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Messages - Button

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31
Mod Releases / Re: Modest Mod v0.42.06-1
« on: March 16, 2017, 10:05:05 am »
Thanks for the wibbies everybody :)

So what I'm hearing between here and the DF Revised thread is that people still want a French Vanilla Modest Mod, and that DF Revised is intended to be more Cookie Dough? That's cool.

It sounds like what I owe people first is a working Accelerated module, since apparently I've left it derelict for a friggin year.

I think I'll also likely pull out a number of realism changes into a realism module, since while things like realistic fields of vision interest me, they are actively unhelpful for people who want to use the Modest Mod as a baseline for other mods.

By the way, do you still have to start a fresh game to add custom reactions?

I have been. I don't know if I've needed to.

Modest Mod includes 3 empty reactions that you can edit after worldgen if you want to "add" a custom reaction. They're in reaction_modest_generic.txt .

32
Mod Releases / Re: Amostubal's Expanded Dictionary
« on: March 14, 2017, 04:06:12 pm »
PTW

33
Mod Releases / Re: Dwarf Fortress Revised for 0.43.05
« on: March 14, 2017, 03:51:50 pm »
PTW

34
Mod Releases / Re: Modest Mod v0.42.06-1
« on: March 14, 2017, 03:44:07 pm »
/pokes her head around the corner

Oh hi everybody.

I'm glad you picked this up, Taffer - I kept telling myself that I'd get back to the Modest Mod when I got back to Dwarf Fortress, and I'd get back to Dwarf Fortress when Therapist was ready for 64-bit. Then there were staff changes at work, I had to juggle vacation hours around to accommodate the new boss's priorities, WoW:Legion came out and I was in a new guild with a new raid and had to prove myself in order to get to tank as opposed to my old guild where I was in charge so of course I got the role I wanted, yada yada point is I dropped the ball.

It's looking from the Therapist thread like it's finally nearing the point of usability, which is exciting!



Regarding "This was added by the Modest Mod" comments, yeah, at first I kept up with them because Igfig had made a point of that in earlier versions; but I didn't find them super useful either, which is why I didn't always remember to add them in as I changed things further. Mea culpa.

Regarding MAXAGE for giant creatures, I was very careful with these and considered it one of the most important changes in the entire mod, so I'm sad to hear that it was removed. The reason I consider it so important is that incubation/pregnancy length is fixed across all species, which makes [MAXAGE:1:1] giant creatures literally impossible to tame - which sucks when you embark in a savage jungle and happen to roll all your giants as giant vermin, especially since War Giant Mantises are so friggin sweet you guys; and War Giant Brown Recluse Spiders? They'll wipe the floor with anything organic. I'm sorry it had to be all over the place, instead of in the creature variation, but you know why that was necessary so whatevs.

Removing [GRAZER] from animal people was to support animal people in Fortress mode, because the AI doesn't know how to handle it. If you tend towards playing a Deep Dwarf fortress, you'll get animal people starving because they can't eat real food, and don't know they need to go stand on grass to eat.

Economic stones can be designated for use as "normal" stones by going to the Stone menu up top. As that's not super noob-friendly, I think removing the magma-safe and not-magma-safe reaction classes was completely reasonable of you.



So, so, so.

First off, do I owe anybody anything? That's not a rhetorical question where the answer is intended to be "Of course not Button you don't owe nobody nothin'!", that's an actual question of "have I forgotten any commitments in the many months I was away?"

Secondly, Taffer, is this something you're enjoying being in charge of, or was your reaction to me poking my head back in "OH MY GOD YES TAKE THIS BACK FROM ME PLEASE"? Disregard this, DF Revised is a thing.

Thirdly... Hi. I'm a Button.



EDIT: I see that Taffer has taken their version to Dwarf Fortress Revised. Is there interest in the community for a separate Modest Mod to continue, or is DF Revised filling that niche?

If everyone's happy with DF Revised then I'll gladly branch off into something a little more... Vanilla Swiss Almond, along the lines of my old "Button's Raws" mod. I'll be honest, keeping up with a bunch of modules gets really tiring really fast, especially for the modules you don't even use personally.

35
@gj39rtlpa - detailed reports are great, but please remember that you're talking to volunteers; please keep it civil.
I have worked in corporate America for >20 years, and I wish that the homegrown apps I had been exposed to were as professionally designed as DT. 

This


toad-edit: edited quote to reflect username change for gj39rtlpa

36
DF Community Games & Stories / Re: Sabotaged Fortress (prev. Jenga Fortress)
« on: September 23, 2016, 09:29:00 am »
A part 2 should be coming eventually, but not until Dwarf Therapist is updated for the most recent version.

