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Messages - Teldin

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31
Also, why do dwarves all respond kinda the same way? If the loss wasn't caused by other dwarves, why should they want to start fist fights? If it was a natural accident, why go complain to the noble? Why don't they sometimes just mope for a few months while not working, not get out of their rooms, get sick and go to the hospital, like what happens with normal people?

You're talking about DF, a game that could never be made by anyone but the inscrutable Toady. As much as Toady is amazing in various ways, it's pretty obvious he has little idea how actual people behave. Look at the hilarious behavior shown in the past few versions now that we've got things like morale and aspirations and decide for yourself. Stuff that couldn't possibly be anything but intentional, such as an entire fortress of dwarves fleeing from a dead badger, which would have easily been discovered on testing yet stayed in for 10 revisions.

32
The way the economy worked before wasn't bad - the issue was mostly about storage.

Dwarves would accumulate a hidden 'value owed' counter based primarily on their current tasks. Hauling would pay out the least, while high-value work, being a noble, being a soldier etc. would accumulate more. If there was no coinage in the fort they would basically be 'owed' it in the form of items. You could build merchant stalls, which would carry superfluous goods automatically from in your fortress; a dwarf would claim the shop as an owner and would sell items based on this invisible currency. A dwarf would browse the shops, find something he likes, and either give coins (if there were any) or simply haul the item off.

The issue with storage though - there simply wasn't enough room for dwarves to put all their items, leaving to massive piles of scattered belongings all over the fort that couldn't be moved, cleaned up, or destroyed (they also would rarely, if ever, use cabinets or chests). If you had coins, they would take individual coins from the stack and just leave them strewn all over the floor, sometimes in the hundreds.

In the raws you'll see some vestiges of this- the 'zero rent' toggle was for the economy, as dwarves would have to pay rent based on the value of their bedroom, and would get evicted if they couldn't afford it (leading to slum housing and even vagrants who slept on the floor if you had lots of unemployed and no cheap hovels).

Personally I really liked the economy as it was.

33
DF Dwarf Mode Discussion / Re: But what difference can we REALLY make?
« on: August 29, 2014, 09:25:55 am »
I am also very interested in this. What would be the best way to make an impact to the world?

In my current fortress, I am in process of raising a generation of unstoppable Dwarven super warriors by training them from early childhood (as detailed in the "Dwarven childcare" thread) and I'd very much like to have them make some difference to a world after I'm done.

Would abandoning the fortress and releasing them that way into the general civilization population work? Would they continue their lives as the game would go on and possibly migrate into later forts? Or would I have to recruit them with an adventurer to get them moving? There are so many questions about this new activated world concept.

Currently, any invasions done in game (not in world gen) always succeed. I imagine this is because it's a placeholder and the complications when calculating stuff like force strength were just too severe to include in this release. Coupled with the fact that goblins reproduce quickly, never die of old age, don't seem to respect site pop caps (getting tired of seeing thousands of gobs in one place..) and are usually led by a badass demon means that if you retire your fort, they'll probably all be wiped out inside of a month no matter how well equipped or experienced they are if you go adventurer mode and forget about them.

34
DF Dwarf Mode Discussion / Re: My shortest Fortress ever
« on: August 29, 2014, 08:19:31 am »
My shortest fort ever was memorable.

It was quite a few years ago now, maybe 3 or 4, and it was the first time in 3D version that I embarked in an evil biome, with a river nearby. Thinking that instead of using equipped dwarves, I would get animal protection, I spent nearly all my embark points on dogs. I think I ended up with like 56 dogs. It was a great embark location, with a nearby hill to dig into and rolling fields going out to the gentle river, which transitioned into evil biome shortly before hitting that river.

My dwarves began digging while the rolling mass of dogs swarmed around the wagon, presumably chasing butterflies and digging holes everywhere. Some skeletal horses pranced around on the other side of the river, nowhere near. All safe! Things were going great.

Then I looked a little closer at the river.

Crawling out from the depths were dozens of zombie trout and skeletal carp. Carp and trout were particularly lethal back then, and zombie/skeletal versions could apparently crawl up onto the land and start inexorably flopping their way up the hillside, making a beeline directly for the wagon. In a panic I enlisted every starting dwarf into a makeshift militia and waited.

By the time the dust settled, all 7 dwarves and every single dog was in pieces on the ground. Total kills: 2 skeletal trout. Time played: about 25 seconds.

R.I.P.

