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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3635440 times)

Areyar

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Re: Future of the Fortress: List of Remaining Items
« Reply #14745 on: March 20, 2010, 01:43:54 pm »

*Love to Toady*

For the worldgen option to have water allround.
It is just short of an actual cylindrical (or toroid?) world, but it will do.

Especially love themedium world, with the infestation of goblins. :D

Also: zombie slugmen! ew.
Only zombie slugmen milk could be more disgusting. ;)

Did milking of cows get put in this version? (IIRC its not)
How far in  the future will grazing be? (ie animals needing food too, veggies grass/trees, others vermin or meat/chunks)
It could be built on the lumberjack/hunting party (or escort thereof) mechanics.
« Last Edit: March 20, 2010, 01:50:59 pm by Areyar »
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mendonca

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Re: Future of the Fortress: List of Remaining Items
« Reply #14746 on: March 20, 2010, 02:02:48 pm »

Wouldn't it make more sense to ride a cow to the other town, and then milk it there? Be fresher that way.
The issue might be to do with tired cows?
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #14747 on: March 20, 2010, 02:04:47 pm »

Will it be possible to assign specific animals to be used by specific entities? Or perhaps a Cull type token?

Nope, no new tools for animal assignment yet.

Has anything been said about leather armor in the new version? Will all leather armor continue to be identical for protective purposes, or will elephant leather be superior to cow leather, in turn superior to armoring your dwarfs in the leather of ground hogs?

It's all identical right now, although it would be straightforward to differentiate them. 

In that vein - will bigger animals produce more leather? Will a dwarf be fully clothed in a cape made from a sinke kitten leather?

yes, now needed leather and threads measured by size. i guess you will need several kittens to make kitten leather cape.

i think yes.

If I remember correctly, size of cloth and length of thread only functions semi-properly right now (sorry, not right now, but in the near future) for bandages and sutures.

I think a kitten leather cape will be the same as an ettin leather cape, in all functional aspects.

[...]

Devlog seems to back me up.

Yeah, currently it doesn't care about the size of the tanned hide vs. the size of the clothing/armor.  The tanning reaction doesn't seem to transfer the size of the raw hide to the tanned hide yet anyway (not positive on that though).  Also, ideally you'd want elephant leather to be thicker than a bunch of groundhog hides stitched together lengthwise, and the game doesn't have a concept of that yet.

How fine is the new military scheduling system? Specifically, could I set a squad to be on duty one season, sparring one season, being non-military one season, and doing classroom work with their mst trained member during the last?

I guess that's really five questions, first is it possible to schedule like that and the rest for each of the possibilities.

On a related note: If such schedules are in, how granular can they be? Years, seasons, weeks, days?

Scheduling is done by months.  You can't schedule lessons and sparring separately -- that choice is up to the instructor, who decides when they're ready for sparring.  You can assign them to be inactive for parts of the year, but I believe they can still choose to do individual combat drills while inactive, so they won't always be available for work.

There are three separate "on duty" states that you can schedule separately -- defend burrows, patrol route, or station.  The active/training states all let you choose a minimum number of squad members that should participate (and specific squad positions, if you want).

Quote
they started walking into water 6 of 7 deep if there was an available ramp, then scrambled right back out.


This also happens sometimes with civillian dwarves where if you have an available ramp and there is water that is more than 3 or 4 deep, and their path takes them in a way that they will try to use said ramp, resulting in job cancellations. Using a restricted path designation generally fixes this. Just letting you know if you weren't aware of this already.


Yep, same bug.  It should be fixed now.
« Last Edit: March 20, 2010, 02:06:42 pm by Footkerchief »
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CrimsonEon

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Re: Future of the Fortress: List of Remaining Items
« Reply #14748 on: March 20, 2010, 02:20:17 pm »


Quote
they started walking into water 6 of 7 deep if there was an available ramp, then scrambled right back out.


