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Messages - Snaake

Pages: [1] 2 3 ... 49
1
DF General Discussion / Re: Upcomming announcement....
« on: March 13, 2019, 06:40:02 pm »

I can't see DF selling a fraction of that unless the interface is comparable. Rimworld is LITERALLY like a combination of DF, DFHack and DTherapist in a single unified interface. I dream of DF being as user friendly.

I couldn't agree more - it's all down to the user interface.

In my opinion, it's the only reason why DF has been relegated to the 'hardcore' gaming sphere, rather than going mainstream. More than that, I feel it'd just take a little (relatively speaking) polish - a bit more unification, mouse support (already in DFHack) and a few tooltips/etc.

I feel it would need DTherapist built in - I find it a bit too obtuse without it. Perhaps it could be a DT 'light' which stops it being quite so spoilery, but it definitely needs a similar interface.

...

I haven't played for a couple/few years, came back to the forums because of this news, but wasn't there a DFHack plugin that basically was a DTherapist-type UI screen, only accessible in-game? Was it discontinued? The option to maintain stocks of products (e.g. if there are less than 10 tunics free in stock, make more) used to only be available with the workflow plugin too, but I vaguely recalled and now checked to see that it was added as a feature in work orders in v0.43. Searching for the name now (but gonna have to go to bed soon), I think it was probably one of Falconne's?

Ok, I think I found it (not Falconne's though I guess?), manipulator, or apparently there's also a newer branch, Cavern Keeper. Something like that would definitely be good to have as a built-in feature in the vanilla game, yes.


Does anyone know what the "V - Visualize" key does in the steam screenshot of the new ui?
Yes. Nothing. Shouldn't be there, move along please.

Kitfox has 8 members, and Tanya has written 2 books together with Tarn. They are friends, this is not EA buying Bay12 or so.

In the long run I'd assume that the free Df version will look better than the steam DF, simply because of the large community of people producing mods, tilesets and utilities. Not sure what that does to the Steam sales though.

Overall I approve of this quite heartily, not only because of Tarns financial situation, but because I want to game to be as good as it can be, and for more people to play it.

I suppose modders could also publish their tilesets on Steam Workshop as well as here?

2
DF Dwarf Mode Discussion / Re: Problem dwarves
« on: November 11, 2015, 04:45:32 pm »
In any case, the beauty of dumping refuse into a pit is that if you later want to destroy them, it's as simple as dumping one minecart full of magma down that pit.

3
Sanctume: you're assuming everyone, or at least most people, would primarily want to play PvP. I wouldn't.

Player versus Player requires Multiplayer, obviously, but the reverse is not true.

4
DF Dwarf Mode Discussion / Re: Problem dwarves
« on: November 10, 2015, 07:56:49 pm »
Is it still a thing that iron/copper/etc. will get melted by the magma into ingots? (iirc)

They should get melted into pools of liquid X.

Except that iron is a magma-safe material, together with nickel, platinum, pig iron and of course steel and adamantium. That should be bronze/copper/etc.

So really, you could also consider the melting a feature: getting rid of all the scary goblin corpses, smelly socks (a mature fortress should be able to buy any theoretical needs from caravans using purely used masterwork pig tail cloth clothes anyway), and less valuable goblinite just by dumping the wooden goblin cages into magma, and periodically drain said disposal site and collect the valuable iron goblinite.


I once built a garbage incinerator aboveground: the refuse pile fed to a minecart, which would get pushed when reasonably full. The track was a short loop that led behind a short section of wall (on the other side of the refuse dump/track wall was my surface perimeter wall) to avoid magma mist accidents causing !!fun!!, where a no-friction track stop dumped the contents into the magma, and then the cart returned to be refilled. I like to watch the smoke from the 1 tile of magma wafting away from my fort, signaling the presence of the fortress, daring the goblins to invade... riding giant toads, which would swim under my river-straddling wall right into my courtyard, if my dwarves didn't jump in to fight them underwater before that.

