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.

Messages - GeorgiaPeanuts

Pages: [1] 2 3 4
1
DF Dwarf Mode Discussion / Re: !!SCIENCE!! Thread: Operation FPS Bomb
« on: March 22, 2012, 03:36:20 pm »
I highly doubt the items would just be stored in some giant vector. Even at minimum something where specific item types store themselves as a separate vector.

I'd think something like a cached octtree would be ideal too having a dorf find a needed item nearest quickly as he could quickly eliminate whole regions of the map as not containing said item. So instead of having to iterate a whole list of an item to determine the nearest you just trawl through an octtree till you reach the closest leaf node.

2
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.

3
Toady should make unhappy dorfs get in fights with people they have grudges with so the hammerer has so more fun to dispense. Another reason to keep the dorfs busy so they don't mingle, form cliques and create bloodlines with bad blood between different groups of dorfs.

4
DF Suggestions / Re: Vampire Fortress mode feeding modifications
« on: March 16, 2012, 12:16:30 pm »
Oh well they always be seeming to kill my legendary crafters... Its messed up

5
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.

6
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.

7
DF Dwarf Mode Discussion / Re: Digging designation cancelled:
« on: November 11, 2011, 12:22:51 pm »
We need two digging options, one where they dig what we tell no matter what. I am well aware already that the damn lake is right above you and I know damn well not to pierce the roof.

Then the other dig option could be what we have now.

8
DF Suggestions / Re: Allergies, Diseases, and also Vegan Dwarves
« on: November 11, 2011, 12:18:39 pm »
Well cause muscle growth requires protein. It is easier to get protein from animal sources. I understand nowadays it is easy to synthesis and create supplements that don't require the need of animals but back in the time of Dorf fortress I doubt they knew the constituents of food products(protein,fat,carbs, etc) and even if they did I doubt they would have the means to synthesis them or extract them to put in supplements for the vegans. Therefore I would argue that someone being vegan at dorf fortress time would not know that they should eat certain non-animal product foods to ensure that they are meeting their protein requirements. Therefore I suspect the muscles would suffer in some degree a bit of atrophy and dorfs who were vegan would thus be weaker than their meat eating brethren.

9
DF Suggestions / Re: Allergies, Diseases, and also Vegan Dwarves
« on: November 10, 2011, 08:59:33 pm »
I notice the Colony Collapse Theory in my forts often.

My sweat shop dorfs get mad I don't give them plenty of booze then they rage and berserk and suddenly the whole colony is dead. And if they aren't....... well they have magma for that.

10
DF Suggestions / Re: (probably) new suggestion
« on: November 08, 2011, 01:38:49 am »
Can't dorf just look at his next job in his queue and make sure that if he completes his building that he will be in a spot where he can do his next job.

11
DF Suggestions / Re: Courthouses
« on: November 07, 2011, 11:10:36 pm »
Well I know in real life justice is slower cause of court systems, but game-wise as I explained otherwise the sheriff must go round the fort finding each witness and talking to them separately while with the courthouse multiple people are questioned at the same time.

A torture aspect of justice system could be a neat addition too. It could be a tool as part of the solving of a crime or as punishments your sheriff can give as he sees fit to prisoners. More sadistic sheriffs could get positive thoughts from torturing the prisoners, while the prisoner would get negative thoughts.

For the use of torture in the solving of crimes, it could be a tool to try and coerce a confession from a suspect, but you can't be 100% sure the confession is real, just as real torture generally is highly ineffective at getting true information.

12
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.

13
DF Suggestions / Re: Allergies, Diseases, and also Vegan Dwarves
« on: November 04, 2011, 09:39:51 pm »
My old bee thread touched on sting allergies and the resistance a beekeeper develops by being stung... often.

I like the idea of fleshing beekeeping more. With relation to the allergies in general and specific of bee stings, it should maybe be genetic trait and so your migrants would auto-generate their genetic history, but historical figures would be based on their heritage. In real life the specific allergies you have is not generally genetic. Genetic plays role in whether you will be prone to be allergic to things or not. And what you end up being allergic can be different than your parents.

Something else to think about with regards to the allergies is the theory of being too clean too often can create be catalyst for allergic responses to form. So if your dorfs are always being cleaned because of things like the bathhouses and baths at the entrances then they could develop an allergy to whatever they happen to eat after the trigger for them to be allergic occurs.

14
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 04, 2011, 09:29:28 pm »
Is it a bug that often times barrels used for like food that I am assuming are empty from like a general initial stockpile when you split your food to its own stockpile those barrels don't get moved there and then they never get used. (I suspect they are empty cause otherwise I would assume they would be moved as some of the barrels did get moved)

To workaround I just have to remove the whole stockpile designation that they reside in, then they get moved to the right stockpile then I just recreate the stockpile it was in before.

15
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.

Pages: [1] 2 3 4