35
DF Modding / Re: D&D / Faerūn Interest Check
« on: August 29, 2014, 07:49:12 am »
Just an update, I'm nearly through the next slog of D&D creatures and I'll release the creaturepack pretty soon; you can feel free to use whatever you like and I'll send you an advance copy if you want before I release it. It also does include a few custom non-D&D creatures but I think they're worth including since many of them are awesome.

A small list of stuff I've added:

Drow (playable, with full custom entity)
Driders (playable in adventure mode)
Centaurs (playable)
Bugbears (playable)
Hobgoblins (playable)
Orcs (playable)
Halflings (playable)
Derro
Mountain gnomes
Tons of underground creatures (gricks, darkmantles, otyughs, etc)
Many oozes and slimes (incl. gelatinous cube)
Many new castes of goblin (redcaps, mountain gobbos, jungle gobbos, etc)
Way too many varieties of dragon
Lots of sprites/fey (nixies, dryads, grigs, etc)
Giant worms (purple worm, remorhaz)
Good outsiders - basically opposite of demons (archons, etc)
Bunch of aboveground monsters (owlbears, etc)
Domesticated subterranean creatures - most of these are custom (rat spiders, giant orb-weavers, rock spiders, riding lizards, etc)
Lots of new magma creatures (including the terrifying giant magma spider)

And my personal favorite, the much-dreaded Purring Hornet, which is a dragon-sized insect that is the result of a Purring Maggot reaching maturity. It's basically a buzzing mass of tentacles, acidic ichor, and chitin as hard as obsidian.

And more to come, I'm really just getting started. Once I get focused I can crank out about 100 new entries in a weekend.

36
DF Dwarf Mode Discussion / Re: 0.40.10 - So how's the game doing?
« on: August 28, 2014, 10:09:40 am »
Sorry to post another one of these....

Long time DF player.

I keep planning to get going on a fort as each new update comes out, but get distracted.

I traditionally play fortress mode only.

How are we stability/bug wise?  Is this a good time to start?

Yep, a lot of the most annoying things are finally fixed - morale being the biggest complaint. Everyone fleeing and weeping from a dead badger got old pretty quick. It's quite stable as far as bugs/crashes are concerned, you get sieges and wildlife again, entity range is fixed.

37
DF Suggestions / Custom made artillery (long)
« on: August 28, 2014, 09:46:53 am »
I think artillery is pretty crude as it is; it's unchanged for many iterations now and I'm sure it's due for an overhaul at some point in the far future. Some ideas:

Each piece of artillery has a number of variables:

* Energy storage: Artillery needs a way to get kinetic energy to launch things; that's how artillery works. The earliest siege artillery used animal sinews, which are elastic and able to thus store a lot of energy, and later torsion springs further amplified it.

Items you can use for energy:
Sinew fiber taken from butchery (finally a use for it!)
Wood logs (younger trees are much more elastic) - just bend a branch and watch it spring back.
Fiber ropes (made from fibers)
Chemicals - explosives! Applies huge force but requires very tough materials. Uses expanding pressure to fire things.

The amount of force applied is directly proportional to the torsion value of the material in raws, as well as the quality. Obviously raw sinews would have less force than master-crafted sinew/thread rope.


* Launcher arms (needs 1 item): (OPTIONAL): This would be attached to the energy storage item and transfers power from there either directly to the item being launched or the transfer item. Here I'm talking about, for example, the arm of a catapult or the arms of a ballista. It directly impacts the force but not as much as the energy transfer item. Using no launcher arm is basically just a springy rope and drastically lowers the firing force.

Items you can use:
Wood logs - standard. Elastic enough to not break except under very high strain.
Metal bars - More difficult to use; if there's not enough pure force, the item won't fire. However, it can take much higher strains than wood and thus give higher potential force with enough energy applied.

* Item storage: (OPTIONAL): This is the part of the artillery that holds the item being fired while it's waiting to be launched. Here you can have some fun- Using no item storage is the equivalent of a ballista - the bolt simply rests right against the energy storage mechanism. This part also determines what kind of ammo it uses - with none it uses ballista bolts.

Slings - Both early and late RL artillery used these, for example in the well-known trebuchet. Can be made from virtually any fiber and uses the momentum/inertia of the item to launch it. High weight ammo = better launching force. Can be inaccurate.

