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Messages - GavJ

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256
DF Suggestions / Re: Multi-tile monsters
« on: November 07, 2014, 01:23:47 am »
I would probably have to actually go code it to work out the exact details personally. It would probably have to do with number of sides open to air, and whether they are opposite or not as well, etc. etc.

But with even just a single integer each, for instance, you can store from 0-31 distance to nearest obstacle for all 6 directions individually at once, per tile...

257
Pressure is a good start, but this looks really slow anyway due to drying time and draining headaches and blah.  You'd ideally want floor grates every couple of hallways at least going below to drain quickly, but even then you have to wait a good while, and that adds a major civil engineering project to it.

258
That is another way of saying it / considering it, yes. Perhaps I did not find earlier suggestions due to that perspective difference.

Though still actually between the two, I think I'd prefer what I said in the OP, because it means you don't have to try and find out where your cursor is if you forgot, AND yet you still never have to walk it across the screen, so it's a less annoying solution even than cursor stickiness.

259
DF Suggestions / Re: Trading Interface Layout
« on: November 06, 2014, 05:41:44 pm »
Sorry, versions getting rolled out too quickly for this old codger to keep up with.

260
DF Suggestions / Re: Tone down the intensity of missing loved ones
« on: November 06, 2014, 03:24:49 pm »
I still don't think I'd care that much if my great-uncle-in-law was baby snatched 30 years ago or whatever.

Also, this implies that they were in emotional shambles back in the mountainhomes too? How did they survive there? Why were they not in jail for throwing hissy fits before, etc.? This sort of makes it the equivalent of a migrant showing up with a missing limb and promptly. I.e. seems like a straight up bug, even more so than before, that this really happens much at all. Either they've gotten over it, or they haven't and would be locked up not sent out on expeditions.

261
DF Modding / Re: Killing with cold?
« on: November 06, 2014, 02:13:48 pm »
1) Change their tissue materials to take cold damage at a higher temperature.

Cold damage is proportional to how far below the damage point you are, so if you start taking damage at -200 degrees or something ridiculous, then -230 degree breath will do almost no damage to you. If you start taking damage at -10, then the -230 breath will likely obliterate you almost instantly.

2) Change their "homeotherm" value to be lower. This means they start out colder to begin with, so it's less effort for the breath to hurt them.

3) Change the "insulation" of layers like fat to be lower. This makes them change temperature a lot faster / weakens the influence of homeotherm.

When you embark on a map with -1000 set into the custom world gen for temperature, dwarves die outside in many seconds, but LOGS (with no homeotherm/metabolism) disintegrate in like, 1 or 2 ticks. So cold damage is indeed lamost instantaneous if it's a big enough difference and insulation is nerfed. The more you change dwarves to be similar to logs thermodynamically, and more vulnerable to cold, those breaths can be anything from useless to insta-disintegration-ray-gun.

262
What it says on the tin. Right now, if you build close to the edge of the map, the view refuses to go beyond the edge. The consequence of this is that every time you want to select ANY unit or building you have to start way the hell off to one side where the center of the map is, and scroll over like 40 tiles of empty space to get to it.

Instead, it should let you center on your fort even if it's on the edge. Simply show black tiles beyond the edge, not a big deal.

This can be avoided by using a tiny window, but I hate not playing fullscreen. It breaks immersion.

Let's say this was my fort, and this was the ENTIRE embark.
I would have to start with my cursor in the undug space so far, and always scan over to the left to do every single thing ever, because the view won't let you center over the actual main area of the fort off to the left:


263
DF Suggestions / Re: Trading Interface Layout
« on: November 06, 2014, 02:02:18 pm »
Our wishes have come true!

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Made column widths even in trade view and abbreviated strings differently
I'm not sure what you mean. I'm playing DF 2014 40.14, newest release, and I still have trade columns smashed into tiny amounts of space and can't see anything.  Is there a command I'm missing that changes that? (Tab doesn't work) Seems like still an issue.

264
DF Suggestions / Re: A truly stupid merchandising idea.
« on: November 06, 2014, 12:57:30 pm »
Just ask him if you can make your own and donate 75% to DF or something. probably be okay with it.

Technically I don't think you'd even need permission, since sunrises, etc. aren't even in the game and thus wouldn't be copyrighted as a collection of ASCII characters, and the characters themselves aren't. If you used the month names or said dwarf fortress on the front then that's a different story. But you should be able to do a normal calendar with earth months but fan ASCII art.