37
DF General Discussion / Re: Future of the Fortress
« on: August 02, 2016, 10:27:53 am »
I have a couple of lists -- the simple suggestions list (which I dip into with every bug fix cycle), and the long-term suggestions list (which is tied to broader subjects).  They don't directly impact the version number, though sometimes they are intertwined with something on the official list.  Sometimes I spend a while working on suggestions or tangents that don't impact the number at all.

Would you mind putting the simple suggestions list on the site somewhere? It would be nice to know which tweaks are likely to be coming next.

38
DF General Discussion / Re: Future of the Fortress
« on: August 02, 2016, 10:22:11 am »
I myself think it would be cool if the artifact-stealing kea would be named
DF languages don't have profanity, so I'm not sure how this would work ;)

"Elf elfelf, the elf of elves"

39
Mod Releases / Re: Modest Mod v0.42.06-1
« on: July 05, 2016, 10:24:54 am »
If you need Accelerated in a super hurry, I recommend you use Masterwork.

I've got what I think is a fix implemented, but it needs more testing before release.

40
Mod Releases / Re: Modest Mod v0.42.06-1
« on: July 04, 2016, 01:21:39 pm »
FYI, I've started using GitHub for the Modest Mod in earnest. Please take a look at the issue list and let me know if there's anything I've missed.

41
Mod Releases / Re: Modest Mod v0.42.06-1
« on: July 03, 2016, 12:16:10 am »
The worst offenders are giant versions of certain insects, which have no default egg behavior & which I filled in values for with real-life clutch sizes. These are definitely up for reduction, though I'm inclined to leave giant thrips in the game-breakingly high range (because their prefstring is "prolific breeding").

I finally got over the hump at work, and am getting to work on v43.04-1 now.

42
Tracking how well a unit can get oxygen would seem a natural place to open up a number of considerations for delving. For example, a big problem with underground cities irl is getting fresh air down into the tunnels. If oxygenation is tracked, it would follow that deep sites would require ventilation infrastructure - air shafts at the very least, or chimney-based air circulation systems, or even giant mechanical fans.

Perhaps the cavern levels can serve as alternate sources of fresh air, with rationale that the CO2 is scrubbed down there by their unique fungi?

43
DF Suggestions / Re: Natural Disasters
« on: June 26, 2016, 07:00:39 pm »
These would be fun.

As Toady doesn't half-ass world simulation, most of them would probably have to be done as part of a full-scale weather overhaul. Though I suppose avalanches could be a natural consequence of the exhaustible-sand update.

44
I think adamantine is fine where it is - a bronze age trader wouldn't find steel weaponry any less valuable just because he'd never heard of it before.

I do agree that FBs and titans should have their material values upgraded, though.

45
Mod Releases / Re: Modest Mod v0.42.06-1
« on: June 25, 2016, 05:47:50 pm »
I'm not sure if there's much interest in my improved creature descriptions still, as things have been fairly quiet.

Well I'm still interested. :)

Quote
I'd like some input on size, if possible. One of my goals was to give myself an idea of how big giant creatures and animal men are, as it wasn't clear. I'm no longer certain this is helpful. As discussed earlier, the sizes in game are often problematic and the conversion formula for animal people and giants results in similar sizes for most fantasy creatures. This leads to repetitive comparisons--I'm currently using a grizzly bear--and I'm not certain even that is always helpful, given my inability to compare a grizzly bear and a polar bear in size in my head without resorting to Wikipedia.

I think the sizes are the best part of the descriptions. While the sizes don't matter for a lot of things, they definitely matter for combat, and can give you an idea of what you're getting into. Even if a whole bunch of giant critters are the size of a grizzly bear, that's useful information to anyone encountering them in the wild. And remember - in-game, you're not going to be seeing a bunch of different giant creatures all lined up in a row (except maybe if the elves are invading). You'll see a couple giant dragonflies and be like, "OK, are we talking 2 feet long, or...?", without reference to all the other giant creatures which are the same size as those giant dragonflies.

Quote
While I'm sure the sizes could be fixed by the Modest Mod, I'd rather not base the descriptions textually on the modest mod.

I'm not 100% sure what you mean by "fix" here. If you just mean add more variety to giant critter sizes, I don't think that's necessary. However, if you're talking about bringing real-life creatures with unrealistic size values in vanilla into line with their real-life counterparts, that is something I'd like to get around to.

Also, Button, are you still alive? I miss you friend. :(

Friend! :D

I'm alive and well, just scrambling at work. My team maintains a webapp which collates and displays the work of a bunch of other teams, which means that whenever any of the teams providing us data are under time pressure, so are we. (On top of that, my role is understaffed on my team). I do most of my DF modding on weekends, so having to do work work on weekends means no time for DF at all. (I haven't even gotten the chance to play 43.x yet!)

It should slow down to a more comfortable pace around the end of July, so I anticipate getting a lot more DF-modding done during the second half of the year. Especially when I start taking 4-day weekends just to burn vacation days down to the max rollover.

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