Does the current version of the game really need IDLERS up front in bold fooling new players into thinking this is somehow a bad thing? Giving dwarves time off to enjoy themselves is an increasingly important part of Fortress life and I've seen new players post in panic that whatever they do the fortress is full of "Idlers".
It's a useful indicator for some people playing in very specific ways but seems a bit too frightening for what it's actually showing (a perfectly healthy fortress).
And yeeaahhh, suggestion maybe. But would like to hear Toady's reasoning on why this is important for people to know all of the time.
clinodev:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8292131#msg8292131PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8292136#msg8292136I agree it's probably out of date.
Does this mean that the MERCENARY tag opens up another pool for military mercenaries/traveling artists/artists seeking employment (as individuals rather than troupes)/(potentially as traveling/job seeking scientists)?
Otherwise I don't see how the artists that do travel all end up in troupes rather than as individuals.
Ah, sorry, I was just replying as to why a higher percentage of elves are artists, without addressing the troupe vs. individual question by itself. My mistake! It's possible the higher proportion of artists leads to more troupes just because there's more artists around. I don't think there are particular personality effects here, but I can check for next time.
Related bonus question: Is there some similar logic to determine whether mercs go into merc bands, set out alone, or become quest seekers (often in groups)? Some people like hiring mercs, so it would be useful to know if there's a way to influence the ratios between them.
FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8292175#msg8292175PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8292201#msg8292201For each side, merc groups are founded and added to among the side's mercenaries after a battle. It looks like people that have a very low value of commerce, or people that have a very low gregarious number, will not join a group. People that have just low values here (rather than very low), or who don't value martial prowess, will not become founders. So if you just make everybody loners, or set the parent civilization commerce value low, you can probably control the percentages. Setting the commerce value low will probably shut down independent merchant companies as well, though those don't do much yet so it's probably fine.
I couldn't find any similar restrictions on performance troupes, though they'd make sense of course. That's further complicated by master/apprentice stuff I didn't have time to check, but I expect all the same that they are harder to control.
1. Will the medical update implement simple prosthetics like peg legs or something like Götz von Berlichingen's iron hand?
2. What are the variables needed to implement demons taking over a civ besides MINING_UNDERWORLD_DISASTERS? That is, if one wanted to make a custom civilization be taken over by custom demons and their custom minions, what tags would be required for all of that stuff to work?
3. Are there any plans to make vault dwelling angels moddable like demons are?
Is the ability for the underworld disaster civs to spawn tied at all to MAX_STARTING_CIV_NUMBER? For example, if one wanted to prevent the initial placement of goblin/custom evil civs but allow them to spawn after civ placement.
There probably is an obvious answer lurking around here somewhere, but I already looked and searched a bit and might have missed it.
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8292586#msg8292586EternalCaveDragon (op2):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8292589#msg82925891. We don't really have a notion of grasp strength to make it interesting, so I'm not sure we'll be doing so much. Ultimately though, slapping items on to creatures in new ways can end up interesting. We'll probably need to be held back from making experiments more frightful, since we tend to get sucked into that kind of thing.
2. For the underworld disaster, you need an underworld layer and an entitydef where a creature in the def has EVIL (goblins for example.) I don't see any other requirements for the base event. If you additionally want a demon to come up with them, you need a creature in the raws or generated with UNIQUE_DEMON that has CAN_LEARN or INTELLIGENT. For EternalCaveDragon's question, it doesn't look like it is tied to the max starting number, though you'd have to stop your EVIL creature entity from spawning at start through other means.
3. Certainly not before the whole thing gets blown up by mythgen.
Are there any plans to add more depth to offscreen battles in the near future? Maybe take powers besides necromancy into account?
I don't anticipate it'll focus on powers so much, but we're going to do a lot of army stuff during the pre-magic work, after the graphics release, and offscreen battles figure into that. When we were thinking about doing this way back when, it involved formation on that mid-level maps and otherwise smearing battles out over time and space, rather than just working on the report/actions of a single localized battle. But we'll see where it goes.
