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Messages - Shinotsa

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781
Yah, I remember my days (upon days[upon days{upon days<upon days(upon. . . . . .etc.)>}]) of playing Black and White. I wasted a good half of my high school years.
I guess I can forgive if thats the reason.

You can't forget yelling at dragons. I've spent the past few days yelling at dragons and mauling mooks as a werewolf. Skyrim is great fun, but I'd still vote morrowind/dwarf fortress over it.

782
DF Dwarf Mode Discussion / Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« on: November 15, 2011, 11:12:19 pm »
The first proccessor I saw was 100 KHz speed on 4 bit data, and today we have a processor with 12 subprocessors at 64 bit data at 3 GHz speed for a speed improvement of several million times faster. Of course the transistor counts have expanded from 10,000 transistors to 120 million transistors.
I'll assume you meant to say 1000 transistors as a starting point - the 4-bit Intel 4004 only had 2300 transistors in it, and the 8-bit MOS 6502 had just 3510. It may seem like a lot, but even those might be possible to implement in Dwarf Fortress (albeit with some changes - dynamic logic doesn't really work in DF, but static PMOS would probably be easy enough to do, and CMOS could be done by just ignoring all of the NMOS transistors).

Even then, one of the biggest problems with designing a dwarfputer is the memory - while it's a lot easier to design, memory uses lots of transistors, especially in the address decoding logic (which can take up a significant percentage of its real estate). ROM is much simpler (since you don't have to write to it), but it's still huge in comparison to the CPU. Also, any logic using pressure plates could require days (in game-time, about 12 seconds when running at 100fps) per clock cycle, so it'd be mind-bogglingly slow.

Mind-bogglingly slow? I'm not going to have my descendents waiting on a computer to answer 42 to their question! But in all seriousness I support this completely, though it does seem like it's going to run into more roadblocks than an action movie car chase.

783
DF Dwarf Mode Discussion / Re: Dwarven... "Child Care"
« on: November 15, 2011, 01:04:42 pm »
Well, I had several attempts recently.
Several attempts failed at initial isolation stage, one of them because child didn't trigger the plate set to the lowest size which should have sealed the chamber.
Finally, I managed to capture one subject manually. It was accompanied by two turkeys in 1x1 room. He gained novice in various skills in a matter of months. Then I decided to add swimming to list, chamber was filled up to 5/7, results were promising: child got adequate swimmer in one month. However hight water level prevented him from eating and, ironically, drinking so I had to carve fortification in chamber, rendering further swimming training impossible. Month later child started getting drowsy but refused to collapse onto the ground. Were other creatures on the same tile or constant pestering preventing him from sleep I don't know but some time later child went berserk and promptly strangled one of hens and punched in the head other. Since he was scaring away through fortification dwarfs that were working on next care chamber he was put down by marksdwarf, with butt of crossbow as usual.
Considering the fact that I've managed to lose some to snatchers and the fact this thread has emerged again, I may continue my research.

I'd like to support a renewal of the project, and if I have time in the next few weeks between exams I'll attempt to run a few tests of my own in Helmscholars. Unless *yelling at dragons is too fun.

*Skyrim

784
DF Dwarf Mode Discussion / Re: Dwarven... "Child Care"
« on: November 15, 2011, 11:10:54 am »
I just had an idea - although I am not sure if it has been mentioned in the thread:

Have a secondary room separated by a door, set as internal and locked. The room would contain statues, artifacts, whatever you felt deeming worthy of increasing the child's happiness.

Dwarves have to be next to something to admire it sadly, and if you are shooting for giving them a good bedroom it would be more efficient to just assign them a noble room of high value elsewhere in the fort.

Since this is bumped already, are any tests still in the works or are we all eagerly awaiting new age child care through making the children drink vampire blood?

785
DF Community Games & Stories / Re: Wow, what a name.
« on: November 15, 2011, 09:18:50 am »
incestsyrup.

This. I have no clue why toady decided to put incest in there, but if it was for the hilarity his goal was certainly accomplished.

786
I guess black and white really IS all that fun. Ah well, he'll come back. It's something in the beards you see. They're addictive.

Posting to show interest. The last one went well until everyone horribly died and without the FD mod this one could be something great.

787
DF Gameplay Questions / Re: Getting rid of Ghosts
« on: November 14, 2011, 02:26:25 pm »
I think if I recall those are caravan guards that have been killed. If you can't reach the bodies to bury them then you're pretty much stuck with the ghosts. If they aren't too violent you should be able to survive with them. If you want you could even try building a story around them or think of them as challenges to overcome since I myself am unaware of a workaround. Bugs = features!!

788
Gah, my first dorfing ended in a mysterious manner. Granted my choice of an insane noble kind of makes it not matter to anyone in the fort, but at least it was interesting. Welp, now that we've lost our first named dwarf there's no reason I can't take you all with me! Muhahaha.

Great work btw, can't wait to get work on the bridge continued

789
DF Dwarf Mode Discussion / Re: Is it considered cheating?
« on: November 10, 2011, 11:13:13 am »
off topic, but I love the way you people mangle fix quotes.

