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Messages - Snaake

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196
DF Suggestions / Re: Multiplayer
« on: October 14, 2013, 09:56:30 am »
There's a utility called dfterm3 which is capable of co-op multiplayer, essentially letting you and a friend both have input and share a view over the web in real time.  This would probably be enough for OP's request.

Why does everyone think that turn-based gameplay is a problem. That's nonsense.

It isn't a problem at all when two players are playing on one fort, the pause simply stops the game for both of them and both of them can continue giving commands in that time.

dfterm3 - multiplayer is decent fun already, if the lag/crashyness issues are any better than when I last tried. It would be much more fun, if multiple cursors, i.e. multiple simultaneous inputs were possible. Then we could have true collaborative building. The menus would pause, sure, but the players would have to agree on that themselves. But that would require a rewrite of how DF handles keyboard/mouse inputs, and would be useful only for that type of gameplay. For more extensive rewrites, some of the pausing menus could be changed so that players would choose whether they pause while browsing or not. I'm assuming that many menus require the game to be paused when you e.g. add or delete jobs (be they designations or workshop jobs) and such, but even if that's true, it could be possible to browse the menus without pausing, then when the command is given by a player, do a quick (automatic) pause-issue command-unpause. If that's too laggy, collect commands into a buffer like DwarfTherapist does. Would be really fun though, to have multiple simultaneous overminds on a single fort, instead of the current multiple personalities fighting for control in one overmind that dfterm3 does at the moment.


As for the "multiple forts in the same world" type of multiplayer, possibly with caravans, raiding parties, patrols, military assistance expeditions (to help lift sieges), stuff like that... well, that could be interesting. If caravans are set to happen in a fixed season each year, you could e.g. make the decisions about the caravans before the end of spring (assuming autumn caravans for dwarves like now), and then the world would be synced at the end of spring. That would allow each player to play out a 1-year "turn" at their own pace, before syncing has to be done. This would be  similar to a play by email type of strategy game (e.g. The civilization franchise), except the "turns" of 1 dwarven year aren't played around the table by each player, but simultaneously, and then they're combined in the "end of turn" processing (there have been at least tactical turn-based games that handle combat like this. You either tell your guys to shoot in some direction as suppressive fire/because you assume enemies will be coming from there, or use some kind of overwatch mode, where they shoot on their own initiative if they see the enemy). For 2 player games there isn't much difference, btu the latter approach makes it much easier to increase the player count without vastly increasing the time you have to wait for your turn again. Heck, with the coming retiring AI, you could even give an ultimatum that if people don't play their turn on time, their fort will be handled by handled as being retired for that year.

This would still require splitting the world-advancement processes from the regular fortress gameplay stuff in a way that's probably different than what's being done at the moment/in the next patch. E.g. at the end of turn, you'd probably have to predetermine what migrants, sieges, megabeasts, FBs, animals (if any populations are shared between the forts), possibly caravans, and so forth, all the players get the next year, so you don't get a historical figure attacking/migrating to 2 different forts. Caravans are a possibly because currently they just come and go from thin air, but that's set to change; once traded items are tracked in even an abstract way, the stuff they bring to the fort would have to be generated in at least that abstract way, e.g. X food, Y weapons supplies, prior to any caravans "setting off" towards the forts.

For the military-type stuff mentioned above, we'd have to wait until the DF version that adds sending out patrols/counter-raids against goblins, anyway (AFAIK, planned but little or no timeline features). To be able to do this sort of thing at any time, you'd need to keep the world synced much more often than 1 year, but you could maybe also give orders for the whole year in advance. Or for a slightly more frequent interval that still allows some independent play time for people, once a season or once a month syncs. Imagine all forts are at least 2 weeks away from each other (for one sync per month). The communications delays would also make things more interesting, if you have to employ dwarven couriers to send messages etc. Extra points if the couriers and armies (patrols etc.) actually travel to the destination on the map, thus taking longer to get to faraway forts, and extraextra points if they can get attacked/obstructed on their mission. The army movement stuff is already coming in the next version though, so that isn't a big problem.

