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Messages - Azerty

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496
Curses / Re: LCS Compiling Issues
« on: August 23, 2017, 04:46:15 am »
LCS contains enough code that it qualifies for the old adage that starting over might be easier than maintenance, and while it is split into multiple files, nearly all the code is contained within the same class (at least 80%) making it arguably an example of procedural programming instead of object oriented.

To give an example, the car crash teleportation bug.  Some of the people who die in a car crash are potentially 'teleported' to the safehouse, meaning their dead bodies appear at home for their compatriots to deal with.
Testing to determine if the bug is fixed requires causing a car crash, but a savefile can only exist before the player even goes to a site, meaning the tester has to go to the site, antagonize its inhabitants, enter a car chase with the police, crash the car, and then check back at the safehouse to see whether the bodies were teleported.
The code dealing with car chases is 1800 lines long, and the issue was fixed by adding lines 1556 and 1599.  It is possible that only one of those two additions is necessary, and it is also possible that one of those two changes causes some other problem.  The car chase code is integrated into the main class and cannot be changed or tested on its own.

I once changed the code that displays combat messages, then every month congress started voting unanimously regardless of legislation, and two of the issues in the "status of the liberal agenda" were displayed in flashing red text (which only appears when an obvious error is detected).  I don't know how my changes did that, so I had to revert to an earlier copy and start over.  (I went line by line of the earlier copy to my new version and only included the changes I felt confident about and 4.12 was born.)

OOP would also helping with transfering most item definitions to XML files, along with making development and maintainance easier.

497
DF Suggestions / Re: Chemical interactions
« on: August 10, 2017, 04:11:40 am »
This is, broadly speaking, planned, but has some serious problems.  As Toady has mentioned, if you make it possible for any random thing to create chemical reactions with any other random thing (including the floor), then you force the game to start checking every single object in the game for an interation with the materials of the map or the other objects in the tile every single tick, which would result in an instantly tanked FPS.  (As Toady put it, every single time a dwarf made a step, you'd have to check for whether their boots were made of something that would react with whatever the floor was made of.)

This is why the chemical reactions that exist within the game are limited to contaminants, which are relatively limited in how common they are (but in evil biomes where contaminants are everywhere, it's a major FPS bomb), and things that touch contaminants.  The functions for syndromes are basically the same as for any chemical interaction, so in a way, this in the game, already.

If you want to provide a suggestion that would actually advance the idea, you'd probably be better off coming up with ways to make this sanely checkable without significantly overloading the system.

Should such reactions be limited to alchemy laboratories?

498
DF Suggestions / Re: Chemical interactions
« on: August 06, 2017, 07:33:36 am »
   I was thinking that it would be nice if modders could add chemical reactions between different materials and environmental factors resulting in explosions, nonlethal/small explosions, combustion, and production of one or more different materials in varying amounts. feel free to suggest environmental factors or possible results of mixing certain materials below*. Also in my opinion the different physical states(eg, liquid, solid, gas) should be able to have different chemical interactions completely seperate from thier other physical forms.

* eg fire, heat, moisture, air.

It will provide an use to Alchemy skill.

499
Curses / Re: Game Gripes -- things that annoy you about LCS
« on: July 28, 2017, 10:35:13 am »
I think a cool feature for the judicial system would be having your members in a highly liberal judicial system be kindly spoken to with happy words and realize that they're fighting against a system they support, whereas in a C+ one they'd be subject to a sort of salem witch trial or legally sanctioned lynching where the intent is to force out a confession for a quick execution, not to uphold the law. Having no programming skills, I can only dream. Maybe that last one would be better suited for the Stalinists.

I could try, in the future, to code this, when I will have enough time.

500
Curses / Re: Game Gripes -- things that annoy you about LCS
« on: July 28, 2017, 05:29:26 am »
28) Wasted potential with Computer and Writing skill. I can't have my Liberals skilled in Writing write and sell novels or something. Computer skill is primarily for illegal stuff like hacking (which got nerfed to get you raided fairly quickly IIRC) or fraud. No such thing as startling a Liberal Crime Squad blog on Tumblr or something and spreading the word, and no such thing as Liberals writing articles online on Cracked or something and getting paid for them.

There's a dummied out activity about blogging.

One other thing that bothers me is the judicial nerf. It had to happen, but having the jury full of LCS sleepers, a master lawyer who could weasel his way from the grim reaper, and a corrupted judge but STILL getting executed/life sentenced just feels wrong. You'd think some evidence would be misplaced and the trial continued for as long as they can, at least.