This also happens sometimes with civillian dwarves where if you have an available ramp and there is water that is more than 3 or 4 deep, and their path takes them in a way that they will try to use said ramp, resulting in job cancellations. Using a restricted path designation generally fixes this. Just letting you know if you weren't aware of this already.


Yep, same bug.  It should be fixed now.

So, fixed as in they will now go through the 4/7 water with no cancellation, or not walk into the water at all?

smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #14749 on: March 20, 2010, 02:25:14 pm »

Maybe there should be an on duty status equivalent to scrambling your airforce into action. Sometimes those sieges come when you least expect it.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #14750 on: March 20, 2010, 02:32:44 pm »


Quote
they started walking into water 6 of 7 deep if there was an available ramp, then scrambled right back out.


This also happens sometimes with civillian dwarves where if you have an available ramp and there is water that is more than 3 or 4 deep, and their path takes them in a way that they will try to use said ramp, resulting in job cancellations. Using a restricted path designation generally fixes this. Just letting you know if you weren't aware of this already.


Yep, same bug.  It should be fixed now.

So, fixed as in they will now go through the 4/7 water with no cancellation, or not walk into the water at all?

Actually, looking back at what smjjames posted, he said "more than 3 or 4 deep."  The difference between 4 and 5 does matter.  They should still walk through calm 4/7 water, although if the water has 5/7 bits skittering around, you'll probably get occasional cancellations.  The bugfix was to keep them from pathing through water that's 6/7 or (probably) 5/7.

Maybe there should be an on duty status equivalent to scrambling your airforce into action. Sometimes those sieges come when you least expect it.

That's what the alert states are for.  You can set up a separate schedule for each squad for each alert state, so when a siege arrives, all you have to do is toggle their alert state and they'll jump to their posts.
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CrimsonEon

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Re: Future of the Fortress: List of Remaining Items
« Reply #14751 on: March 20, 2010, 02:35:33 pm »

Quote
they started walking into water 6 of 7 deep if there was an available ramp, then scrambled right back out.

This also happens sometimes with civillian dwarves where if you have an available ramp and there is water that is more than 3 or 4 deep, and their path takes them in a way that they will try to use said ramp, resulting in job cancellations. Using a restricted path designation generally fixes this. Just letting you know if you weren't aware of this already.

Yep, same bug.  It should be fixed now.
So, fixed as in they will now go through the 4/7 water with no cancellation, or not walk into the water at all?
Actually, looking back at what smjjames posted, he said "more than 3 or 4 deep."  The difference between 4 and 5 does matter.  They should still walk through calm 4/7 water, although if the water has 5/7 bits skittering around, you'll probably get occasional cancellations.  The bugfix was to keep them from pathing through water that's 6/7 or (probably) 5/7.

Ah, well nevertheless, with no cancellations or any dwarves constantly running away from 4/7 water, Maybe I can declare a 4/7 swimming pool as a meeting hall and watch the swimming skill of dwarves go up. All towards the goal of having a flood-resistant fortress

smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #14752 on: March 20, 2010, 02:37:40 pm »

Yea, sometimes they will path through 3 or 4 depth water if they absolutely have to, but attempting to haul stuff from sloshing 3/7 4/7 water will generally result in cancellations.

Edit: What CrimsonEon said as well.
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monkeyfetus

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Re: Future of the Fortress: List of Remaining Items
« Reply #14753 on: March 20, 2010, 03:14:36 pm »

Also I don't like how sites are currently created in a certain pattern. It is especially noticable at the Medium island map Toady posted. Look at the middle-right part of it, at the forest retreats. They are placed in a rows, with 6 tiles space between each other. I assume that Toady uses an algorithm that puts a new site in the closest available suitable tile, while keeping that distance. Would be nice to put more randomness into it to get more realistic looking placement.