Bowls - The catapult everyone pictures uses this, simply a hardened place to put ammunition. Can be made from wood, stone or metal - wood can't hold heavier ammo but using metal bowls reduces the firing speed. Metal also allows you to use burning ammunition, or magma-safe metals for those horrible globs.

Tube - Can only hold specific ammunition (bolts, spikes, and spears), but allows very high accuracy coupled with excellent range.


* Structural: This is the basic structure of the artillery piece, the supporting sections. This takes a proportion of the overall firing force but not as much as the 'arms'. If arms are not included the structure takes the full brunt of it. Stronger structure makes the weapon more accurate, fires faster, and breaks less often - but heavier parts are more difficult to move.

Structural materials can be just about anything - rock, bone, wood, metal, prepared goat brains. Torsion values directly determine how much strain it can take - a catapult with a structure made of +goat cheese+ might simply rip apart as it's being fired, giving injuries to nearby dwarves.


* Winding mechanism: Most artillery weapons need some way of actually moving the kinetic energy into the storage part (ie. the sinew fibers). This can be anything from a single hand-cranked mechanism (slow, requires high strength), multiple mechanisms, or attaching the whole thing to a windmill/watermill/screw pump/whathaveyou. If this part is not added, it defaults to firing manually. Chemical artillery does not require this part, but torsion artillery does. Better winding mechanisms mostly improve reload speeds and have less chance of a misfire, as well as being able to automate the entire thing.

Parts used for this are: any mechanism, any energy transfer part (ie. screw pump). Automated artillery will continuously fire once built unless it's connected to a lever.

* Ammo Storage (optional): This is an attached container for storing ammo. Autofiring artillery will draw from this storage; otherwise it will need to be continually hand-loaded. This also works as a custom local stockpile, allowing you to choose which items to fire. If no ammo storage is defined, you can still select ammunition types/specific items, but dwarves will have to run to the nearest instance of it to reload.

Items can be logs, stone, or wood (basically a storage bin for boulders/unbinnable items), any existing bin or chest (smaller items).

Launched items suffer damage and can be destroyed on hitting something.


* Mobility (optional): Attaching wheels to an artillery piece allows it to be moved. Artillery attached to permanent mechanisms (windmills, levers) cannot be moved.

Movement speed and turning rates are based on the speed & strength of the pusher/puller, the total weight of the piece + artillery, and the terrain type.

Though nearly any construction material (logs, bars, stone) can be used for mobility, there's a special case - you can attach the whole shebang to a minecart. This makes the minecart unable to hold items, but the artillery piece moves on the track with the minecart. Set up an automated mini-ballista with hundreds of stored crossbow bolts on a minecart, send it off and watch the bolts fly! If the minecart flies off the track, the whole artillery piece takes massive structural damage.



Phew, I think that's it for now. Basically this would require a lot of work to code - probably new build menus, artillery firing menus, new firing arcs, and so on. Plus 'stock' artillery that could be moved onto the battlefield by siegers.. Elves with grown wood catapults, goblins that kill local wildlife to launch them at your depot, kobolds who launch other kobolds into your fort, humans who build elaborate trebuchets in-situ.. the possibilities are endless!

38
1050? Hell, I rarely bother with year 50. I often set it in worldgen to stop at year 30 or so.

Why? FPS is one issue, I'm just too impatient. But mostly it's because if you wait too long, all the best embark spots are already filled with towns.

Edit: also I really, really hate it when playing adventure mode and towns have hundreds, sometimes thousands (with trolls etc) of inhabitants. Just lags/locks up on loading.

39
DF Dwarf Mode Discussion / Re: Military-based Fortress Defence
« on: August 28, 2014, 08:32:42 am »
I only use traps as the last line of defense. NEVER cage traps, only standard weapon traps.

Instead I allow my dwarves to specialize in their jobs, which frees up most of the population for the militia. Often, at least 75% of my fort is militia dwarves. I always buy every piece of leather from caravans and order metal ores if I can't find any. Usually, half the military is crossbows; with the surplus of wood in latest versions, outfitting them with practice bolts is easy. One squad is always a custom heavy armor crossbow squad - the leather equipped ones rush to problem areas (usually hardened towers) while the armored ones wade in with the melee dwarves.

Yes, this often leads to vicious battles and multiple deaths, but I rarely have tantrums since I lavish my fort with fancy rooms and huge dining halls/throne rooms, and since most of the squad is military, the ones that survive get hardened to death pretty quickly. When the caravan comes the weakest squads stop training to haul while the others are stationed in strategic areas - Xbows in the towers, melees surrounding the trade depot.

