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Messages - Codyo

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1
DF General Discussion / Re: Players who don't use mods...why not?
« on: June 06, 2022, 11:25:46 am »
Perhaps this question wasn't asked well enough. It's feels as though it is suggesting Dwarf Fortress is a game that _must_ be modded. Also it does not ask to what degree people would like to mod. I believe most do use mods, because there is a massive legion of utility mods out there that are widely spread and shared with friends to help play the base game more easily.

You have the LazyNewbPack and others that allow people to quickly change little and big details to how they would prefer. With a bunch of self contained mods like Dfhack and DwarfTherapist that comes with it. That is easily considered a modded experience.

Almost everyone I think mods their game to some degree, and it is very clear that after literal decades of development that Dwarf Fortress has enough base features to feel like its own completeish* (currently simulates 47% of reality) game. I am still not sure whether or not OP is asking that people must use complete overhaul mods, or something in-between because apparently Dwarf Fortress is bland without massive mods?

2
DF General Discussion / Re: Future of the Fortress
« on: June 06, 2022, 04:57:17 am »
As many others are saying. I am also in the "super user" camp and I was hoping that Steam DF would have a marriage of keybindings and mouse control so that bulk Mining, Channels, and Build placement could still work. Because honestly the keybindings have long been burned into the genetic memory of my fingers and it would feel weird if I no longer had that ease of access.

Whatever comes I hope puts less strain on my mouse hand. If I could at least guide the cursor with my mouse and use the Enter key for painting things. That would be Blessed.

 
I know this may be a question that's been answered in ancient times, but Toady discussing wanting to provide us with more incentive to break into the cavern layers made me realize I don't think I ever broke into them more than once or twice since they were introduced a million years ago, and I always add extra normal layers to the map before the caverns can spawn.

Does breaking into the caverns still essentially destroy your FPS?  I remember the game losing a ton of FPS back in the day if you broke into them, and it was one of the reasons you didn't want to do that.  Has this already been mitigated, and I am so stuck in my old ways that I never realized it?  Will the steam release include performances fixes for these sorts of common FPS losses?


I'd like to know the answer too for this.

3
DF General Discussion / Re: Future of the Fortress
« on: November 04, 2019, 08:08:36 pm »
Fortress mode question!
The blog mentions being able to "track down" and "send somebody after them" when it comes to villains. Does this mean sending one dwarf, or a military squad to capture a villain? If they can be captured, will they be escorted to one of your dungeon cells?
I'd find it really fun to capture my fortress's nemesis and put him on display somewhere. To ultimately give him some creative dwarven justice.

4
DF General Discussion / Re: Best CPU for DF?
« on: April 24, 2018, 01:37:30 am »
In the end, I'd go with a CPU that has the highest clock speed possible. With the current market and overclocking with intel CPU's you should be able to get 4.5-5.0 Ghz But that's probably overkill for this game. In this day and age if you're getting the latest hardware, you shouldn't have to worry about the size of the caches people will mention.
I agree with what others say on this topic whenever it's brought up. Having the fastest RAM should make a difference as the world has to be loaded in the background for constant calculations each month. If you didn't play before the 0.40 versions, you wouldn't have seen what a titanic hit on performance "real time" history generation made during Fortress mode. RAM would help with this aspect of the game.

5
If there is an actual dead civ, in my experience they're always available to embark under. The trick is to use a utility like Legends Viewer to find what dwarven civ has been destroyed.
Besides a utility, you can also tell if one is dead if you see no colored territories on the map. I'm not entirely sure on this though... there might be a bug where a dead civ does have a town left but it's only filled with pets (sad).

Whether you're getting defeated civilizations at all is different issue.
In order to make dead civs more frequent, I would increase the Megabeast and Semibeast cap of the world by like 30% (advanced world parameters is actually pretty easy to use). This will make town attacks much more frequent and can lead to a somewhat barren world if you increase it even further. By year 100 on a Medium world, I usually have at least 2 dead civilizations for each race. I don't know if all will show up as an embark option but I know one of them will.

6
DF Dwarf Mode Discussion / Re: New release !!SCIENCE!!
« on: November 23, 2017, 12:07:48 am »
I'm wondering if anyone else has been getting a crash when you generate worlds past 50 years.
Seems to crash after you accept a world and it is finishing placing Sites.

