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Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84088 times)

kreepergrimms

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Re: [DWARF] - Discussion and Suggestions
« Reply #120 on: May 25, 2013, 03:08:43 pm »

hey guys i was wanting to make a small suggestion in the next update, if it is at all possible... would there be a way to add the option to tag which wooden items we can break down? i have the sawmill running to break down extra wooden items and my dorf keeps picking up wooden cages that have invaders inside, causing the invader to be release and he then has some fun, my suggestion is to have the same option we have for which metal items we want to melt, have it as a tag to turn on or off for break down or to burn
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leafar

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Re: [DWARF] - Discussion and Suggestions
« Reply #121 on: May 25, 2013, 03:23:05 pm »

this isn't possible with normal modding - maybe with dfhack, but it'd be quite hard to do
why don't you just use stockpile-links?
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Putnam

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Re: [DWARF] - Discussion and Suggestions
« Reply #122 on: May 25, 2013, 10:32:17 pm »

this isn't possible with normal modding - maybe with dfhack, but it'd be quite hard to do

understatement

kreepergrimms

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Re: [DWARF] - Discussion and Suggestions
« Reply #123 on: May 26, 2013, 11:44:03 pm »

ive managed to get something similar to what i want with stock piles still a bit wonky with the dwarves still using the wooden items but for the most part its working
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RickRollYou2

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Re: [DWARF] - Discussion and Suggestions
« Reply #124 on: May 29, 2013, 07:43:07 am »

Spoiler (click to show/hide)
From the DFHack Suggestions thread

How difficult would it be to write the scripts for this, and balance it? I understand a major update for Masterwork might not be coming soon, but the idea of this is very tempting...
Maybe a tiny bit overpowered.
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Meph

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Re: [DWARF] - Discussion and Suggestions
« Reply #125 on: May 29, 2013, 08:30:12 am »

I was told that it is not too difficult, because the code for it exists more or less already. We also have autosyndromes syn_class command, so we can trigger the script from the building.

The restriction is this: You have to manually assign a job to the building, a reaction like this: "Use the portal". And then one dwarf with the fitting labor active would go there and use it. One dwarf at a time. They would never actually percieve this portal building as a valid path for the AI.

I also dont know how it would happen with mutliple portal buildings. I guess a note of: Build only 2 at a time, would be adviseable.
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Brilliand

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Re: [DWARF] - Discussion and Suggestions
« Reply #126 on: May 29, 2013, 11:11:25 am »

ive managed to get something similar to what i want with stock piles still a bit wonky with the dwarves still using the wooden items but for the most part its working

Use burrows.  A dwarf in a burrow will only use items within the burrow to do his job.  For complete safety, prevent any dwarf not in the burrow from using the workshop using the workshop's profile (requires a manager).  You would need to manually remove the dwarf from the burrow after he runs out of materials and cancels all his jobs, so that he can move on to a different task.

I was told that it is not too difficult, because the code for it exists more or less already. We also have autosyndromes syn_class command, so we can trigger the script from the building.

The restriction is this: You have to manually assign a job to the building, a reaction like this: "Use the portal". And then one dwarf with the fitting labor active would go there and use it. One dwarf at a time. They would never actually percieve this portal building as a valid path for the AI.

I also dont know how it would happen with mutliple portal buildings. I guess a note of: Build only 2 at a time, would be adviseable.

The portals would probably be more useful (particularly for sending out the military) if they teleported all dwarves in the vicinity (probably within 3 tiles, since that's the precision of a move order).

Also, for multiple buildings: Could it be arranged to ignore forbidden buildings when choosing a destination portal?  That would make having more than 2 portals workable.
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Meph

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Re: [DWARF] - Discussion and Suggestions
« Reply #127 on: May 29, 2013, 11:14:33 am »

I have absolutely no idea. Carry this on in the dfhack thread, not here. Its not really my metier.
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drayath

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Re: [DWARF] - Discussion and Suggestions
« Reply #128 on: May 29, 2013, 12:48:12 pm »

Some though on the expedition/embassy system and enhancing it.