The above 2 variants, or some slightly more developed versions of them, are I think the closest to multiplayer DF that we could sensibly get without making it a vastly different game. But as mentioned before, Toady has expressed no interest in doing any kind of multiplayer. I think the systems I roughly laid out above might still be possible a few versions/years from now if the external plugins and such would advance enough (especially the armies stuff needs a few releases), and definitely possible (though not assured to happen) if the DF source code is ever released. Which is going to take at least a decade, and probably several decades (until DF is ready and/or official development stops).

197
DF Dwarf Mode Discussion / Re: Croc Breeding Blues
« on: October 13, 2013, 02:10:09 pm »
You can also obsessively watch the nest boxes for when eggs are laid, and just forbid the eggs. But yea, best way to do mass breeding is by having no stockpiles with eggs on and possibly also not allowing them for cooking (if you intend to hatch them multiple times). IIRC eggs won't be eaten raw in vanilla, so they won't even be taken to the kitchen anymore.

198
DF Dwarf Mode Discussion / Re: Cage Traps and Mass-Capture Programs
« on: October 13, 2013, 01:44:56 pm »
The most important decision regarding cage traps is whether to use them at all.

That should probably be "whether to use them at all for fortress defence". Because without any cage traps, it's gonna be much harder, if not impossible, to capture any wild animals for taming/breeding programs. I have a couple of traps per cavern entrance (also have troops training a bit inward from them), and a few traps in a few locations topside (with walls to make pathing into them more likely, without having to use dozens of traps), for this purpose. But after the first time I had a 4x3 formation of cage traps in my main entranceway in one of my first forts, I haven't used them for actual fortress defence.

199
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 05, 2013, 07:02:04 am »
No idea why people claim it would be impossible to be attacked by the elfses in the current build.
Chopped down a few trees. Year later the diplomat arrives and tells me I should stop and I dad been warned.
This year no elven caravan but an attack party (note that I didn't cut down further trees). Left after the first one got hurt by a weapon trap - like one would expect from elves.
Strangely enough they are still listed with (P) in the diplomacy screen.

So I can't confirm that you couldn't get elves to attack you its pretty easy in my experience.

Sure, if you get elven diplomats, which AFAIK only happens if you use the dfhack fixdiplomats command. In vanilla, you don't get elven diplomats.

200
DF Dwarf Mode Discussion / Re: Islands
« on: October 05, 2013, 06:40:09 am »
I think it's possible to get a small enough island just with the basic worldgen, but you need luck, and you do need to spend some time searching for it, since they don't show up on the zoomed-out version of the world map.

At the very least, I'm pretty certain I've found islands that spread over only 2 16x16 views, without using advanced world gen, or even checking the whole map.

201
He was probably a drafted soldier at one point. Or he killed an elf werebeast (if those are possible?)

Had a goblin as my latest werebeast, so I don't see why elves aren't possible (they usually are humans/dwarves, though).

202
DF Dwarf Mode Discussion / Re: Artifact Zinc Breastplate?
« on: October 04, 2013, 07:15:29 pm »
sirdvae, the point of contention was that melting metal objects would count as producing bars the same way as smelting ores, i.e. they can be demanded. But to counter that, you said that you accidentally(?) forbade some bars still owned by merchants, and then seemed to claim that the fact that those bars were not demanded in moods was evidence that melted bars can't be demanded. I'm not saying you're wrong about melting, I'm saying that this paragraph does not in fact say anything about bars from melted items not being "demandable":

Ive posted what I have because that the experience I had. I definately had dwarves with a preference for a metal I had bars of that used the bars I wanted. To start with i was atom smashing all the goblinite but then I ended up with a few bars of metals I didnt want via forbiding all bars via the stock screen when a merchant was in the depot (so I forbidded the merchants bars and they "became mine"). after this the preferences still did not mandate the material (I was still forbidding the metals I didnt want to be used)

You just say you used to atomsmash goblinite, but apparently stopped. And then you got some bars by forbidding the merchants'. I repeat, neither has any bearing on whether bars from melting can be demanded. I can only judge your evidence based off what you say, not what you did in your fort. Or said in your most recent post, but not earlier. You may have been implying it earlier, but you didn't state clear evidence.