I agree the judiciary side, while already good-ish, could be improved; a commenter suggested including police interrogations and another wanted to include appeals.

501
Curses / Re: Should I start LCS?
« on: July 22, 2017, 04:22:47 am »
I've had lots of fun with it over the years, development has sadly been dead for several years and will not likely resume but it's altogether a finished game. There are definitely some taboo things in it since you're basically a terrorist but it's not too explicit. Altogether I can highly recommend it, it's not too hard to learn and has lots of replayability.

Moreover, while the organisation of the code might call for more object-oriented programing and less use of hardcoding for objets and data, it is still easy to mod.

502
DF Suggestions / Re: Clothes moths
« on: July 17, 2017, 03:44:29 am »
Per the Wikipedia article, common clothes moths lay eggs whose larvae eat just about every kind of fiber, though with a preference for wool. They will eat stored foodstuffs as well, though most forts keep their food in sealed containers, so I doubt that angle would be worth implementing.

The game already has regular moths, that do nothing but fly around as vermin--nothing special about them. But if a certain percentage of those were clothes moths, and you don't have enough cats, they could flutter in and lay their eggs unnoticed. If left unchecked for a couple of years, these moths could spread throughout the fort, causing unhappy thoughts about nearly-new clothing already having holes, and the constant annoyance of the moths themselves . . . essentially a low-grade clothing tantrum spiral. Not only would this provide a new kind of challenge (and a completely non-lethal one at that, another welcome novelty), but the countermeasures will be fun as well: Will you build a full-time Laundry, feverishly boiling every piece of fabric in the fort three times over? Will you dig the dwarven equivalent of a sheep dip? Will your Pressers get to work manufacturing lavender oil? Will you switch to all leather clothing for a couple of years, and weather the liaison's and merchants' complaints about picking up moths at your fort? Will you dig some all-new temporary dormitories and food stockpiles, while you flood the old fort with water (for a week) or even magma (for an hour)? Will the infestation get so bad that you encourage your dwarves to use hair oils, brushing it into their scalps & beards to deter the pests?

Making (or reworking) other invasive pests, like cockroaches, carpenter ants, etc., would follow a similar template, and be just as much fun to get rid of, but they lack the clothing angle, which I think makes the moths uniquely interesting.

Invasive pests would be useful to modify the management of the stockpiles of wood, clothes and especially food.

503
Curses / Re: Terra Vitae Mod (version 1.1 released!)
« on: June 12, 2017, 05:25:34 am »
All right, gonna poll people:

The entire point of lobbies is that they are player-editable, and I have writer's block. So, please tell me what lobbies you want to see that I can release as a player-modifiable sample with version 1.2.

 :D

Here's a sample:

  • National Rifle Association: Gun rights association (C)
  • Greenpeace: Nuclear power (L), Biodiversity (L), Animal rights (L)
  • National ORganisation of Women: Women's rights (L), Sexual freedom (L)
  • ACLU: Election reform (L), Torture (L), Prison regulation (L), Police regulation (L), Privacy rights (L), Death penalty (L), Free speech (L), Flag burning (L)
  • Catholic church: Immigration (L), Death penalty (L), Sexual freedom (C)
  • AFL-CIO: Tax law (L), Nuclear power (C), Pollution (C), Labor law (L), Corporate law (L)
  • Fraternal Order of Police: Torture (C), Police regulation (C)

504
Curses / Re: Upgradable Bases: Anti-Aircraft Gun
« on: June 02, 2017, 03:36:01 am »
So, I had a shite ton of cash and my best liberals were locked up in the slammer, so I decided to buy the $200,000 anti-aircraft. Not even a few weeks later it dropped to $35,000 because of stupid
Arch-Conservative gun control laws. (This was an earlier run, back when I had no idea what to do in the game.) When my base got raided however, it did next to f***ing nothing, except get dismantled when the lower-level thugs got locked up. What is the point of the AA gun exactly?

AA guns protect the base from aircraft - IRL, bombers were used against MOVE in Philadelphia, Penn., and this is inspired from this.

505
DF Suggestions / Re: Clans: a suggestion regarding name inheritance
« on: May 28, 2017, 05:31:53 am »
In my opinion the naming system should be either matrineal or patrineal. Combining the names as mentioned before seems somewhat redundant and defeats the purpose of clans, as there will be no same-named lines.

Which one it is, matrineal or patrineal, doesn't bother me at all, but I imagine there'll always be people complaining. Personally, I'd suggest randomly generating which one it'll be for each civilization to avoid any drama. This way multiple dwarven civilizations can have different naming systems in one world, so everyone will have something they like.

