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Messages - Shurhaian

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511
DF Suggestions / Re: Interspecies breeding
« on: September 26, 2009, 01:21:55 pm »
Part of my point is that I don't think procedurally generated hybrids are a very good idea. A good number of "natural" hybrids reliably take this trait from the mother, that trait from the father, and so on, rather than blending the whole lot and going somewhere in the middle.

But that's me.

512
DF Suggestions / Re: Interspecies breeding
« on: September 26, 2009, 12:43:38 am »
It's best to have them defined as a separate species, which might or might not itself be able to breed. The results of hybrids aren't always easy to predict just by looking at the parents(ligers being a good example of that).

513
Probably because BBCode has the li tag. So it parses [liKES_FIGHTING], starting by reading it as BBCode, then it gets to the k and thinks "oh, wait", spits out [li, and goes on with the rest.

514
DF Modding / Re: Biome/temperature questions
« on: September 25, 2009, 10:52:37 pm »
Yes, I knew the good/evil and benign tokens worked separately from the biome tokens(see first post; the intersection of (union of good/evil etc) AND (union of biome tokens) seems to dictate where they spawn). As for the water, I'd intended the creature to be amphibious anyway.

Are there any creatures that have such a widespread distribution in game? That is, can be found thriving in cold and hot environments alike? Aside from the civilized races, which cope with clothing.

515
DF Suggestions / Re: Interspecies breeding
« on: September 25, 2009, 06:00:05 pm »
Usually.

Mules are usually sterile.

Calico/tortoiseshell cats are usually female, and the few males are usually sterile.

There are exceptions.

516
DF Modding / Re: Making more rocks magma-safe
« on: September 25, 2009, 04:53:44 pm »
For all intents and purposes it's the same thing. Certainly if the vessel is going to take pressure, water would squeeze out through any tiny crack. The main difference between liquid and gaseous fluid-tight is that liquids won't flow up on their own, and gases are more prone to doing so. As soon as you introduce pressure, though, that no longer helps you.

In some ways, sealing water could be MORE difficult because it doesn't compress as gases do. To a point, you can shove more gas into a vessel; for water, you have to build it big enough to hold all the water, period.

Even if there is a slight difference, such a close seal would certainly be enough to interfere with and slow the air movements that equalize pressure, and that's the reason it came up.

517
DF Modding / Re: Biome/temperature questions
« on: September 25, 2009, 04:23:50 pm »
I saw some of the basics of the temperature scale, I just haven't quite been able to parse that into a sense of how hot the climes are. Nor, on another look, does the temperature scale page really seem to give much answer there; nor does it cover seasonal variance.

I do, however, want to have creatures that can appear pretty much anywhere that's a given biome. For instance, if it's an ocean, I don't care if it's freezing or scorching, I want one of the critters to be able to show up in water. (Or, for that matter, any non-freezing lake, but putting the non-freezing there may be difficult, so I may wind up allowing them in any lake, and glaciers. Still a form of water, in a manner of speaking...)

518
DF Modding / Biome/temperature questions
« on: September 25, 2009, 01:44:06 pm »
For a project I'm working on, I'm trying to make sense of biomes.

Specifically, I want a creature to appear in, say, any hot desert.

But from what I can tell of the biome tokens, they all work as a union. "ANY_DESERT" is stated in the Wiki as specifically including the freezing ones. "NOT_FREEZING" seems to suggest that absolutely any biome that isn't freezing will do. Putting the two of them together seems like it wouldn't make a critter appear in any not-freezing desert and that's all(that would be the intersection of the two), but in any desert, freezing or no, and anywhere ELSE that isn't freezing, desert or no.

So. From this I gather that the control mechanism is more to do with the HOMEOTHERM and/or LAYERING tokens.

Questions include:
  • What are "average" temperatures Urist for freezing vs cold vs temperate vs hot vs scorching?
  • How do the HOMEOTHERM and LAYERING tokens seem to interact? My guess was that a given creature is most comfortable in an environment whose temperature is its HOMEOTHERM value minus its LAYERING value, but I'm not sure.
  • Is there anything else I can use to control the sort of environments creatures spawn in? Say, to give them a broader or narrower temperature tolerance?
  • Do some of the biome tokens actually intersect rather than stacking The creature tokens such as BENIGN and EVIL seem to stack with each other but intersect with (and thereby restrict) the biomes.

Thanks in advance!

519
DF Modding / Re: Civilization Forge Mod
« on: September 25, 2009, 01:29:37 pm »
Oh, well. Thanks for the prompt reply, anyway. :) Maybe someone else will have a notion.

520
It can't be done. It's a limitation of the stockpile system, that only one stockpile can take from only one stockpile.

Although it's true that only one stockpile A can take from stockpile B, I'm pretty sure stockpile A can take from stockpiles B and C. I'm not sure how far this goes.

Unfortunately, not very useful in the OP's situation, as consolidation is the reverse of what's intended.