What about merging it with the embassy and expedition system. E.g. Send a diplomat to a chosen civilization, if all goes well they will send as diplomat/migrants etc. back. For sieging etc., add an Attack civ mission (good loot, high risk, high chance of siege)

For expeditions in general.
Ideally would require more than one dwarf for the harder expeditions, as this is not? possible suggest:
- Remove the dwarf from use for a period of time (1 season?) (e.g. like bard) (suggest immobile/noeat/drink/sleep instead for a transform so don’t reroll stats). Also means need to guard (military/building/traps dwarf in some way).Don’t produce the results to the end of the period and only if dwarf still alive (via self targeting interaction, ensure has cooldown so can only apply once)
- Require significantly more resources to start most missions (expect spy/caravan/diplomat), and also require rare ingredients (aka. blueprints, map of <xxx>). However on successful mission and some failures the, much of the supplies are return with a chance for the map of <xxx> in included in the expedition result crate. Intension is that by having the high up front cost and locking the goods for the duration, harder to send out simultaneous expeditions.
- Bump up the danger level, for the fortress not just for the individual dwarf. E.g. Dwarf catches minor/major infectious illness, dwarf is cursed vampire/werewolf/undead etc. (mainly from ruins type expedition), chance of siege (raid found out), or ambush (bandits following caravan, diplomat) etc.
- As required bump up the rewards to match.

Missions
Diplomat
Requires directions to <xxx> capital. Purchasable from trade caravan of appropriate civ. Not consumed (e.g. can send diplomat unless the civ trade conditions have been met). Not required for dwarves.
Success - civ diplomat (from embassy), chance of a civ specific trade good as a token of friendship (e.g. clockwork for gnomes, bloodsteel tings from drow)
Chance - Followed by bandits (ambush from <civ>)
Chance - Disease (moderate minor, small major)
Chance - Death (low), does not prevent any other result.

Call for migrants
Success - migrant wave
Chance - Followed by bandits (ambush from <civ>)
Chance - Disease (moderate minor)
Chance - Death (low), does not prevent any other result

Raid
Requires directions to <xxx> village (chance of dropping on death from members of civ)
Success - chance of civ specific loot
Chance - Followed back (ambush by <xxx>)
Chance - Revenge attack (small chance of siege by <xxx>, note won’t happen if civ siege not met (e.g. you are not important enough for revenge !yet!))
Chance - Disease (moderate minor, small major)
Chance - Death (moderate), does not prevent any other result (e.g. managed to hide loot for retrieval)

Attack
Requires directions to <xxx> town (chance of dropping on death from members of civ, if possible this should only be dropped by members of a civ that occur in sieges, not raids. I.e. Until they siege you, you should not be able to attack them as they will not be able to attack back is the civ siege conditions are not met.)
Success - Significant loot.
Chance - Followed back (ambush by <xxx>)
Chance - Revenge attack (high chance of siege by <xxx>)
Chance - Disease (moderate minor, small major)
Chance - Death (moderate), does not prevent any other result (e.g. managed to hide loot for retrieval)


Explore Ruins/Dungeon/Deep etc.
Requires map of <xxx>, acquired from archaeologist (treasure/relic drop), small chance of gaining from bard mission. Chance of being returned (I.e. still unexplored rooms)
Success - Significant loot (due to risk significantly higher than at present). Could use different maps allow the player a better choice of specific loot if they can get a few maps.
Chance - Bandits after the loot (ambush by random civ(s) <xxx>)
Chance - Learn secret (small location specific, e.g. become ice sorcerer)
Chance - Disease (moderate minor, small-moderate major, small interesting special diseases for different location (e.g. ancient mummy plague))
Chance - Curse (small-moderate undead/werecreature/vampire/carp cult leader, small interesting special curses/added interactions (good or bad) for different location)
Chance - Death (moderate), does not prevent any other result (e.g. managed to hide loot for retrieval)

Advanced - Could chain missions, e.g. make use map of ruins one use, but has a chance of returning further one use map(s) (e.g. map of ruined runeforge, map of deep tunnels). You explore using these maps (which might have additional expedition good requirements) for more specific/better rewards but possibly more danger (and can chain these, map of ruins, chance of map of deep tunnels, chance of map of ancient lair, chance of map of dragons horde). Once the basic system is in place these are easy to add, but might need spiting into a separate workshop for ease of use.

Bard/Caravan
Requires directions to <xxx> village (expect for dwarves) (chance of dropping on death from members of civ)
Chance - Disease (small minor, high chance if none dwarves)
Chance - Death (low), does not prevent any other result
Chance - small chance of Map of <ruins/dungeon/specific ruin part>, just from bard?
« Last Edit: May 29, 2013, 12:52:25 pm by drayath »
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Meph

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Re: [DWARF] - Discussion and Suggestions
« Reply #129 on: May 29, 2013, 01:01:39 pm »

This does sound extremely complicated and on the edge of whats possible. I just wrote a thievery system for the kobolds that is similar, but way simpler.

immobile can only be added by transformation, but attributes reset after transformation ends and the creature becomes the original creature again.

cant create items by interaction, the result of the reaction would be independant of whatever happens with the worker. I can also not delay the reaction by a month, the results are there instantly. What I can do is chain 30-something reactions after each other, all automatic, all give the reagent for the next one, and 1-29 dont do anything much, but they take time to be completed. 30 then would give the results.