It's a lot more fun than just eviscerating everything by traps.

40
DF Adventure Mode Discussion / Re: How to mitigate town chatter lag?
« on: August 28, 2014, 08:24:10 am »
The worst part is that some towns somehow have THOUSANDS of inhabitants, completely disregarding the site pop caps (especially goblin sites, which have massive amounts of talking trolls). I avoid most towns completely in adv. mode since my FPS drops to 1-2 and takes a few minutes to load or unload. Ugh.

41
DF Suggestions / Entity tokens to force war/friendly - civ groups
« on: August 28, 2014, 08:15:26 am »
Normally, the entity tokens [BABYSNATCHER] and [ITEM_THIEF] work as crude methods of making civs start default at permanent war or friendlies to allow trading -- by default they are all friendly, ie. humans elves and dwarves lack these tokens. If you copied the goblin entity and renamed it, they would be friendly to each other and allow trading (if they had the progress triggers for it) with each other. [ITEM_THIEF] works the same way.

So my suggestion is to greatly amplify the control we have over civ-level behavior by adding removing the tying of babysnatcher and thief to civ friendly status and instead seperate the tokens, ie: retain a civ's babysnatcher token but allow them to trade with dwarves. It could still cause tension in world sim but they by default wouldn't be always enemies.

You could add several tokens to this for varying degrees of control. Let's call it [CIV_GROUP].

By default (no civ-group token), it would cause them to be totally independent, equivalent of [CIV_GROUP:0]. They do not trade, cannot make alliances and are always at war with everyone. This would be on animal peoples.

Dwarves, elves, and humans would default to [CIV_GROUP:1]. They are by default friendly and allow trading, etc. This is normal, current behavior.

Goblins and kobolds would be [CIV_GROUP:2] and 3. They are not friendly to anyone and only trade with themselves, but they are not true independent civs.

The generic animal-civ group would be [CIV_GROUP:0]. They cannot trade, never make treaties or alliances, and don't even show up in the civs screen. Kobolds could also be here instead of a separate group.

Now you can add tokens to force certain entity behaviors:

[ALWAYS_WAR_WITH_GROUP:1] would be on goblins. They can never make peace with anyone in group 1.

[KIDNAP_FROM_GROUP:1] would also be on goblins - they can babysnatch from humans, elves, or dwarves. To allow them to snatch kobolds you would add [KIDNAP_FROM_GROUP:3] and from animal peoples or all independents, [KIDNAP_FROM_GROUP:0]. To allow kidnapping from other goblin civs - [KIDNAP_FROM_GROUP:2]. Easy!


There's an endless variety of tokens that could be added to modify entity behavior, but I think this civ group method is the easiest baseline to start with.

42
DF Modding / Re: Need some info on BABYSNATCHING
« on: August 28, 2014, 07:31:10 am »
I've done a lot of playing with the baby snatcher and item thief tokens on entities and KingMurdoc is pretty much correct. One interesting thing it does add though is give you a crude way of making civs friendly or force war with each other. Any entities that share tokens (either BABYSNATCHER or ITEM_THIEF, but not both) will by default be friendlies and those who lack them will be the same - this is how elves, dwarves, and humans are friendly but goblins and kobolds aren't. If you have two or more civs that share tokens, they would function as allies - two goblin civs with babysnatcher will snatch from each other, but won't be at permanent war with each other.

43
DF Modding / Re: D&D / Faerūn Interest Check
« on: August 26, 2014, 12:49:16 pm »
I've been working on a revamp of my old Creaturepack, which sports a pretty wide variety of D&D monsters. I'd be willing to collaborate; I haven't done much with multiple species entities (high elves, wood elves, etc) or castes yet.

44
DF General Discussion / Re: Why don't dwarves have butts?
« on: August 26, 2014, 12:38:09 pm »

45
DF General Discussion / Why don't dwarves have butts?
« on: August 22, 2014, 10:11:32 am »
Serious question. The game models individual teeth, genetic, hair styles, broken pinky fingernails. It has full lists of rib bones and body fibers and fat layers.

I'm genuinely curious why Toady left out some obvious body parts. Squeamishness? Because of the precious children who might be playing DF (hahaha) and have never heard of a butt??

Yes I know there's been mods that add those but I'm talking about vanilla, and the reason why they weren't included.

In conclusion, I want to cut off a goblin's left buttock and smash it through his brain

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