521
DF Suggestions / Re: Useful Nobles
« on: September 25, 2009, 01:16:33 pm »
The dungeon master enabling exotic training, rather than doing it all him/herself, is a gameplay compromise. Since keeping him from faffing off to do something else random requires micromanagement with workshop profiles, it's fairly difficult to ensure that's what he'll want to do. Also, it would require some substantial rework of the workshop queues. (You would NOT want your training orders cancelled just because the wrong dwarf picked it up... arguably, they should also be reworked such that material tasked for hauling can be reappropriated for actual work anyway; especially for autogenerated orders like butcher/tan.)

The baron/count/duke being hereditary nobility makes sense. But having the presence of such a noble inspire the military, at least in training, also makes sense.

Being able to assign a noble royal guards, in much the same manner normal dwarves get assigned trained animals, would be nice. As would being able to assign heroes and nobles animals, for that matter.

I believe I remember seeing on the dev page or somewhere that sanity checking for mandates is in the works. That alone will make nobles far, FAR less randomly deadly.

Mind, I also remember reading that the Hammerer only came into mandates if the fortress guard didn't get to it in a timely fashion, and the only reason to keep the fortress guard understrength is if the jail is full, because summary beating is only administered if there aren't enough restraints... so his deadliness can be limited. I do think the hammerer should stick around - it'd especially make sense if more serious crimes get implemented(outside of insanity/tantrums). He is basically the fortress's executioner; being hammered is not NECESSARILY fatal, but you might as well plan for it to be.

I'm not so sure the CotG should be the commander of ALL fortress guards, but having a separate military administration page for the FG and RG would be nice. If the RG becomes assignable to a noble, it's not necessary so long as you can still get to their weapon prefs in the main military screen(with all unassigned RG preferring to shepherd the highest ranking noble like unassigned animals follow their trainer, perhaps? But with more of a tendency to go and spar), but being able to group the FG sensibly and place them at certain locations would be a nice touch.

I'm not sure how to keep them from just being used as de facto military. Maybe they can't be arbitrarily stationed, but have to be at specific places - the jail, the barracks, meeting areas(zones or room-designated), the trade depot. Also, they WILL go off-duty to spar on their own time. That would keep them from being the lynchpin of a defense(they wouldn't be reliable enough), but if there were a way to issue a call to arms during a siege, megabeast attack, or ambush, they could still be stationed at, say, the trade depot(which in many defensible forts is the first thing invaders will encounter), and would be more likely to stay there while the hostiles are (known to be) on the map.

I also don't agree with having the CotG lecture criminals. The only thing I can see as making sense would be to have the CotG and FG issue minor beatings to imprisoned dwarves, and I don't want that happening until imprisonment is a bit more kind(dwarves will be brought booze, dwarves can sleep properly, etc).

I do find it a good idea that the bookkeeper eventually want better quarters and office. Especially office.

522
DF Gameplay Questions / Re: How to ensure access to enemies?
« on: September 25, 2009, 04:20:53 am »
As far as embarking goes - tab through the different modes in the site select screen, BEFORE you embark; that will show you which civs you may have contact with. After that, follow the above.

523
DF Gameplay Questions / Re: Do traps work underwater?
« on: September 25, 2009, 04:08:45 am »
Wouldn't be surprising. Local diffusion of water does tend to slosh back and forth a bit.
This is true. DF makes no attempt at emulating laminar flow; the movement of water from high to low is, aside from that particular constraint, random, and frequently results in eddies. If your waterway is more than 1 wide, there's a chance for one side to randomly wind up higher than the other, and for it to cross over at some point downstream, and flow "up" to what, although it should be upstream, hasn't yet filled in and is still lower water.

524
DF Modding / Re: Making more rocks magma-safe
« on: September 25, 2009, 03:45:19 am »
Technically, diamonds suffer a very, very slow decay(into graphite, not gas). I'm not entirely sure that applies at room temperature, but from what I remember of reaction kinetics, specifically that there WILL be some high-energy outliers in the distribution curve at any temperature, it seems likely. But modelling that would be a nightmare and a half.

Even for substances that do so more rapidly it might be more trouble than it's worth.

Also: We do so have air tight spaces. Otherwise you wouldn't be able to seal that reservoir with doors/floodgates.

And pressure differentials do NOT so quickly normalize. Exhibit A: Tornadoes. They have a gigantic pressure differential, and it persists. If the pressure equalized at speed of sound, that would mean that, to maintain the differential, the winds that set it up would be moving at mach. This is not the case.

Air pressure normalizes as quickly as the air moves around. For an ideal gas, this would be the speed of sound. Air is not an ideal gas. Particles bump into each other and eddy and otherwise don't always take the most direct route. On the microscale it works, but even the scale of a fortress is not so simple. Pressure distances are settled by drafts, not sonic booms.

525
DF Modding / Re: Civilization Forge Mod
« on: September 25, 2009, 03:37:51 am »
Is there a determinator for whether or not a given race sends a diplomat?

In vanilla DF, I have never failed to get diplomats for the humans and dwarves, unless the old one died(or, in the case of dwarves, I struck adamantine and the king arrived).

Contrast the high elves. First fort I played, they sent a diplomat with the very first caravan. I rejoiced at the thought of being able to request specific animals, and maybe get breeding pairs! That fort succumbed to ambushes, though. Bugbears I could deal with using traps; not so the chaos dwarves... Next fort, though, I never got a high elven diplomat(well, guild rep), although they sent caravans yearly.

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