Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - GeorgiaPeanuts

Pages: [1] 2
1
DF Dwarf Mode Discussion / Strangeness with graphic sets
« on: March 20, 2012, 11:07:18 pm »
I've tried a couple graphic sets and it seems like now when you designate mining any revealed stone tile does not get highlighted so it becomes very hard to tell what you are designating. Have I done something wrong? I tried just downloading pre-made packages.

2
DF Suggestions / Pathfinding optimization
« on: March 15, 2012, 04:34:59 pm »
I was reading the pathfinding is A* every tick of a dwarf moving must evaluate 26 positions.

A way to optimize the pathfinding is to precalculate long-distance paths, and as the map is modified by the player to update these paths. So instead if for instance there a long hallway and the dorf is at one end and the room he wants to get to is at the other end and off to the side. He would instead build a a path using the long-range pathfinding grid, so his whole travels through the hallway would just be moving towards the current end node of the path. The savings are that any path is a known passable area of traversal. So the dorf is not doing any pathfinding calculations as he passes through the hallway.

When he reaches the end of the hall. If there is another node in his path he will move towards that. The paths need not even be straight as it can be evaluated what tiles are contained by a direct line to line segment from two nodes. Each node would only generate paths to nodes within a certain distance horizontally and only a tile above and below vertically. So when you modify the map the generation of the nodegraph updating would be confined to a limited area.

The bulk of the nodegraph would be precalculated when you start a new embark using nodes at some corners and with some uniform spacing for open ground.

The final part is that the A* is still used once you are in the local region of where you intended to go. So if you reached the closest node in the nodegraph to the workshop you wanted it would then use the A* again to pathfind from the node to the workshop.

3
DF Suggestions / Vampire Fortress mode feeding modifications
« on: March 15, 2012, 03:53:18 pm »
It would be nice to modify the feeding logic some. How much blood they take from a victim should be dependent on how long they last fed. So if you let your vampire's be in peace they will tend to feed more regularly and as a result take less blood from victims allowing them to live. As a result the live victims could under-go a faint and memory loss dependent on severity of the feeding for who their assailant was so that they don't identify the vampire always. The longer you withhold blood from the vampire the more thirsty they will become and the more they will drink from a person eventually killing them. If you withhold it enough they might even feed on multiple victims in short periods.

4
DF Suggestions / Courthouses
« on: November 07, 2011, 10:17:41 pm »
Now that we have dorfs not being immediately linked to their crimes it would make sense a new aspect to add to the justice system beyond the jail is a courthouse where a noble appointed by the mayor would be able to mediate the discussion of a crime and the witnesses, victims, and suspects.

It would speed up the accusation process as without the sheriff must find each individual in the fortress and talk to them separate but with a courthouse these things can happen more efficiently.

After a crime the sheriff could gather any evidence(just what he saw in general or any clues as well as witness/victim/etc names) then he can report to the judge and have a meeting with him to provide him this information. Then the judge will issue a summons for all the witnesses, the sheriff, and victims.

Next the player would hear what each person has to say regarding the crime. This will create a list of potential suspects. The player then can choose which of the suspects he wants to call to the courthouse to hear their side of the story such as whether they think their accuser has a grudge against them/have an alibi. Calling dorfs to testify as a suspect would produce a negative thought so calling all the suspects would not be wise as it could contribute to the random fun stuff I detail further.

Then after hearing all the suspects stories that you summoned the player would choose which dorf they believe did it and the sheriff would take them to jail.

During the trial to spice things up some random fun could happen such as accused dorfs getting enraged and going berserk or throwing tantrums in the courthouse. Also can be based on the true person who committed the crime wanting to avoid jail so going in a "berserk" state.

In the event of a loyalty spiral, instead of it going crazy out of control, if the sheriff is able to beat the treacherous bastard enough they can arrest them and bring them to the courthouse for trial as well instead of things spiraling out of control always which would give additional incentive for a competent sheriff.

5
DF Suggestions / Certain items dorf could carry more than one
« on: November 04, 2011, 08:46:17 pm »
Certain items like small crafts can be annoying when you are trying to lug a bunch to the trade depot to trade them... Something should be done to maybe determine like a size of each object and then each creature could have the maximum total size of objects carried to determine how many items they could lug at once.... So no longer it is a ton of dorfs needed to lug lots of loot to the trade depot.

Dorfs with babies could tie into it as well with babies taking up some of the size of their carry capacity such that a dorf who has twins will consume most of the carry capacity with only enough to consume food and drink.

6
DF Dwarf Mode Discussion / Pants on the ground
« on: October 29, 2011, 01:17:05 pm »
I keep finding clothes all over the floor, Its like shirts scattered here and there, I am not sure what it is from but nobody wants to put it in the clothing stockpile...

It is really annoying cause it clutters the parkways, and also many of the bedrooms are covered in clothing as well.

7
I keep getting attacked by gobrin seiges and ambushes and I get raped, I can never get my military trained well enough. Those damn lashers just rip me to shreds....


Is there any creative ways to deal with a gobrin invasion? I don't have any magma the surface though.

8
Unless I am missing some crucial thing I find it is deathly annoying to get workshops to make stuff with specific kind of material like for instance rocks. If I want all grey chairs and brown tables it is not easy to have that happen... If there is some way maybe I just can't see that.