I've been trying to work out what may be causing the migrants profession weirdness; specifically animal caretakers and herbalists being overrepresented in migrant waves, which is an issue I've been running into a lot since the last update. I have some questions regarding that:
1. In v.47.05, there were changes to the balance of migrants professions according to the changelog. Can you give an outline of what exactly was changed?
2. More generally, what determines the kind of migrants you get? I know it's supposed to be based on the availability of professions/skills at the player's fort and histfigs would be prioritised if possible. But can other factors have an indirect influence, like the age of the world or what little economy is simulated currently?
3. Under what circumstances do histfigs switch to another civilisation? I've noticed that nearly all of these animal caretakers and herbalists are former citizens of elven sites. I presume the reason there are so many of them is because they run over to the player's civ and then show up in migrant waves, but I am not really sure what causes them to do so.
clinodev:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8295160#msg8295160FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8295184#msg82951841. I mainly removed most of the stuff based on job number completed. Now it just goes for a more even mix. Since people aren't doing tons of caretaking and herbalist jobs, this ultimate doesn't impact this issue I think. I couldn't get it to reproduce.
2. Anything that changes the composition of histfigs would have an impact, since it draws from that pool. Are these worlds dominated by elves? I haven't been able to reproduce these caretaker/herbalist migrant waves. I suppose there could be some weird situation like the children of artists creating a bias, if there are more elven artists and thus a draw from the performance troupes?
3. They can migrate or be conquered. But they don't have a particular bias toward going to elf civs.
When are weather systems, basic ones, coming?
Rose:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8296035#msg8296035FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8296049#msg8296049ArrowheadArcher (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8296259#msg8296259FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8296327#msg8296327There's no timeline for addition stuff here. We've had things in the notes of course, and more interesting effects would be fun. At this point, some of them are on the vast magic table, but most things on that table won't be done the first pass through. After that I have no idea when I'd next look at it. Boats maybe.
So about the Myth & Magic arc and what I understand about the cutoff between mundane and magical worlds...
Will there be a niche for relatively "mundane", human-only worlds which still have a certain amount of magic and unusual creatures here and there (something like Song of Ice and Fire/GoT), or does the presence of magic automatically imply nonhuman civs by extension?
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8296665#msg8296665Yeah, PatrikLundell's covered it more or less. There'll be a variety of options, and low magic human settings are pretty popular.
I think I found the cause of the floating down-ramps after shroom trees are cut down bug.
The algorithm for removing trees always puts a down-ramp over an up-ramp, even if that up-ramp is part of the tree to be removed. It should either ignore the type of up-ramp used by shroom trees, or ignore one that's part of the same tree (if it's possible for trees to overlap in such a way.)
If I recollect, I think I caught this when I was doing underground mushroom graphics, but I'll note it down for another check. Thanks!
This is something discovered by WindComeCalling and submitted as a bug:
DF includes two weird factor of 10 discrepancies that cancel out. Everything is ten times as small as it should be (except weapons and a few others), but everything is ten times as dense as it should be (again except weapons), so upon first inspection it's all fine. But this makes cloth denser than real-world lead, and seeds deadlier than real-world bullets (known bug). To fix this, you would reverse the changes: multiply the size of almost everything by 10 and remove the hidden factor of 10 multiplier on density when calculating weight.
TL;DR: Will everything be made bigger and less dense, and why is it like this in the first place?
Volumes are not in 1 cm^3 units in memory, only in the raw files. A creature that is 70000 for instance, like a human, in the raws, is 7000 in memory. This is intentional, since it avoided some multiplication blowouts. It divides them down when it loads them. The memory volume unit is 10cm^3. Now, there are almost certainly a ton of weird values, especially for items, and bugs, but finding them has to start from there. The densities are stored in mg/cm^3, and masses are stored in (kg,mg) pairs, so it uses a factor of 10 to get the volumes back to 1cm^3 when doing that calc. There may be various bugs/problems here too, but the 10 factors up and down are intended in principle, to avoid rollover in some older equations where I didn't use any 64 bit variables.
Toady, with the new screens discerning animals & civilians much clearer will a gremlin's UI as a intelligent-feature-creature finally be cleaned to a usable standard to try and fit in with the rest of the dwarves?)