265
DF Gameplay Questions / Re: corpses not being taken outside
« on: November 05, 2014, 10:53:17 pm »
Okay so it's probably indeed some bug then. If so, I'll just use dfhack to autodump, was just hoping I was missing a button or something.

266
DF Gameplay Questions / Re: corpses not being taken outside
« on: November 05, 2014, 10:07:52 pm »
Why would corpses be forbidden? (although yes I did check that anyway actually, and as expected / should be the case, they were not forbidden to begin with).

Note by the way, that my butchers were happy to auto-butcher the first few corpses, which rules out any inherent restrictions on them or their location. But once they started rotting, the butchers didn't want them anymore and there appears to be no other way to move them.

267
DF Suggestions / Re: Multi-tile monsters
« on: November 05, 2014, 09:55:38 pm »
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They use the depot accessibility map. They use the depot accessibility map and follow a predefined route to its stationary destination.
So they choose a direction to go in based on a multitile relevant map of costs and restrictions?
In other words, an algorithm for multitile creature pathing.
Now create a map for every possible creature dimension and keep it updated each time a drawbridge activates or wall is built. Don't forget climbing. It's not a feasible method.
1) Single Map, not one per creature: each passable tile keeps track of how far away it is from the nearest non-passable tile, that is all.
2) Each creature explicitly stores its narrowest and widest widths and its height for pathing purposes. As well as its squishiness.
3) Totally unsquishy creatures are only allowed to path through parts of the map deisngated as wide enough for their WIDEST dimension (allowing pivoting in any direction with no algorithmic issues or overlap at any time). Totally squishy normal creatures can path through things only wide enough for their NARROWEST dimension. In between can scale in between if relevant.
4) Even if a creature has a path, it still has to check before moving or pivoting whether temporary obstacles like small creatures are occupying that space and react accordingly, not a big deal.

For animation purposes, if a small part of a creature overlaps an unpassable tile, but the map and its squishiness say it's OK anyway, just don't display that tile, and it is abstracted as an extremity squished in around the corner, etc. If not squishy, that wouldn't make sense BUT it won't ever come up if you use widest dimension, so no problemo.

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keep it updated each time a drawbridge activates or wall is built.

Very easy for just the one map. You don't even have to check any further than the radius of the largest creature on file from the drawbridge or wall for updating! I.e. a small fraction of one map each time.

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Don't forget climbing.
If it proves difficult, then yes, DO just forget climbing. I.e. don't let huge things climb until you feel like getting around to it. Isn't very realistic anyway that a giant sperm whale or whatever could climb without altering the landscape.

Not that I think it would be difficult. It's just a path like before, but pretty much restricted to only EXACTLY the right radius instead of "that radius or higher".  Which should ensure that some part is in contact with the wall. Or minor variation of that rule. Worst case, you just simulate the path and project the shape along it ahead of time, still not that bad.

268
DF Gameplay Questions / Re: corpses not being taken outside
« on: November 05, 2014, 08:25:41 pm »
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Dwarves need the corpse hauling labor enabled
This is 40.14. That labor does not seem to exist anymore, are you sure (if it is still required anyway, that's a pretty major bug)?? Also, all the hauling labors that do exist are on by default anyway.

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they also might take a long time to get round to it if they have other jobs.
plenty of lazing people around.

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Might have something "hidden" in the stock pile so REALLY it's full.
This is as of like 10 seconds after making a huge stockpile, everyone is walking right past it (no, no burrows), continue to not do so minutes later.

269
DF Gameplay Questions / corpses not being taken outside
« on: November 05, 2014, 08:17:59 pm »
What am I missing here? I have corpses in the halls from dead enemies. I have a refuse and a corpse stockpile outside, "dwarves gather refuse from outside" is also turned on even though it shouldn't be relevant, nothing. I also tried dumping them with a garbage dump outside. Nothing.

270
DF Suggestions / Re: Multi-tile monsters
« on: November 05, 2014, 08:15:22 pm »
Quote
They use the depot accessibility map. They use the depot accessibility map and follow a predefined route to its stationary destination.
So they choose a direction to go in based on a multitile relevant map of costs and restrictions?
In other words, an algorithm for multitile creature pathing.

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