On topic, the real question is why do you CARE if other people think you're cheating OP? Yeah cheating isn't exactly subjective, but fun certainly is. If you like to play doom with god mode on and punch those bastard archviles to death then it's your game. Whether fixing a bug with an exploit or fixing a battle with an exploit, the only thing that really matters is whether or not you have fun or not.

That's something I love about this forum. We have this concept of dorfiness, but each person does his or her own thing. If you think it's dwarfy to trade with elves then go ahead. If what results from the trade makes a good story then we'd love to hear it, even if it does involve positive relations with those filthy hippies.

790
DF Dwarf Mode Discussion / Re: typical fortress lifespan?
« on: November 10, 2011, 11:00:32 am »
The ones that I actually wind up playing last 10-20 years, but my average is probably something around five. The problem seems to be that I want to set up grand main entrance, and this usually involves channeling and smoothing ~5 layers of stone from a large area. Of course by this time goblins or elves show up and ruin my non-military. Last one I had lasted 3 years due to war grizzlies and soldiers not being able to follow orders, and the reclaim lasted a few months since I waited until everyone was tantruming to realize that somehow my dwarves were following burrow restrictions placed by people they had never met nearly a year prior. Seven angry, well equipped dwarves taking out their anger on each other is never fun to watch. At least I saw SOME bloodshed; I was severely disappointed when I noticed that the 30 goblins loitering around were all friendly.

791
DF Dwarf Mode Discussion / Re: I want my hammerer! :(
« on: November 10, 2011, 10:50:55 am »
I thought that just assigning a captain of the guard and giving him a hammer worked? This can be done by assigning the captain of the guard to a squad and by assigning him a uniform in the military screen. Also the next update, whenever it comes out, should have hammerers back in according to the post on the front page today.

Also, does anyone else read "Today" as "Toady" ever since playing this game? I swear I have to double check every time I spell it/read it to make sure I got it right

792
DF Dwarf Mode Discussion / Re: Divorce
« on: November 10, 2011, 08:26:00 am »
As dorfy and derailed as this thread is, I still feel disappointed. I was hoping for a dwarven divorce thread like the dwarven child care or optometry thread.

On topic, how could we weaponize divorce once it happens? Lure men into a strip club where they sit in a smouldering artifact ‼Throne‼ where their fat/skin burns off? Traumatize them with the beard of the dwarven strip club thread and have a militia full of broke, blind men who don't really care about anything anymore?

793
Excitedly waiting to see the carnage of the next update. When part two comes out will you attach a death toll to it?

794
DF Dwarf Mode Discussion / Re: On Building a Military Efficiently
« on: November 08, 2011, 01:13:10 pm »
Hmm, my only advice is that you may want to take food and drink off of your soldier's equipment so you don't wind up with the "Soldier: Cannot follow orders" bug that's destroyed my last two fortresses. At least this is what I plan to try when I next get some time.

Other suggestions would be to test markdwarf squads on little critters or goblins in a fortification room to make sure that they're using ammo and not just trying to beat things to death with a bone crossbow. I've also heard that it is more effective to make many squads of 2-3 rather than one squad of 10 because your dwarves are more likely to spar and thus gain more experience.

Tactically you're pretty much screwed unless you wish to practice dwarven optometry (blinding dwarves) so that you can actually control them after they've seen the enemy. The only thing I could suggest would be a dodge trap (a 1 tile wide walkway with a drop on either side) leading to your walls while your marksdwarves fire down upon the enemy. Just be sure to keep the resulting fight off of the dodge trap so that your dwarves don't try avoiding a spinning ☼Cave Spider Silk Sock☼ by leaping to their demise.

I recall a thread testing the effect of personality on created item quality and it seemed to have a marginal (<1% IIRC) difference in outcomes. Judging from this I'm not sure if or to what degree personality affects military performance. Of course having fast healers who don't mind going outside always helps.

795
DF Gameplay Questions / Re: Forgotten Beast Battle
« on: November 07, 2011, 03:32:28 pm »
Somehow she also went from "hostile" to "friendly".

I'm not sure exactly how disposition works with foreign NPCs, but I seem to recall reading something about captured goblins becoming assimilated into dwarven society.  Is it possible that at some point (if she hadn't died), you could have invited this lizard lady into your fortress, and then assigned labors and rooms to her just like any other dwarf?  If so, that would be awesome.

As far as I'm aware there have been many reports of sentient cavern dwellers becoming friendly after killing a forgotten beast. It seems that their disposition changes upon killing a creature hostile to your fortress; the possibility of taming such creatures by pitting captured goblins next to them hasn't been tested by me as of yet. As for your question the creatures won't live in the fortress and will merely continue to live as they did before, just without harassing your dwarves. They seem to default to the same behavior as abandoned adventurer companions who, as I discovered after being slaughtered by a minotaur and embarking in fortress mode on the labyrinth to exact my revenge, will just wander around the map and harass wildlife or ambushers/invaders every now and again.

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