Making towns about the same distance apart makes sense to me. For instance, most of the small towns around where I live are all about seven miles apart or so, supposedly because when they were built that's how far a horse could carry milk before it spoiled.
This could be helped by changing the angle at which the towns spread. So, when it's time to found a new retreat, it may be placed seven tiles up, or six tiles up and two to the left, or seven tiles up and two to the right, etc. Just add a little bit of randomness to whatever places the new towns.
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Nivim

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Re: Future of the Fortress: List of Remaining Items
« Reply #14754 on: March 20, 2010, 03:23:56 pm »

 I didn't expect the snow bug to be fixed until a few more versions, it seemed like such a minor thing. Now things are even more awesome.
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CobaltKobold

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Re: Future of the Fortress: List of Remaining Items
« Reply #14755 on: March 20, 2010, 03:41:09 pm »

can armor get the xx,xX,XX tags like clothing?
can armor get fixed?
No and no.
Spoiler (click to show/hide)
Spoiler: FKC got it-BLOAT75 (click to show/hide)
also, and realizing this probably belongs in the suggestion thread rather than here, is it/will it be possible to set fortress mode to start out as paused on embark/reclaim, so we can give initial orders before the dorfs start taking breaks and getting drinks? (realizing there might already be a switch in the init file that does this that I just don't know about.)

There is:

Quote from: init.txt
Set this to YES to make Dwarf Fortress start paused whenever you load an active game.

[PAUSE_ON_LOAD:NO]
False. Setting this to YES does not pause on embark. (It's possible to by enabling pause on autosave and autosave, I think.)
Spoiler (click to show/hide)
This I'm not sure about.  My guess is no, though -- contact area alone isn't enough to go on, since it doesn't tell you about the shape of the weapon (for example, a long thin string would be easy to hit with despite the very small contact area).
I wonder what happens if you mod in large-surfaced weapons, whether it'll realize that contact area should be the smaller of the creature and weapon, a flyswatter for instance. I don't THINK megabeasts are presently large enough to do this to dwarfs, but they certainly could to, say, rats.
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Knight Otu

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Re: Future of the Fortress: List of Remaining Items
« Reply #14756 on: March 20, 2010, 04:05:08 pm »

I didn't expect the snow bug to be fixed until a few more versions, it seemed like such a minor thing. Now things are even more awesome.
Hey, that's Req585 taken care of, by my reading. Increases the next version number as well. :)

Hmm, a question regarding the material breath sample - it's stated to be a trailing gas flow. When material breaths were first mentioned in the Dev Log, they could take the form of "forward puffs of gas/vapor/dust of any material, as well as clouds surrounding and liquid/solid glob projectiles". While I guess that the trailing gas flow may be identical to the surrounding cloud, I wonder if that's the case (and if not, whether there are other material breath forms?).
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Areyar

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Re: Future of the Fortress: List of Remaining Items
« Reply #14757 on: March 20, 2010, 05:16:08 pm »

This may have been asked, but

Q:Does a material breath condensate?
If so, if it condensates on a creature, will it gain a coating of breath material?
And will say a gold vapour breath, create a -gold statue- (the statue shows Urist Dwarfson of the Breaches of Underpants in a striking pose, his eyes show absolute terror) ?

A:Yes. It was asked and answered before. no, no condensation or splash covering.
« Last Edit: March 20, 2010, 05:56:19 pm by Areyar »
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Rowanas

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Re: Future of the Fortress: List of Remaining Items
« Reply #14758 on: March 20, 2010, 05:20:39 pm »

Footkerchief already answered this, although it was to a question about poison-coating-rooms for weapons.

The answer is, no. Unfortunately not, but your medusa will be possible one day. And on that day, a very particular group of fetishists will burst onto the forums with horrors beyond your imagination.
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Naes Draw

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Re: Future of the Fortress: List of Remaining Items
« Reply #14759 on: March 20, 2010, 05:35:19 pm »

Oh, I'm sure there are others either already here or on their way. There's some weird people out there.
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