About the boasting thing: I do pick my words carefully, e.g. both "I wouldn't boast..." and "(sounded like one, initially)" were phrased that way for a reason. I wasn't actually accusing you of boasting, just saying that your first post in this thread did sound somewhat boastful ("I've got lots of artefacts, lots of them weapons/armor, practically all out of steel, too"), but I also said that once you mentioned that it was an artifact-generation testing fort, the context changed entirely.

Lastly, forbidding all but the desired metals is a (small) exploit in my books (which is not to say I haven't used it a few times, but normally not): I think that if it was intended for the player to be able to cherry-pick materials for moods, then there would actually be a UI for that, like for regular weaponcrafting, for example... Of course, even if the forbidding trick, or restricting materials via burrows, were fixed to remove them as possibilities for the savvy player, the savvy player would still find ways to get mooders to use the (non-demanded) materials they want used, not what the dwarf would pick: for example, locking/walling potential mooders in rooms with only the materials desired/dumping in any decoration materials.
tl;dr: Artifacts are meant to be random, and a product of a dwarf going temporarily crazy; what makes you think you're meant to be able to pick the materials in them?


Shield are always good artifacts! Light Materials are considered better though....

Not particularly. Shield-bashing can be quite useful. A black bronze shield is good for that.

As for this, the correct, or at least better, statement would be "Not necessarily". Light materials are good for less weight, heavy materials for shield-bashing, and there are some relatively marginal situations (at least in vanilla) where ideally you'd have them at least be fire-safe. Nether-cap is even dragonfire-safe, but since the shield is only affected by the tile the wearer is standing on, not by the direct dragonbreath, which is just blocked, it doesn't really matter much, unless a dwarf drops the shield on the battlefield, and it gets breathed on after that.

203
If the fortification is constructed as a Fortification, rather than being carved from living stone, or constructed as a Wall and later carved into a fortification, it lacks a ceiling and creatures which fall into it will find themselves inside the fortification.

I recently found out that a ceiling (floor on the z-level above) can also be missing if you construct a wall, carve it into a fortification, then construct a ramp on the z above, then remove the ramp. Not sure if it'd also happen with other constructions.

204
Dear Urist McPumpoperator

I appreciate your enthusiasm for your job. I built a pump next to the ocean to both draw up some water and desalinate it and you ran right to it when I asked for someone to operate it. I even made a channel on the other end for the water to drain into after you pumped it.

However, you must have been trying impress somebody because you went at that pump like it was a freaking Olympic sport, pumped so much water that it overwhelmed the ditch, flooded onto the ground and washed you away into the ocean.

Perhaps in the next life you'll learn to take it easier.

Dear overseer,

oooooooOOOoooOOOOOOoooOOOoo

Translation: Well, we pump operators would be out of jobs if we pumped any slower than windmill- or waterwheel-powered pumps, wouldn't we? And then you'd just have even more dwarves just lazing about hauling socks back and forth.

Spoiler: advice for the future (click to show/hide)

205
DF Dwarf Mode Discussion / Re: Artifact Zinc Breastplate?
« on: October 03, 2013, 08:02:02 am »
It sounds stupid I know, but my last fort was a study in artifact generation from moods.

Ive posted what I have because that the experience I had. I definately had dwarves with a preference for a metal I had bars of that used the bars I wanted. To start with i was atom smashing all the goblinite but then I ended up with a few bars of metals I didnt want via forbiding all bars via the stock screen when a merchant was in the depot (so I forbidded the merchants bars and they "became mine"). after this the preferences still did not mandate the material (I was still forbidding the metals I didnt want to be used)

For platinum, which i did smelt from boulders they would not use steel, they only collected when I forbidded the platinum. hence 5 platinum warhammers (which I did scum for).

EDIT I had 0 copper artifacts in that fort. I never smelted tetrahedrite and I had 1000+ copper bars at the end (copper is just an example, i had lots of other metals i never smelted from boulders).

I imagine if you didnt have iron you could smelt bronze bars from rocks only and then bronze would be viable for moods where copper or tin wouldnt be. (thats what id try if i embarked without iron but possessing tin and copper).