To avoid the homogenization of surnames (there was a name for this, this is something actually occurring in real life too), I think clans should split sometimes. causes could be an inter-clan feud (e.g. clan Lanceholder to clan Black Lanceholder and White Lanceholder), people moving (e.g. a branch being renamed to Of Redfortress after moving to Redfortress), people doing something significant (e.g. a branch being renamed to Elfmaimed (significant kills), Hunter of Wolves (other kills), Swordforger (artifact-maker), or the Beekeeper (change of profession)), important marriages (e.g. after a marriage of the important clans Lanceholder and Elfmaimed, the children will be named Lanceholder-Elfmaimed), and for many other reasons (including totally random). Of course, this shouldn't happen too often, as it would defeat the purpose of clans. It would just serve as a way to keep clans from going too large, and in my opinion this should not happen to the oldest son/daughter, unless there is a specific cause. Just to the "lesser siblings", as it will serve as a way to keep clans from growing to incredible sizes.

I totally agree with your post.

However, I think the splittling of the clans should be related to the genealogical and geographical separation.

For exemple, someone who is very removed from the head of the clan could split and create his own clan; likewise, someone living far from the center of this clan could split, especially if few relations exist with the head.

506
Mod Releases / Re: Extended Agriculture Mod (v42.06)
« on: May 25, 2017, 10:30:08 am »
User madk announced he made Extended Agriculture a part of his mod PyDwarf, a mod management tool written in Python available here.

507
DF Suggestions / Languages and writing systems
« on: May 20, 2017, 08:44:08 am »
Yet another language suggestion, this time on writing.

Writing systems should be implemented to transcribe the languages.

They should be from the following kinds (other types could be added, knowing how Toady loves research and details):
  • Alphabet
  • Ideograms
  • Syllabic

The type of writing system should depend from the language, and could influe on the density of information and the difficulty of learning.

Then they could be used to transcribe languages, although a language would have a prefered means of writing (IRL, Russian is written using Cyrillic while French uses Latin but there is cases of Arabic script used by the Huis to transcribe Chinese, and Serbo-Croatian has been written in the Cyrillic, Latin and Arabic scripts).

In order to be able to read a document, the reader should know both the writing system and the language used in the material.

Some languages would not have any writing system; the kobolds would be an exemple of this. However, someone could use his native writing system to transcribe them.

508
DF Suggestions / Re: Fishing rods
« on: May 16, 2017, 09:42:34 am »
How about...

1. No Tool = Low chance of catching one fish
2. Fishing Pole/Spear = Good chance of catching one fish, chance of breaking based on craftsdwarfship x size of fish
3. Net = chance of catching multiple fish, subject to wear & tear.
4. Trap = Building, req. Fishing labor, catches one fish at a time without consuming a dwarf's time beyond constructing/emptying.

Good list.

To this we could add emptying ponds.

509
DF Suggestions / Re: Oil/Gas pockets
« on: May 16, 2017, 04:13:35 am »
Ordinarily, I'd just mod something like this in, but true liquids (water/magma, not contaminants) aren't defined in the RAWs as far as I know. Also, yes, this has been suggested before, but it got glossed over every time.

--Oil--
Similar in fluid behaviour to magma, but can burn. Ideally, there are checks to make sure it doesn't spawn connected to a magma source, as to avoid massive underground fires. If implemented, it should occur between the cave layers, or at least deep enough it doesn't touch an aquifer. Speaking of, oil springs probably should NOT be a thing, due to bad interactions with other fluids.

Potential uses include flaming arrows, torches, drown/burn traps, and fire jars. Have a particularly annoying noble? Replace his floor with grates and fill the area below with oil. Enjoy your new oven as he tries to open the door marked "forbidden."


--Gas--
Natural gas isn't as easy to add, but adds another hazard. It's a choking hazard, and slightly on the 'splodey side. Digging into one has the potential of igniting as it sneaks upward through your fortress, and could pose health issues if the design of your fortress doesn't let it escape. I can't see many crafting uses, unless gas lanterns are added. That being said, there's still the ever-present trap potential.


They both fit within the game, are easy to implement, and add more options for removing nobles defending our fortress from elves. Any ideas how to improve this?

Without evoking probable mods about refining oil and making fuel, plastic, wool and threads out of it, or turning gas into liquid or solid form, the use of oil and gas as fuel or base for drugs has been established pre-1400s.

510
DF Suggestions / Re: More crime related things!
« on: May 13, 2017, 03:35:59 am »

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