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Topics - Techhead

Pages: [1] 2
1
DF Suggestions / Possible Solution for Unkillable Undead
« on: May 05, 2010, 06:29:47 am »
Undead and many forgotten beasts (such as those composed of stone or gemstone) are near-impossible to kill mainly because:
A: They lack living parts, and require decapitation, bisection, or bodily destruction (i.e. magma) to kill.
B: They are made of tough materials like bone, stone, and gem.

An easy solution for this is to lower the material strength of body parts as they take damage. This is a realistic simulation of deformation, cracks, and hairline fractures that develop with repeated blows. The more you hit it, the easier it becomes to break. Hit something enough times with a hammer and it shatters.
This way, repeatedly striking a creature in the upper body will eventually grind the torso into dust!

2
DF Suggestions / Small gripes with (hopefully) easy fixes.
« on: August 12, 2009, 04:09:55 pm »
There are a couple of annoyances in the game people have that probably can be easily fixed if addressed. I was hoping that we could collect them together here in one thread.
1. Job manager cannot queue up more than 30 jobs at a time. The limit should probably be increased.
2. "Construct a Wooden Weapon Rack" Shows up as "Construct a Wooden Weapon" in the carpenter's workshop unless you expand the menu. It often snares new players into thinking they are making weapons. It could be renamed something like "Build a Wood Weapon Rack"
3. No string search (like in job manager) in trade and stocks menus.
4. No "whatever I bought last year" option and/or saved order profiles for trade negotiations.
5. 10x10 limit on constructions seems arbitrary, and many players find it limiting. Bigger would be better.
6. No "clear this area" designation to prepare a cluttered but urgent stockpile for use. Dwarves will clear an area when building, perhaps code could be recycled.
7. Unable to set a default stone for constructions, one that shows up on the top no matter what.
8. Unable to burn wooden items into ash, would be similar to melting down metal items for bars.

More to come! Feel free to add to my list!

3
DF Dwarf Mode Discussion / A victim turned into a survivor.
« on: May 13, 2009, 04:07:18 pm »
I hastily drafted a recruit in the first spring of my fortress, in order to deal with a stupid werewolf. He couldn't fight worth a darn, and his left arm was first broken, then the same arm ripped off at the shoulder, by the dang werewolf. The werewolf was killed by another dwarf, and he was rescued and brought to a bed.

He started resting and most of his wounds healed, with the exception of the arm. Thanks to the new well, and the loving careof his friends, he did not die alone and forgotten. However, even after two years of resting he wouldn't get up. Obviously, he wasn't very bright, and was waiting for the broken bone in his arm to mend. Little did he realize that it won't heal if disconnected from the body.

Until, one day, a miracle happened.

He was struck by a fey mood, and finally resumed consciousness. He perseveres, slowly, but surely, against the constant agony of a severed arm. Although he can barely manage one step before passing out again from the pain, he soldiers on, and is almost done gathering the list of supplies he desires.

This story truly goes to show that there truly is hope for any bedridden dwarf   to once again become a functional member of society, if only you believe in them.

4
DF Adventure Mode Discussion / The Dwarven Ninja
« on: May 09, 2009, 02:00:35 am »
Dwarven ninja travel around the country-side in total secrecy. They have been known to ambush their foes by throwing huge serrated discs at them, in a similar method to how Human ninja throw shuriken. In addition, despite the size of their weapon, they can carry several dozen of these discs in a single backpack and throw them without breaking their cover.

Simply attempting to observe one in combat is not only difficult due to thier inherent stealthiness, but also very dangerous due to their tendency to attack everything in sight once spooked. All attempts to interview one of these elusive ninja have resulted in severe injuries, severed limbs, extreme blood loss, decapitations, and usually death.

5
DF General Discussion / Nordic Tileset by Techhead.
« on: March 26, 2009, 09:11:28 pm »
I've made a tileset over the past year, I don't feel like talking much right now, so here is a link to it on the DFWiki.
Clicky
Tell me what you think.

6
DF Suggestions / Rock-salt mountains fix
« on: January 14, 2009, 11:27:16 pm »
Dwarf Fortress generated a mountain range with the surface layer composed of rock salt. There is a major inconsistency with this when you have rolling hills of a water soluble mineral. In addition, it rains 6-12 times a year in the current locale.
I realize that making substances dissolve in water would be a head-ache, so would it be possible to ensure rock salt only forms the surface layer in areas with low rainfall and extremely low drainage, as in salt pans?
Although salt domes can sometimes breach the surface and become salt glaciers, I don't expect Toady to model salt tectonics

7
DF Bug Reports / [40c] Crash on Save after merchants leave, reproducable
« on: January 09, 2009, 08:50:48 pm »
In my current fortress, second summer, whenever I save after the human merchants leave the map, the game crashes while saving. The save is not affected, and I have had the bug happen about 4 times now. It saves normally if I do it while the merchants are still at the depot.
I have not attempted to save the game between the time that the merchants have embark on their journey and when they reach the map edge.
I purchased a normal selection of human goods, including several anvils to melt. I paid entirely using mechanisms. There are no notable changes to the raws.
I did not experience this bug with the dwarven caravan in the previous fall, and an elven caravan did not arrive in the spring.

I am running Dwarf Fortress 40c on Mac OS 10.3.9

8
DF Suggestions / [Fortress Mode/Graprics] Screw-pump design tweak.
« on: January 07, 2009, 04:28:52 pm »
I would like if screw pump graphics could be tweaked so that the passable square shows the % or ÷ symbols, and the blocking square shows up as a solid black line with the block's background color. This would make pumps both easier to grok for new players and quicker to tell at a glance.