I can also not affect several dwarves, or at least not so that it matters for the reaction itself.

I can also not force ambushes. I can force a siege, entities with ambusher tag will send an invisible siege, but still a siege...

Its also difficult with dead/non-existant civs. Lets say your Automaton civ died in worldgen.... you can still run the "attack automaton civ" reaction in the workshop, but no matter how often you do it and try to force an automaton attack, it will never come. This means you can raid them with almost no repercussions.

I like the vampire/werebeast curse, learn secret, catch a disease, and the idea of maps, this I can do. Chaining maps together sounds great... giving the player only one reagent, but several options (scout the deep roads north, scout west, scout east, scout south) and then finding nothing, a threat or a reward depending on the choices. :)

This would take hundrets of reactions of course. I guess this Blast modding tool could be a great help, but it would be difficult for the player to handle a workshop with so many stuff in it.

Dfhack can in theory also force a workshop to be build outside. The actual script doesnt exist yet, but the code is there. I wanted to use it on the expedition starting point, maybe even force it to be on the map-edge...
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Brilliand

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Re: [DWARF] - Discussion and Suggestions
« Reply #130 on: May 29, 2013, 01:36:51 pm »

This would take hundrets of reactions of course. I guess this Blast modding tool could be a great help, but it would be difficult for the player to handle a workshop with so many stuff in it.

Can DFHack be used to limit a workshop's reactions based on its location?  A lua script to check a building's x and y coordinates and change the building type accordingly (so you'd have a "north" expedition point, a "west" expedition point, etc.) should be possible... not sure if there's a better way.
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drayath

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Re: [DWARF] - Discussion and Suggestions
« Reply #131 on: May 29, 2013, 02:16:29 pm »

If i added something to autosyndrome to delay the running of a command, to allow you to do the following would that help with things like this.

E.g.
Can use autosyndrome to create an item at present but it will happen immediatly, could add a new tag [SYN_CLASS:/COMMAND_DELAY:<delay>] to make it happen at a point in the future

z_inorganic/create_result_a
autosyndrome material to create item using dfhack (match what createitem command requires example below likely not quite right)

[SYN_CLASS:\COMMAND][SYN_CLASS:\COMMAND_DELAY:10000][SYN_CLASS:\createitem][SYN_CLASS:\TOOL:CREATE_OF_GOODS_A][SYN_CLASS:\TOOL:INORGANIC:NONE:NONE][SYN_CLASS:\1]

edit: presently createitem needs a selected unit, would also need a slight tweak to take x, y, z coordinate or worker id and add [SYN_CLASS:\LOCATION] or [SYN_CLASS:\WORKER_ID] to the above command. E.g. after a delay can run a command (like regrow grass), or run a command at the present location of the worker or run a command at the location the job occured (e.g. create complete expedition item). Note if you create an item with the command any autosyndrome stuff on the item will be ignored, vanilla boil/poison etc effect will still occur.
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Meph

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #132 on: May 30, 2013, 10:52:53 am »

@all: Added a poll.

@Drayath, I think if you are really set on the extended expedition system, I would advise you to write it how you imagine it. I cant code dfhack scripts, and I am focused on other things atm, DF-related on Kobolds and RL-related on travelling. So no matter how good or bad the suggestion in the end is, I wont be able to do anything with it anytime soon.

Bugfixes, Balancing and smaller stuff is fine (like the breeding automaton/clockwork/toolkit) but something as large as this I really dont want to do on a small netbook, writting in dorm rooms, busses and whatnot.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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fricy

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #133 on: June 03, 2013, 07:04:30 am »

@Meph:
Found Arkhometha's research about more realistic heat transfer and burning, and decided to implement his suggestions into Masterwork. I used the values found in material_template_default_Realistic_Behavior.

Most of the changes are about melting point, burning point, and cold damage, etc., but he also recommends changing the solid_density of leather, bones, tooth, structural_plant and the liquid and solid densities of blood, goo, ichor, slime and pus. The implications of changing the density of these materials go beyond my knowledge. I've not done any testing with these changes yet, will update this post if necessary.

The adjusted material_template_default (based on MW 3.a) can be downloaded from here, if you decide to include it in the next version of Masterwork all credits go to Arkhometha, all I did was some copy-pasting.

Bouchart

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #134 on: June 03, 2013, 07:10:39 pm »

Excavate stone is a surprisingly powerful ability.

Set it up right next to a clay collecting zone and have some dwarves collect clay all the time.  The archeologist will turn those lumps of clay into surprisingly useful items, like mithril arrows, furniture and the like.
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