If not I am really confused how this feature doesn't exist...

You can't explain that.

9
As you play these modes does other new history also occur during this time? If so, is there any easy way to learn about these events occuring without ending the game and going to legends?

10
DF Suggestions / Unit screen improvement
« on: October 24, 2011, 02:54:24 pm »
After many dorfs or gobrins die in your fortress or whatever have you can be a royal pain to find units you are interested in.

I propose many new changes to the units screen.

First we can add usage of tab key, it will take the units of each type like Living dorfs, Deceased, Wild Animals, Tame Animals, etc. and only display a specific list at a time as well as default list of all. This way you can eliminate useless things from your view.

Also would be nice to have some indicator somewhere for the unit if it has been wounded and this indicator could allow additional list for just wounded dorfs that way easier to view them and see their diagnosis and determine if you need to stock more of certain hospital items.

A filter would also be nice, I think it needs to be more advanced than a simple string search. In it for instance you could do show me dorfs, who have mining enabled or show me dorfs who have mason, butcher, and brewer labor enabled making it much easier to browse huge 100+ dorf list for dorfs you have an interest to interact with.

11
DF Gameplay Questions / Families
« on: October 23, 2011, 11:55:13 am »
Is there any easy way to see what family units exist in the fortress. It would probably be wise to keep children of dwarves and also married couples in their same bedroom rather than scattered round the fortress but I don't see an easy way. I can go through each dwarf and look at relationships but that is tedious. I was hoping there was a more efficient way to manage this, and it would also be of interest to me to see what family lineages have survived the years in my dwarfdom and what generation of dorfs I have gotten.

12
DF Dwarf Mode Discussion / Ummmm, really odd toy boat artifact
« on: October 23, 2011, 03:09:11 am »
The Wilted Poet - Toy Boat

"This is a candlenut toy boat. All craftdwarfship is of the highest quality. It is studded with steel and encircled with bands of ash. This object menaces with spikes of candlenut, green tourmaline, and chert. On the item is an image of Hoofromance the clear garnet cage in red zircon. On the item is an image of a forgotten beast in chert. On the item is an image of bats in two-humped camel leather. On the item is an image of Nikuz the deity of fame and rumors depicted as a male dwarf and two dwarves in green tourmaline. The two dwarves are prostrating themselves before Nikuz."

They are prostrating themself?

Dirty Dwarves. It seems that I have a gay one too what with the prostrating and all.

13
DF Dwarf Mode Discussion / Retarted Miners
« on: October 23, 2011, 12:06:33 am »
AAAAAGH! I just lost two +5 Legendary Miners cause they thought it would be smarter when building my chasms for waterfall drainage to not do each z-level completely then go to the next one and so the rock debris from above fell on them when they were carving below and one died and the other shattered both his legs and one of his arms effectively making him useless cause I have to wait for his doctor to fix him.

14
DF Suggestions / Allergies, Diseases, and also Vegan Dwarves
« on: October 23, 2011, 12:00:10 am »
It would be interesting if some dwarves had allergies...

For instance some might be allergic to shellfish, or they are lactose intolerant, or allergic to bee sting.

If an allergic dwarf has interaction with its allergen object then he will need immediate medical attention or face some problems up to possibly even death. It would give hospital workers something to do when you don't have much fighting going on, plus would add additional layer of challenge in deciding what dwarves go outside as you would want to keep those allergic to bees indoors, and it would enforce the necessity to have varieties of food for those allergic to certain food types.

Secondly, it would be interesting if some dwarves are only gonna eat only plant food products... They can be vegan dwarves and they will get negative thoughts seeing meat products when they go to get food and also get negative thoughts if they witness wild animals being killed or hunted and seeing a domesticated animal get butchered.

Finally, another idea I think would add some more challenge and variety to the healthcare industry are diseases and a medicine industry. If you lack a plethora of soap then your dwarves would be more susceptible to infections and disease. For instance, in the winter a dorf might catch the flu and it can spread in your fort if they aren't quarantined to the hospital early enough.

This could extend into other things such as lycanthropy. Already now exist werewolf mobs in the game. If a dorf is bit by a werewolf he will have a chance to catch the lycanthropy disease. Diseases like lycanthropy can be treated with proper medicine if done early enough, but after a certain amount of time the disease would become permanent on that dwarf, On whatever months is full moon the dorf would randomly turn to a werewolf for that time. If you like the dorf you can just lock him in a room, otherwise he will behave like a berserk dorf but much stronger.

A similar disease is zombie infection. When your dorfs fight the zombie type of creatures if they get bit then they will only live for a month or so and then succumb to death. They will become a corpse for a certain random time and then will awaken as a zombie.


15
DF Gameplay Questions / Stockpile QQ
« on: October 22, 2011, 09:48:35 pm »
Hey I have a QQ about stockpiles.... So I have been trying to figure out how I can ensure every stockpile I have for food gets stocked such that I can then burrow certain people to stay in their areas... For instance I don't want the mayor or legendaries or heroes eating with the common folk... It is beneath them to do such things so I was wondering how do I make sure that the haulers will move new food between each stockpiles that way the nobility and skilled workers don't starve when I burrow them to their own food area and bonus points if it can be setup so that only cooked meals go the fancy folk and raw things stay with the insolent pheasantry.

Pages: [1] 2