That exact design would require some form of extra LoS-blocking now, due to the bad thoughts from seeing the corpses lying in the refuse pile while waiting to be loaded into the trash cart. Just building walls around the refuse pile with a door on the less traveled side should be good enough?

5
DF Dwarf Mode Discussion / Re: Favorite DF quotes?
« on: November 10, 2015, 07:42:35 pm »
Not a quote, but related to the "my river stopped" stuff above: I fondly remember reading about a story where someone embarked on a waterfall map, where the downriver i.e. lower portion of the map was a colder climate, that froze in winter, while the upriver part didn't freeze (or froze only later?). Cue a LOT of flooding in the lowland parts and long-term low-fps until he built a dam or abandoned, since the biome border of course wasn't exactly at the waterfall's cliff.

6
Oh yeah, that'd be a pain. Maybe you could do it when the elven and dwarven caravans arrive, since you're probably going to be managing trading as well?

Or maybe you could put the barracks so many tiles away from anywhere else that everything takes forever to get organised. Or... maybe you could put the barracks above a small pit lined with willow or something light, so that when they do start sparring, they'll dodge off the edge and have to walk all the way back up. Stick some 4/7 water in the pit, and you'll get a tiny bit of free Swimming skill.

Complicated, eccentric, otherwise completely unnecessary if not outright counterproductive ingame workaround for a bug or incompletely/non-ideally functioning feature? Extra Dwarf points to you, sir!

7
If you do want to make it multiplayer, I suggest making players share a map (larger than current fortress maps) but have limited number of dwarves under their control. They can choose to collaborate to make a superfortress or make their own isolated hamlets and compete.
Oh, and there's another reason why a DFHack version would be very difficult. You can't stop one player's dwarves from trying to take another player's jobs. (Maybe you could use burrows, but then there's territorial issues preventing offensive engineering and recovering items.)

However, if the engine made it possible to divvy up the dwarves between multiple players somehow, THAT could actually be a fairly interesting way to implement multiplayer while avoiding jobs stealing dwarves or dwarves stealing jobs -type conflicts. It could, and probably should, go further than just civilian vs. military; one way could be to allow players to select who is in charge of what "spheres": military, construction (buildings, mechanisms, possibly workshops), mining, manufacturing (setting work orders), with possible further splits into industries eg. farming, metalworks, etc. Each dwarf would belong to a certain pool - a social caste/guild, if you will. The pools themselves could be customisable down to profession level, at least (so e.g. the military could be allowed some civilian jobs in peacetime). Of course, some mechanic of transferring dwarves between pools, possibly requiring your dwarven manager to sign off on it, would probably also be a good idea, to account for changing priorities as the population size, fort maturity and other circumstances change. Also the same for changing who controls what. Players could requisition dwarves/items/buildings/more abstract things from others, probably best done as an informal chat. Now I'm reminded of Artemis Spaceship Bridge Simulator, a bit, although this would probably work just as good with text chat as in the same room.

I just thought of this, but this sort of "dwarven council" of each player managing one of the different spheres of dwarven life is the best idea for an actual working, cooperative, interesting DF-like (see "roguelike") Multiplayer game that I remember reading/hearing/thinking of. Any game devs out there, feel free to grab this for the next Gnomoria/Banished/whatever.

For DF itself, this would probably require a rewrite of a decent amount of the current DF UI code, and several medium-to-large portions and rewrites in the rest, too. Obviously some basics are already in, since military on duty with active orders don't "look at" civilian jobs and vice versa, but that would have to be expanded on *a lot*. For Toady, I'd much rather he just keeps doing what he's doing, which is doing what he wants to do, while of course interacting with the community.

8
You're welcome to check the inventory of the female next time you play then, and tell us the results.

Look, I've tried to be diplomatic. I mentioned that it was my understanding (=I don't claim to have perfect understanding) that they carried them, and provided an example (blocking with babies) on why I thought this way. I also remember some old stories that say that female melee squad members won't equip shields if they're carrying a baby etc... not that shields technically need a free hand. Now I'll admit that the baby doesn't show up in the mother's inventory, so it's not exactly like carrying an item, but hey, the dwarven inventory code probably wouldn't have allowed that directly anyway, without a workaround of some degree.