Id also go with "wear zinc breastplate over steel mail shirt" for pimpness, as armour cant be put into a trap (or on a stand) like weapons can to boost room value.

FINAL EDIT

I also had 1 pig iron spear and a pig iron cabinet due to a preference for pig iron, which i had smelted (tho not from boulders obvisouly) because i was smelting pig iron. Somone did suggest to me embarking with a bar of pig iron (or two or x) to allow me to smelt steel without smelting pig iron, and then multiplying my steel by making the right items, but that was too late for that fort.


I don't see how the above is a counterpoint to the claim that you should avoid _producing_ bars of any metal you don't want used in moods. First off, claiming bars as yours from the caravan isn't producing them, it's the same as if you would have traded for them. Which is possible without allowing dwarves to demand those bars for moods; they'll still demand them if you don't do the forbidding trick/exploit. As for the 0 copper artifacts, that's not any evidence in and of itself either, because it's possible to have 0 dwarves with a copper preference mood a metal-using skill (you may or may not have had copper-preference dwarves with a metal-using skill as their moodable one, but you didn't say either way).

Smelting directly to alloys like bronze should be fine, yea, but in the case of tetrahedrite, you're losing some value from not getting the bonus silver. Up to you if that's significant enough. The status of melting items is inconclusive based off your evidence, but I'd say as long as they're metal bars instead of (metal bars) they can be demanded for moods, not just preferred.

The bling thing is nice, and legendary dodger/shield user makes them get hit so rarely anyway, that not having an effective breastplate shouldn't be a big problem.


Lastly, I wouldn't boast (sounded like one, initially) that I had so-and-so many artifacts that were so-and-so great, if I had savescummed for some of them. Of course experienced players will know just from the numbers that there's pretty much no way you got those without at least the forbidding trick and extensive training to ensure desireable skills mooding, but still... However, if the fort was for artifact science, that's of course a different matter.

206
DF Dwarf Mode Discussion / Re: Butchering From a Cage
« on: October 03, 2013, 07:44:34 am »
Giant Thrips, like (most?) other giant insects, only live for 1 year IIRC. And wild animals do die of old age. Think about it, otherwise once you caught e.g. a male cave croc, you could just put it in a restraint or pit somewhere, and half of your breeding pair would be immortal. Could be done with the female as well, maybe*. But since they do age, you can't have immortal breeders.

I think usually when dwarves butcher caged animals, they leave the cage where it was (whether built or in a stockpile, or just lying around if your stockpile is full), then "pull" the animal to the butcher's, like they would when butchering tame animals, pitting creatures, or milking/shearing. And usually creatures that die of old age can't be butchered, which really doesn't make much sense, at least the bones should be fine, even if the meat isn't at it's best anymore... and let's face it, dwarves will eat anything that isn't sentient, so it's kind of odd they get fussy about old animals/animals killed by invaders. But the "wild animals can be butchered if they were caged on death" thing is new.


* I read a claim that while offspring do gain the mother's training quality, the offspring can also be tamed straight from wild to domestic if it's done before adulthood. Or something like that.

207
DF Dwarf Mode Discussion / Re: Dwarves suspending construction of wall...
« on: October 03, 2013, 05:15:52 am »
I think sometimes dwarf A gets the job and begins work, but while en route, dwarf B gets the adjacent wall, and when he gets there he just sees dwarf A in the spot and drops the rock, thus starting the endless "Dwarves suspend wall construction" spam.
Dwarves who are trying to construct a wall (or other path-blocker) that's in an occupied space will continue with the construction job for a while before cancelling and walking away.

Yes. Specifically, at least when the builder is the obstructing party, the job will continue until the wall is "nearly complete", which makes the bug ever so slightly more annoying.

208
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 02, 2013, 05:54:20 am »
On a seaside hot biome, desperately looking for the caverns. I don't care which layer at this point. I need some fresh water and I need those floor fungus/subterranean tree spores as I have limited amounts of trees to chop down and lots of hungry livestock.

