in the first year, and I managed to fill my reserves of food with just one fisherdwarf and proficient grower working full-time. It's amazing what a bit of skill can do to keep a fortress alive.

I've managed to build a pair of copper cages for my mules and horses, who had given birth to foals prior to being caged. Do they still breed in captivity, or do I have to free them and design an indoor stable for their use? I really want to keep them far, far from the wilderness, as massive herds of elephants tend to prowl just beyond the river.

I'm also planning to create a military once I hit 30 people. Preferably marksdwarves, so they'll later have a small chance of taking down elephants. Do they only train with wooden bolts? And how exactly would I need to set up the barracks? I notice I can give both weapon racks and armor stands "barracks/armory" status, so I'm not sure whether all racks in the same enclosed space ought to be assigned as rooms, or whether I should just assign one of them... Or none at all.

For that matter, how does the game react to multiple rooms overlapping, assuming they're of different kinds (i.e. a dining room, study and bedroom)?

Finally, I'm curious how siege engines work. What do I stand to gain from building them? Do they work indoors? Could they, for instance, fire straight into a herd of elephants?


7
On the edge of the map, separated from everything by a river and nearby cliff, a couple of zombie groundhogs sprang up. A human and dwarven caravan were supposed to leave the map on a nearby spot; upon encountering the zombie groundhogs, they halted. Neither the groundhogs nor the caravans could cross the river.

The caravans stayed still, failing to leave the map as they properly should, until the caravan drivers and mules (!) went insane. I dug a tunnel to the groundhogs and killed them, and the caravan guards left shortly afterwards.

Apologies if this bug has already been fixed.


8
DF Suggestions / Blueprints, labels and job assignment suggestions
« on: March 24, 2008, 01:56:00 pm »
1.Blueprints: activated via the designate command; puts any kind of character available to DF on any tile, with any foreground/background color; the tiles can be made visible/invisible during normal gameplay (i.e. when not designating blueprints).

Blueprints can be used to lay down messages/reminders and to mark down locations that will later be used for building (especially useful above-ground). Extremely useful in succession games. Unlike traffic designations, they don't flash, don't affect gameplay, and can be made permanently visible.

2.labels: a label, which is just a string of text with no gameplay relevance, can be assigned to any building/object (including levers and pressure plates). Useful for describing what a lever does.

4.Job assignment cutoff ranges: set in the manager menu, globally or for every specific job type; a "cutoff range" is the maximum distance a job will look for potential dwarves to do it.

This keeps dwarves from travelling halfway around a 6x6 map just to complete a single task, and makes sure that, if you set up a few stockpiles around a shop, the resident craftsmen won't waste time looking for materials when these stockpiles are depleted. Job assignment cutoff ranges are useful even in conjunction with the upcoming addition of burrows, as the burrows affect individual dwarves, rather than individual job types.


9
I'm not sure how it happened, although I suspect it's related to the fact that one of my masons got possessed by a spirit, and soon after went insane. The fellow managed to die to my guards fairly quickly, but everyone around him (including the guards themselves) seems to have become enraged.

I dropped from a population of 50 to 15 in five minutes; it doesn't look as though I'm going to survive, as even if only being near the corpse triggers the berzerker reaction, the fellow practically died right in the middle of the cramped hallway leading outside. What's funny is that I had kept him locked down, but got so many "cannot bring item to depot" messages that I unlocked his door anyway at some point before he went mad. Now I'm being spammed with "interrupted by combat" messages.

Are dwarves supposed to turn enraged and slaughter their mates every time they see someone die, or was it all a consequence of the spirit possession? In the latter case, well... I'm hoping the programmer will get rid of this "feature" before more unfortunate dwarves (and possibly players) lose their minds. I got no warning, no option to kill the possessed dwarf or remove the spirit somehow, and no idea that he would've caused such havoc. Having to quit because of a random event just isn't fun, despite what the game urges everyone to think.


10
DF General Discussion / Strange mood bug
« on: August 20, 2006, 01:40:00 am »
One of my metalsmiths got possessed and kept asking for ore... Particular ore. I didn't have gold, coal, platinum and iron at that time, but carried massive supplies of everything else (zinc, copper, tin and silver). Hoping I could save the bugger, I dug up veins of the materials I needed, carried them back home... And he still didn't flinch. He ultimately went insane.

It seems that, if you don't have the materials they need right when they go insane, they'll never bother to collect them on their own, even if the materials are stashed in your stockpiles.


11
DF General Discussion / Clearing stockpiles
« on: August 19, 2006, 03:42:00 am »
My fifth outpost is doing pretty well... It got flooded from one end to the other near the beginning, which allowed me to set up a farming area within the antechamber. I built a large food stockpile to accomodate the havest, and on I went, managing to grow a wonderful set of 20 plump helmets. What baffled me was that no one was planning on picking them up when they grew, and naturally, they soon began withering.

I then paid attention to my food stockpile - it was choked with stones, copper ore and the unprocessed fish one of my dwarves had been gathering. Apparently, no one considered clearing up the debris to make room. I set up another stockpile outside a minute later - the plump helmets there braved flies and constant rain without so much as wincing.

I'd like to ask that dwarves use stockpiles more intelligently, knowing when inappropriate items (such as the stones left behind after excavation) can be safely cleared and replaced with useful objects.

Also, this is the second time a dwarf placed down a floodgate while standing on the wrong end of the tunnel, and got himself locked out as a consequence. Perhaps a bit of pathfinding ought to determine where he needs to stand? I don't see any circumstances when the player would want to deliberately shut his dwarves off from the surface, unless he was struggling with a really troublesome siege. I'd mention that another dwarf got stuck on the other side of another floodgate a few minutes later, while digging a trench to the first floodgate.