I doubt any improvement with the steam df graphical would be mega-amazing drastic in a rework on release in this area, but anything that is a bit clearer helps, as well as seeing the said gremlins happyness passively in civilian counts if that can be correlated to how likely they are to go and petition for full labors.
Hmm, I doubt this'll be a high priority sadly. I kind of painted myself into a corner since gremlins are supposed to be able to be pets, so that they can pull levers and cause trouble even more maliciously, rather than being proper civ members, even though they are intelligent. And the game just doesn't support that very well.
How is the hit rating (not sure what you call it) calculated for logs that fall after a tree is cut? (Edit: It's a value in the projectile struct.)
The value is typically around 1 for the created logs, but I'm not sure what the equation or random number range used is. Falling webs get a value of 0, whereas fired bolts can have a value in the 100's.
Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8299585#msg8299585FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8299606#msg8299606Bumber (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8299887#msg8299887It's just a roll from 0 to 10 it looks like.
1. If the siege improvements include some kind of digging ability for invaders, could we expect material properties to play a role in ability to dig a tile? For example could iron blocks block the digging or make it very slow (like several fort mode days per block)?
2. Will the Tactician trait provide benefits to on-map dwarves after the siege improvements?
3. Will we see any basic formations for on-map dwarves in the siege improvements?
1. It'll probably start mattering yeah. I vaguely recollect it taking it into account with door breakage. I'm not sure the same stuff will apply though.
2/3. Dunno! We had passed this up several years ago when I was working on army stuff, and I'm not sure if it will be revisited with the army stuff, or if everything else is going to end up being higher priority still. Formations are certainly up for consideration again.
How accurate is this page: https://www.bay12games.com/dwarves/dev_single.html, as far as planned features goes? Presumably plenty of what's planned isn't listed there, and it isn't accurate about which things are already completed, or what order you're prioritizing what remains; but would some/many of the plans there be scrapped? (even if you don't know the specifics because it's too long to actually check).
What sort of changes if any do you have planned for combat logs for the Premium release?
2. Yeah, I only implemented ARG1 through ARG5 because I was being lazy or rushed way back whenever, but the loader of arguments can keep pulling them in.
5. There's a lot going on there and some examples would help me check more quickly.
2. So to clarify (I may be failing in reading comprehension here), would it be possible for us users to define ARG6 and !ARG7 and beyond in our arguments (and pass in those arguments into the body detail plans and creature variations)?
I'm not sure whether by "only implemented ARG1 through ARG5" you're just referring to your own use of them in the files, or if it's that putting in the !ARG7 (in creature variations) and ARG6 (in body detail plans) just won't work (and that the creature can pass in more args, but they get ignored).
5. So this is what I was talking about:
[BP_RELATION:BY_CATEGORY:RIB_FALSE:AROUND:BY_CATEGORY:LIVER:15]
[BP_RELATION:BY_CATEGORY:RIB_FLOATING:AROUND:BY_CATEGORY:LIVER:15]
[BP_RELATION:BY_TOKEN:RHB:BELOW:BY_CATEGORY:BODY_LOWER:33]
[BP_RELATION:BY_TOKEN:LHB:BELOW:BY_CATEGORY:BODY_LOWER:33]
[BP_RELATION:BY_CATEGORY:EYE:ABOVE:BY_CATEGORY:NOSE]
[BP_RELATION:BY_CATEGORY:THROAT:IN_FRONT:BY_CATEGORY:NECK]
[BP_RELATION:BY_TOKEN:RCB:ABOVE:BY_CATEGORY:BODY_UPPER:33]
In some cases there is a number given on the end, representing the coverage (according to the wiki), and in other cases there isn't, so I was wondering what difference this would make; like, do some relations require a coverage while others do not accept one, or is it mandatory for some but optional for others, or is the coverage optional in all cases (with some fallback "default" when no coverage is given)?