You've mainly kept stonewalling me by repeating various relatively terse variations of the first sentence in the quote below. The 2nd sentence of the quote below being the only exposition on what this means or where this is deduced from.
Babies are treated as mounting the mother in combat.  That includes not being the primary target unless the mother is distracted.

Now, I'm not really that interested in continuing this argument/discussion any further (keeping in mind that just repeating the same statement without providing any justifications doesn't really qualify as either), so I guess I'll just sum this up by pointing out that I have now mentioned a couple of examples of item/shield-ish behaviour occurring, and you've presented one example of rider-type behaviour. Unless one or the other is proved to be false, my best guess for now is that babies are a special case which has elements of both. It does seem like the kind of thing that would warrant a special case, although carrying wounded dwarves, or in the next release probably also other fortress citizens, might well use the some or all of the same code as babies.

9
Combat mechanics are those of a mount.
???
Babies are treated as mounting the mother in combat.  That includes not being the primary target unless the mother is distracted.

I'd like to reiterate that my understanding was that they carried the baby. Part of this is that dwarven mothers at least used to occasionally block using the baby. This is why using females for military was not recommended (besides that a fact that even if the baby doesn't die from being used as a shield, if the mother dies, the baby would starve to death more often than not).

10
I wasn't aware that 0.40.24 crashed so often. I've never had that problem. Possibly my forts aren't mature/large enough to encounter memory-related problems.

I haven't played 0.40.24, but I'd like to 2nd this by saying that 0.34.xx didn't crash much at all for me, or for most people on the forums. Also, your (Purple Gorilla) problems regarding 2 different types of copper bars, rock boulders & bars etc. are for the most part stuff I've never heard about, tbh. The single exception is producing "iron" artifacts without picking up iron, that was because iron is the default material if something goes wrong with setting the main material for the artifact IIRC.

So to me, it just sounds like your install (maybe mods?) has had some major problems. 2 types of copper bars etc. might be caused by save corruption? As for your 4-point list of "problems", I'd say that
  • unused memory not being freed definitely is an optimisation issue
  • contaminants multiplying is probably Working As Intended, but this should/could/will probably be revisited at some point so they do get washed completely away at *some* point, both for gameplay and optimisation reasons
  • yea, dwarves never cleaning up is a gameplay issue, but would also help optimisation, much like the previous
  • Every bodypart and item getting it's own contaminant is... basically how DF does things ^^. And this sort of thing is why a lot of us here on the forums love it. Cleaning working better would also pretty much remove any long-term fps impacts from this.

11
technically babies ride their mother as if they were mounts.  at least mechanically

I thought the mother carried the baby in one hand? Doesn't seem like it could be both.

12
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: November 04, 2015, 08:58:48 am »
So I haven't really played 0.40.xx except for a quick try when it was new, and was wondering what raw mods people are still doing to fix little quirks of the game.

Things that I used to change the raws for, that seem to be fixed by Toady in various stages of 0.40 are:
  • Turtles and tortoises should appear now; I used to add [LARGE_PREDATOR] to them iirc
  • Both egg-layers and non-egg-layers (they were fixed separately) can now breed even if they don't have a baby/child state listed; I used to add this for some creatures, e.g. GCS
  • Large grazers won't starve to death anymore?
  • Toady fixed material values for obsidian
  • Someone mentioned alphabetizing stones in the raws, I don't think I ever did it, but it seems Toady did in 0.40.15

Then of course there's some other stuff I occasionally added to the raws that was decidedly not just bugfixes, like more stones available for stone tools, and the stone tools&weapons themselves: axes, pickaxes and maces iirc. I think I also added some sharpness/edge tag to more stone types, so stuff other than obsidian could be used for this. But probably best to ignore those for now.