7
DF Dwarf Mode Discussion / Re: What do you buy from the caravans?
« on: October 23, 2017, 03:05:52 pm »
Basically food and drinks for variety. Since my dwarves commonly complain for  eating the same stuff.
Usually a lot of backpacks, quivers, and the like for my military since I rarely focus on leatherworking.
And I trade for steel stuff for the heck of it, so I can smelt it for raw ingots.

8
DF Dwarf Mode Discussion / Re: Fortress Plans for next Update
« on: October 17, 2017, 04:52:38 pm »

Ah, that looks like a good reason to do Dwarven Child Care again. I think I'll send all boarding school graduates out to wreak havoc in neighbouring civilizations as their final exam.

Here's a question. Are children able to train skills by being in proximity to others and observe their work?

9
DF Dwarf Mode Discussion / Fortress Plans for next Update
« on: October 16, 2017, 01:55:59 pm »
With the new expedition/mission feature coming up. I plan on rehashing my old Spartan Program to keep only the strongest dwarves in the fortress. It used to be just having migrants brave the caverns with nothing but iron tools and water to drink. Those who survived the various dangerous beasts would be glorified as full-citizens.
Now for whenever new dwarves have "come of age" at 12 (or at 6, I'll probably mod it) I'll send the promising young adults into the wide open world to grab an important item of value and bring it back. Of course if they succeed, they'll be welcomed into the fort with open arms... if not... they're either dead from the attempt or will be banished to the caverns to prove themselves in another way.
I don't know how exactly expeditions will work yet, either I could send out bands of these youngsters or individually.
It should make a good story.

Do you guys have similar plans to use the new features coming around?

Edit: Also I will look at the personalities of the dwarves going on the expeditions and use that to judge how difficult of a quest to send them on. Cowardly dwarves will only try to take an artifact from a "weaker" historical figure and so on.

10
Summarizing, no. Genetics is not that advanced yet in this game. Many features are not that complicated, despite our eager imaginations.
Dwarves do not marry within family or have sex out of their marriage bed. They won't marry again either when widowed.

As mentioned, hair/skin color and cosmetic features like that are inheritable. Actual attributes such as strength/agility/ etc, I don't think so. Only through coincidence they'll be similar to their parents. The muscle mass info you see is just a visual description of their Strength attribute. Though from what I've seen in generations of rapid pet breeding, size at least is easy to inherit.

Or just edit your raws to make dwarves grow up fully in a single year.

I agree with this if you want to see faster breeding of dwarves. Go into your creature_standard.txt /raw/ file and change the infancy/child years to 1. Make sure to set the size/growth rate from full grown at 12 years old to 1 as well. So they're full sized when they become adults. Rather than sexually active pygmy dwarves.


11
DF Dwarf Mode Discussion / Re: Can't get my marksdwarfs to train!
« on: July 24, 2017, 08:32:56 pm »
can you give some screenshots of your schedule/military screen?

Some notes on it
* Try activating your squad by putting them on the Active Alert
* In the squad's ammo screen, make sure there are at least [100] bolts assigned to (T)raining
* Do they actually have quivers and crossbows? Do they have bolts?

12
What's an easy way to remove Legendary Dwarves from world generation?

13
DF Suggestions / Adoption
« on: April 07, 2017, 12:39:11 am »
Mainly in response to ToadyOne's recent post.

I hope after you send a raiding party to rescue children from the goblins, that they can be officially adopted. Imagine a 4 year old girl being brought to the fortress, scared and alone. Surrounded by strangers. Then a nice couple appears, who have no children of their own, decides to take her in.
While parenting isn't in yet, it would be cool to see the good moods from family interaction.

14
Is this intended? After just three separate Vampire Bat attacks, just one bat each time, a third of my fortress are now elder vampires. I will have to kill all of these guys if I want to keep the rest of the population safe...

It doesn't seem right they're "elder" vampires either, they just became one.
I really do not want my entire fortress to turn into vampires. Could this vampire conversion thing be toned down? This seems to be a 100% chance of affliction after a bite.
If somebody wants a super vampire fort, this would be too easy.

The next time I make a world I think I will delete vampire bats from the raws.

15
I've once told a dwarf to mine a bit of "Hot" rock for my forges.
And he actually did it. The mad man!

He didn't get to regret his mistake long.

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