As an example, a pump drawing from the north would show up as something like:
÷
][

For reference, I mean either tile 179 or for north/south, and tile 196 for east/west.

9
DF Dwarf Mode Discussion / Flaming seige ammunition
« on: January 05, 2009, 08:24:22 am »
I was pondering that it might be possible to make your ballistae shoot  flaming arrows and catapults shoot flaming rocks. How?
The answer: Magma!!!
By shooting them through a shallow puddle of magma a the airborne projectiles might catch on fire. Although most rocks will not ignite, lignite will.

As my research in the matter is purely theoretical, I require someone with experience in magma plumbing to test the matter.


On a side note, trees appear to block line-of-sight, movement, and fluids, but not seige projectiles. The implications of this are quite intriguing. Although the idea of constructing walls of trees may offend many dwarves, I am eager to exploit trees to assist with the elven menace.

10
DF Suggestions / Quality for more room types
« on: September 10, 2008, 03:15:24 pm »
Why not have quality/names for more rock gardens and jails?
I wrote up jail, and will have rock garden done later.

Meager Jail
Modest Jail
Prison
Decent Prison
Fine Prison
Dungeon
Grand Dungeon
Royal Dungeon

Also, beds in jails will be claimed by the jail and only available for use to prisoners on ropes.

11
DF Gameplay Questions / Suggested screen settings for 1024x768
« on: September 08, 2008, 03:03:08 pm »
I was wondering what screen settings people think would be good for a 1024x768 monitor, assuming I was playing full-screen and did not want a small tile-set, nor tiles stretched or squished. I know the absolute maximum size for tiles would be 12x30, but I would like people's thoughts and opinions.

12
DF Suggestions / Dwarves and Professions
« on: August 27, 2008, 02:02:29 pm »
An oft suggested topic is the uselessness of many professions in DF, especially in immigrants. In addition, many jobs are shoved into the farming profession. Here is a comprehensive list of my ideas on the subject:
1. Bow Making also makes bolts and arrows at the bowyer's workshop.
2. Animal Dissecting made into a subset of Butchery.
3. Fish Dissecting made into a subset of Fish Cleaning.
4. Cheese Making made into a subset of Cooking, and the job is moved to the kitchen.
5. Dying moved to the Craftsdwarf category.
6. Milking moved to the Ranger category.
7. Potash Making and Lye Making merged into Ash Working.
8. Soap Making renamed Alchemy or Chemistry, "Processing plants (to vial)" is moved to this profession.
9. Wood Burner moved to the Woodworker category.
10. Pump Operating moved to the Peasant catergoy.
11. Animal traps are made by Carpentry or Blacksmith skill, although used by trapper.
12. Glassmaking moved to Jeweler category.

EDIT: I bolded all the ones that seem to have reached general agreement, underlined the ones that are kinda controversial, and italicized entries added or modified.

13
DF Suggestions / Absent pre-1400 technologies
« on: August 05, 2008, 09:39:34 pm »
Toady has said that he does not want post-1400 technologies in the game at this moment, but what pre-industrial technologies are currently not found in Dwarf Fortress.
A few examples come to mind:
1. Paper, printing, and books. Papyrus was invented by the Egyptians, and was also in widespread use by the Chinese in the 3rd century. Calligraphy and woodblock printing wer commonly used in Europe throughout the middle ages, although not on paper until 1120. Movable type was invented around 1040 AD, predating the Gutenberg Bible by 415 years.
2. Gunpowder and firearms. Invented by the Chinese in the 800s, used as explosives in 1044, and in firearms by the 1100s. The technology was published in Europe by Roger Bacon in 1267.
3. Boats, sails, rudders, navigation, naval warfare, etc.
4. Animal/human power, outside of querns.
Others here

Also note that plate armor and steel crossbows were invented in the late 14th century, less than 100 years before the deadline.

Steam power was not included, although Romans had a few steam gadgets. The reason behind this is that almost all of the steam-related suggestions made have been using post-1400 technologies. Specifically, the use of confined steam to do useful work, a discovery made in the mid-1500s.

Here is my brainstorm, now discuss!

14
DF Gameplay Questions / Tileset troubles
« on: July 31, 2008, 04:30:24 pm »
I am having trouble involving tile-sets. I recently designed my own tileset, and I attempted to test it prior to release. However, I couldn't get it to work, even though I followed standard instructions to the letter.
What happened:
1. Saved the magenta/white 256x256 .psd as a 24-bit .BMP file, which I placed in my art folder. Said file is named "DF_Nordic.bmp"
2. I modified my init.txt as follows. Only modified sections have been added.
Spoiler (click to show/hide)
3. Upon launching dwarf fortress, I was greeted with the message
Quote
ERROR
Error Creating OpenGL Window
I am running dwarf fortress 39e on Mac OS 10.3.9. With the above sections of my init.txt file set to their default values, the game runs perfectly.

15
DF Suggestions / Volcanic rock and magma.
« on: July 19, 2008, 04:59:14 pm »
Currently, when magma cools, it always forms obsidian.
However, there are lots of other types of igneous extrusive rock.

Have two types of magma vents, felsic and mafic. Mafic will flow faster than felsic, and forms different rocks when it cools. They will not be different types of lava, but instead tied to the regional biome information.

When felsic magma cools quickly, i.e. from water, it forms obsidian.
When it cools slowly, i.e. isolation from the source, it forms rhyolite.
Mafic magma will form basalt when it cools.
If the vent is a mafic-felsic mix, it will become andesite upon cooling.

Ideally, rhyolite volcanos should erupt more often than basaltic volcanos, but volcanos currently don't erupt.

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