Things that I think are not yet fixed:
  • All animals just giving one skin and thus one leather when butchered? I used to do the leather-is-globs edit to fix/get around this.
  • Scales, chitin, feather still aren't really usable? I think the Modest Mod fixes this, and I used to do some stuff for this, e.g. add [PEARL] to feather or something, and enable tanning scales into leather somehow.
  • Can larger dwarves (62500+?) now wield 2h weapons like halberds, great axes and 2h swords correctly? The bug was that the "can I wield this" check checked average size for the race, even though size of the individual would make more sense, and that's what the "can I wield this in 1 hand instead of 2" check looked for. The workaround was to reduce the "can wield" size to 60000 i.e. average dwarf size.

tl;dr: Toady has fixed a bunch of stuff during 0.40 that used to require raw modding to work around it, if you wanted e.g. to breed GCS. What raw mods do you feel are still necessary?

13
DF Dwarf Mode Discussion / Re: Breaching the Aquifer
« on: November 03, 2015, 05:15:49 pm »
I think realism went out the door with infinite source/sink aquifer tiles  ;)

As indicated, I did get transmutation of one type of sand into 3 different kinds of soil, but the top aquifer one, at least, was not supporting the aquifer. If of sufficient interest I could start up the save and plug the leak(s) in the top one to check the bottom one.

I doubt it's worth the effort just to test this, but if you're going to be playing that save anyway, why not?

Infinite source/sink aquifer tiles aren't necessarily unrealistic if you consider them as an approximation, after all the play are is fairly small, and water tavle levels don't change very fast. The source/sink speed is rather high, though.

14
DF Dwarf Mode Discussion / Re: Breaching the Aquifer
« on: November 03, 2015, 01:46:21 pm »
"For a 1-2 thick aquifer, 1-2 layers of dry soil are required, ..."

I once had dry soil (clay in my case) transmutate to sand when dropped. I completely gave up on piercing aquifers with cave-ins back then. Was the game changed since I experienced that (34.x)? Or did you drop rock?

I would view clay transmuting into sand as a bonus, actually, since then I'd have materials for both glass and pottery. The tests I did were with dropping soil.

Where you might have a problem is if the dropped plug *also* changes to have an aquifer (I was going to say-aquifer-bearing, but that could be confused to mean soil/stobe types that have the *potential* to be aquifer-bearing). My understanding is that currently transmutation does happen sometimes, or at least did in 0.34, but that it's a bug and unintended. I haven't heard of transmutation of a plug to be included in the aquifer, but I suspect that unlike the previous,  this might eventually be desired/realistic behaviour, if the dropped soil is capable of supporting an aquifer.

However, if we start talking about realism, it should really be possible to e.g. channel out an aquifer tile and then hammer in at least wooden log walls into the 7/7 water from the z-level above. Or collapse built walls to form dams etc. Currently you can only do anything like that by casting obsidian.

15
DF Dwarf Mode Discussion / Re: Breaching the Aquifer
« on: November 02, 2015, 11:55:17 am »
Just as a quick reply:

  • The best posts to look at are #205 and #206 (they don't have the central hole)
  • the single tile in the middle being hollowed out is unnecessary, it was used by one guy, not a huge problem to have but it does mean you'll need a bucket to empty it out. Can't remember what their reason for adding that was.
  • See #205-206, I don't think there's anything else except open floor and ramps on the (flooded) bottom aquifer layer pre-drop in those? So the plug doesn't hit any supports on its way down.
  • With regards to failing the 2-z chicken runs: yes, that's why I want to test it in a newer version. I vaguely recall someone mentioning that chicken-runnin would be much more difficult or even impossible in 0.40 and on, but I don't have any experience myself. Incidentally, if that's true, all the classic chicken run methods already on the wiki would also fail.
  • ...In which case my go-to method for a 2-thick aquifer pierce would probably still be a concentric cave-in if possible (enough soil), or if not, handle the top layer with a basic cave-in, and then use the hatch trick for the 2nd.

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