[ August 19, 2006: Message edited by: Anvilsmith ]


12
DF General Discussion / Adding reason to the randomness of names
« on: August 18, 2006, 04:01:00 pm »
First of all, let me just say that I'm among those who would love to contribute to Dwarf Fotress, with actual code. Sadly, DF seems to have neither a dev team nor an open source policy... While this may help ensure that Toady's vision of the project never falters, it also makes updates painfully sparse.

I'd like to suggest a more algorythmic approach to DF's name generation. As it is right now, the names sound neither poetic nor logical: no rhythm seems to be used when putting the words together, and every terrain type seems to draw upon the same list of words. I got the "Hairy Spine of Secrets", "Quick towers of proliferating" and "The livid hills of dye" on the latest world I generated. Granted, I realize much can be lost in the translation, and that these names do have symbollic meaning, but still... It would be nicer to have the names spring out immediately.

I use rhythm constantly, almost unknowingly, whenever I write real prose, and it shows. The text simply has a more cursive feel, as the reader never needs to switch from one rhythm to another while going through it; there's also the added bonus of suggesting a certain pace or attitude to the reader. To obtain the right rhythm, simply assign two integer value to each word - one for the number of syllables, and 1 for the rhythm itself, where the bits set to "1" represent stressed syllables. When hunting for an iambic foot or dimeter, the program would still (presumably) pick a word randomly from the list assigned to the relevant terrain/city class, but have a greater tendency to exclude words which did not fit into the rhythm. This way, long and convoluted names can be included without fear of them sounding particularly awkward.

Granted, the idea of using rhythm might appear unrealistic. Dwarven/elven/kobold names on a completely different world would certainly not match the rhythmical requirements of English phrases. And it seems   the newest version has cut down on overly long names, making rhythm somewhat unnecessary. Still, I get some "clean stormy prairies" and the like that could make use of it.

What is necessary, though, is a way of keeping names thematically cohesive; I don't simply mean that swamps should carry nasty names (indeed, it could be argued that some swamps ought to receive nice names, just like  the great icy mass of Greeland in the real world), but that the game should establish how poetic, abstract, erudite and "alive" the words ought to sound ("alive" words include personifications, such as "wise" and "stealthy"); each word might also alter these requirements slightly. Of course, the requirements would simply offer a greater percentile chance for certain words to be rejected. Take "grainy", which has an "alive" rating of 2 on a scale of 1-10 and an "abstract" rating of 3 (compared to harsh, which can very well have 5 in each rating) - if the word only demands an abstract rating of 7 and alive rating of 10, "grainy" might have an extra (7 - 3) * 10 / 2 + (10 - 2) * 10 / 2 chance of being rejected.

Note that some words can describe abstract concepts (like persistent) that may nonetheless apply to people.

Apart from these, there could be ratings such as "desirable", "dark" and "powerful". "Hairy" isn't particularly imposing or powerful, so "Hairy Spine of Secrets" doesn't make much of a name. Not to mention the fact that secrets are abstract, whereas hair isn't. "Morbid spine of secrets" or "Hairy spine of muttons" both seem somewhat more feasible. Note that I consider even words like "vanquished" powerful, not because of their actual meaning, but because of their feel.

Names would also be made realistic if they drew upon actual weather conditions, landmarks or historic figures / events ("plain of the collosus" or "valley of blood") .

Oh, and it would also help to catalog adjectives based on whether they involve the object's size, shape, age, color, origin and material, or are simply related to how an observer would feel about them (beautiful, grandiose, frightening, scary etc). This way, you can sort out multiple adjectives in the same name more effectively.

The whole point of this algorythmic approach would be to avoid ridiculous names like the "hairy" thing above (I got a lot worse, though, such as jungles of lacy love and whatnot)... I can think of many ways of implementing all these features that wouldn't honestly slow the game down. By using something of this sort, names like "Facebringer" or "Prophet" would have a far smaller chance of emerging.


13
DF General Discussion / canyon engineering challenge
« on: December 22, 2007, 07:35:00 am »
We'll be playing this as both a succession and a community game... Read on.
SYNOPSIS: The goal of each team is to build a stone bridge-city spanning a massive canyon, in no more than seven years. The city's living quarters, dining rooms and other amenities must reside IN THE BRIDGE ITSELF, which should be as luxurious as possible. The bridge must be built ENTIRELY OF BLOCKS - no rough stone or logs.

GOAL:At the end of the seven-year period, votes may be cast to determine which of the completed bridges is the biggest, most artistic, most wealthy and most defensible. If no complete bridges exist by this time, the first team to build one wins. A "complete" bridge is one that has spanned a canyon of at least 80 horizontal tiles and 4 Z-levels.

MAP: Any location with a huge canyon in it in it. I propose SEED:2074608928 (v0.27.169.33g), the Cyclopean Planets of Portent, which features canyons in haunted, goblin-infested regions, but feel free to play anywhere. Each team picks its own starting location, which must be no smaller than 3x3.

TEAMS: Up to seven players per team; each player can RP a dwarf or group of dwarves if he/she feels inclined. Control of the fort is cycled between players; each may play up to one year at a time. All professions/items allowed. Any default items (incl. anvil) may be discarded.

Team 1: Ateshzas Dolek, the Radiant Crystal of Comets
Current players (2/7): Anvilsmith, Valdemar

Team 2: The Fountain of Mystery
Current players (2/7): Red Jackard, ReignOnYourParade, Talion

Team 3: Mountain-banners
Current players: Fedor, Symmetry (join by application)

Plenty of vacant slots so far, so hop in!

[ February 04, 2008: Message edited by: Anvilsmith ]


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