I also noted that the two biomes (part tropical ocean and part tropical shrubland) both listed metal. So far I've hit...zinc and lead ore. I'm hoping that isn't the extent of my 'metals' listed on embark.

At least I found cobalt to make pretty blue walls with!

Pumps will desalinate water. And in my experience, the site finder is exact about it's plurals. If both biomes listed only 1 of shallow/deep metal, you've got your 2 metals. If one of them had both a shallow and deep metal, or the plural "metals" was used anywhere, you've still got a chance. Unless both biomes or both shallow/deep were zinc/lead ;)

209
Thanks for the shout out Van.

Minecart weapon systems have a number of inherit problems.  The first one is... they hit things.  A mine cart that hits things will, eventually, stop unless power is constantly applied (via roller, gravity, or impulse ramp, which is a gravity trick).  That's problem one.

Problem two is building destroyers (particularly titans/megas) like to EAT rollers, and won't get in the way of your carts when they do it if they do it from the side.

Problem three is you need to make it self-returning, so that the same cart constantly paths else you end up with a one shot wonder that probably won't hit much.

Without impulse ramps, it's VERY difficult, if nigh impossible, to keep yourself protected from problems one and two.

If you're looking for a bug-free way to use minecart weapons, rams are out, water shotguns are out (that's a bug too, afaik), magma dumpers are out (enemies won't path over magma)... well, you can't, not really.  If you're careful about usage roller-driven minecarts along the entire pathing with return tracks that you only allow standard sieges into would work.  Be careful about your dwarves love of goblinite though, they LOVE to get into those places.

I'd say it's more like ramming has limited use, but you'll definitely need a multi-cart system, and a multi-z ramp down to get speed if you're not using impulse ramps (which will probably get fixed sooner or later). Ramping it down a few z isn't actually any harder than impulse ramps, most people just prefer the latter even for initial speed buildup because it's nice to have your design on one 1 z-level, I guess. Of course for keeping the minecart at high speed while on the grinder, you need them (or rollers, which are vulnerable to building destroyers, as noted above).

Minecarts could be used to dump magma into a "drowning chamber" type entrance, but of course it's a slower process than just retracting a bridge above and doing it instantly. You could make goblins cower in terror as the non-magma floor space of a room slowly shrinks around them... I don't really know what you mean with a "magma dumper", WanderingKid?

And yes, water shotguns are a bug/exploit, but other ammo can still be quite deadly. Like serrated disks (green glass for mass production), or double shotguns with 100 cave crocs or >200 cave crocs + saltwater crocs (if you're really lucky with animals). The problem with them is the long time it takes to load, but what's stopping you from loading an entire magazine full in advance. It's not a doomsday weapon that'll eradicate an entire troupe of clown in seconds, but it's definitely still deadly enough for regular invaders.

210
DF Dwarf Mode Discussion / Re: Dwarves suspending construction of wall...
« on: October 02, 2013, 05:18:24 am »
I have this problem sometimes. The issue is ramps. Dwarves regard the tile of entry from a ramp as valid which makes the dwarf stand directly on to the lower (or upper) area. So the dwarf will continually attempt to build from above and then move down (or up) the ramp and occupy the building site, resulting in cancellation. In my experience you can control where a dwarf stands when building by making other building designations in the area where you don't want them to stand (like an extra wall) and then manually suspend them. You might try designating these false walls in the area from above where the dwarf enters, this will hopefully make them stand where you need them to stand.

Basically your dwarf thinks that since it can stand in the northwest corner from above and move into the build site, that it can build from there. It can't in practice so it tries to move into the pit thinking there's nowhere else to stand. The easiest way to deal with this is to always build from the southeast corner to the northwest if you want your dwarf to remain outside a structure. The opposite is true if you want them to remain inside instead.

Sure, ramps can cause it. But I get "creature occupying site" errors of the builder occupying site -kind all the time, even on completely flat land. In which case a speculative cause may be that the builder's preferred non-obstructing tile to build from is already occupied by another dwarf building a neighbouring designation, which causes him to move into his designation to try to build.

Regardless of the cause, and there probably are several possible ones, remember that you always need to cancel and redesignate to have a chance for them to try and build from another spot.

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