2. I don't think the others work after you load them.
5. Are there any without the number in BP_RELATION? It should log an error if you leave it off. I didn't find any in b_detail_plan_default.txt. It looks like the number is used by SURROUNDED_BY/AROUND to build the organ pathway for wounds.
hi toady. i know you've already said that there will be keyboard support, but i'm worried. one of the best things about df classic is that - with very few exceptions - all of the relevant controls are always displayed on screen. i don't have to remember what exact key to press to be able to designate dig tiles, for example, because it's all shown right there in the side panel. it might be clunky in places, and i still have to remember which submenu things are in, but i never have to be confused about which key to press.
none of the new screens you've shown so far have had keyboard controls displayed. in fact, they look completely unusable with a keyboard to me. they're pretty, to be sure, but if there's no way for me to tell what keyboard keys to press, i'm not going to be able to play anymore. i don't have anywhere near the kind of memory needed to remember so many controls.
are you planing on making a second pass to add keyboard hints, or am i shit out of luck?
DwarfStar:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8300404#msg8300404We've been working on getting the minimum mouse-centered version ready up to this point, so there isn't any keyboard stuff to show at all. There's definitely going to be a second pass on keyboard stuff which'll also be the pass I imagine where we make all those DF Classic decisions about what glyphs to display for buttons and that kind of thing, since classic is also going to have the same level of mouse support. We can't have a large pane that shows all the commands by default, but commands have to be somewhere. I'm not sure if it'll be a popout the way DwarfStar suggests, or something else. There's plenty of room around the edges though, as things currently stand -- I'm sure some of that'll end up being taken up by some new options as we progress, but those spaces will likely end up customizable anyway.
So yeah, I understand why there's concern, since we have nothing to show and some of the screens are pretty busy with mouse stuff, but it should be okay in the end.
How is Scamps going ?
I heard him meow on the last youtube video, I was wondering how our beloved cat goes
He is doing well! He's entirely adjusted to the new place. Some of the moving material included a cardboard square, which you can see him sitting in I think in the last steam news video.
We still see crayon art trickling out!
How many crayon rewards are left, and how long do you estimate before you're finished?
I know it's been answered that the text colors will be user settable. As the colors do not appear to have subsequently changed in Steam Community Updates, the following questions have arisen:
Are you in fact trolling us with the continued dark blue text on dark background?
Is that dark blue your favorite color?
We've drawn all but five, and we've sent all but 50 or so. We should be mailing those out within a week a too. There were around 450-500 of them, and lockdown arrived right when we started, so it has been a journey, but it's almost done!
The text colors are settable in colors.txt in the currently released version. I'm not sure if we'll deviate from that much, though it probably makes sense to have at the minimum one set of colors used for the graphical version and one used for classic. I have a full RGB color setter now, which I use in active tabs to get a nicer brown color, but a lot of the regular text may still be in 16 colors - for the graphical version, the long-term goal would be to move away from this, while it does still seem to fit the aesthetic of Classic. Though we'd of course been talking about expanded the color palette even in Classic because we've been out of combinations for a long while. I'm not sure what course we'll ultimately take there, since Classic could now very easily expand to e.g. a second tile sheet as we'd sometimes talked about in here and elsewhere. The work is all done now to do whatever we want there, though there are other considerations as well, such as print modes and terminal displays and what not that the original ASCII glyphs/colors work with. I dunno. Ultimately it'll be good to have all these options now though.
Presumably an artist should be selecting the colors. I could certainly make the blue brighter myself, but I'd probably pick a blue that isn't very good - it also has to play nice with the existing light blue and the cyans and magentas. But there are lots of hues to go around.
How do dwarves currently decide which meeting area they go to when they're idling? Do they just go to the nearest one they can find or are there some other factors at play?
They check their needs first, and go with a match there. After that, they should respect their burrows and the citizens-allowed flag if applicable, but otherwise they choose randomly. There's some other stuff for guests.
Why don't Outsiders have access to any clothing or Leather armor on the starting page? They can get chain mail and what not but why no clothing or leather?
Are there any plans to have a technology slider or anything? Like on one hand you have stone age, then on the other side you have machine guns and modern clothing
PlumpHelmetMan:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8300807#msg8300807Those materials are tied to plants and animals, so they need to be drawn from specific regions. As things got more complicated, the outsider fell behind.
The tech thing ties into the scholar stuff, where the main issue is that the knowledge there covers stuff that's generally not in the game. Once the knowledge forest covers stuff that happens in the game, and gets linked to it, there will be different techs/ages/etc. naturally, though it'll also open up a whole nest of problems.