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Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-15 04:34am
by PeZook
Wait...poisoning weapons isn't dwarfy, but riddling enemies with crossbow bolts from the safety of your fortress is? :)

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-15 05:10am
by open_sketchbook
Yes. The problem with poison isn't that underhandedness is undorfy, but rather that if you can't kill them just by forcefully inserting foreign objects into their bodies, you're doing it wrong.

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-15 05:42am
by Zablorg
I was the one who asked him about it. I wonder what he meant by ethical consequences, though. Things regarding ethics don't happen after world-gen, not even in the next release as far as I know.

I'll be interested to know how he plans on implementing that ethnic cleansing resistance. It would be very hard to make the game know that you're killing people of a certain hair eye or skin color as opposed to coincidences.

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-15 10:16am
by Steel
Zablorg wrote:I was the one who asked him about it. I wonder what he meant by ethical consequences, though. Things regarding ethics don't happen after world-gen, not even in the next release as far as I know.

I'll be interested to know how he plans on implementing that ethnic cleansing resistance. It would be very hard to make the game know that you're killing people of a certain hair eye or skin color as opposed to coincidences.
To be honest, if you're killing people who are "new" and "not from around here" then they should probably get a bit annoyed anyway shouldnt they...?

This is a local fortress... we wont have your kind here!

http://uk.youtube.com/watch?v=gCJcqnuUawE

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-19 10:56am
by Crossroads Inc.
oh HELLS!!!

I was putzing around with my military and I accidentally put one of my Legendary stoneworker into a squard...a Stoneworker whose also Mayor! how the heck do i get him out? each time I try to deactivate him it deactivates the whole squad he is in :evil:

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-19 11:57am
by Zablorg
Crossroads Inc. wrote:oh HELLS!!!

I was putzing around with my military and I accidentally put one of my Legendary stoneworker into a squard...a Stoneworker whose also Mayor! how the heck do i get him out? each time I try to deactivate him it deactivates the whole squad he is in :evil:
You press 'm', highlight the Stoneworker and promote him in on himself so that he becomes his own squad.

Or at least I think that's how you remove him from a squad. Fiddle around with promotions and see. Shouldn't be too difficult.

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-19 06:24pm
by Crossroads Inc.
So in the absence of any real challenge with my last fortress((aside from the hassle of managing what is now over 150 Dwarfs)) I have decided to strike out in a bold new place! A place in the deepest, darkest most forbidden areas of the world!!!

Our Story begins with Seven Dwarves handpicked from my last fortress, the bravest, strongest and noblest... I those that the old Fortress wanted to get rid of and hoped never to see again.

As the Wagon arrives and the dwarfs begin to look around "Ikud", Lead Miner begins to shriek as he looks out into the fields beyond:

Image
THE DEAD RISE!!!

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-21 07:16am
by Duckie
Toady has published a list of, what, besides what I posted, is in the new version. [] is me adding thoughts. The full list: Holy shit

The short bit:

Combatty Stuff:
Compound fractures and some other traumatic layer to layer interactions
Create dwarf mode combat reports if practical

Fluff:
Update army strength function for legends
Appearance paragraph
Remove demons as forced powers for goblins and have such arrangements arise through mega-beast behavior

Venom and Material Stuff:
Venom- raws, including inhaled, contact, injected poisons, neuro-necro-and-hemotoxins, delayed effects
Consider arbitrary material breath weapons
Consider adding systems like liver/kidney function so that there can be so more disease types and fatal wounds
Resistance in terms of attributes and also developed against specific toxins through exposure

Health Care:
Health care up to the point that a dwarf can generally pull through what should be non-mortal trauma
Simple surgery/setting of breaks/etc.
Make dwarves clean themselves up and groom/trim their cosmetic tissue layers before they sleep

"Underground Features- not spoiling plans, but some things":
Possibility for unending attacks like in 2D from river/magma
Underground feature resources more likely and useful (farmable areas, etc.)
Easy to find features (if you want lots) throughout all Z levels, arranged to permit ample area for a fortress
Features spanning multiple world map squares
Consider rope/ladder/etc. building particularly for downward movement into large open spaces

Military:
Add yearly squad schedules (on duty, standing down, off duty, training, in rotations)
Consider alert status options
Positioning independent of squad leader's current activities
Formations
Simple specific orders at any hierarchy level from top to individual (kill X etc.)
Individual/squad postings to locations (so one squad could hold specific tiles at several doors, say)
Patrol routes separate from even the abstract squad info, with squad/indiv. assignments
Assigning squads to barracks, split up barracks functions [into 'free dorm room' civ barracks and military barracks]- Weapon rack and armor stand assignments to individual soldiers within the barracks (automatic or manual if you care)
Commander-led training, with commander and evaluation of pupils determining nature of sparring/routines
Associated skills for leading/teaching
Check out sparring injury rates vs. new wound system
Squad-based equipment settings
Booze instead of water [for waterskins carried by soldiers with rations] should be allowed
More control over hunter equipment
Loosen up restrictions on changing elite soldiers

Bugs:
Fix the annoying cat bug

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-21 10:52am
by The Yosemite Bear
well you know there's some fortresses that will die because you can't kill kittens for food and products....

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-21 02:10pm
by chitoryu12
I feel like the only DF player who HASN'T made a meat industry out of kittens.

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-21 04:53pm
by CaptainChewbacca
I've tried to play DF, I just can't get into it. I need to sit down next to someone who knows how to play and have them walk me through the interface.

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-21 07:31pm
by chitoryu12
It takes a long time. I've been playing for a week and only on my latest fort did I remember to get everything I need (first I forgot a pick, then I forgot a bunch of skills one after the other, etc.) to avoid being totally crippled because all of a sudden, I can't farm or properly process hunted animals.

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-21 07:49pm
by Crossroads Inc.
Dwarf Fortress: The Saga of SackSteel!!!

It has been several weeks and thus My Miners, Ikud, Linko and Rithag have been at hard at work. Two of them turned and began to dig straight away into the mountain, Ikud meanwhile began to bore down into the loose soil and carve out spaces for farms and stockpiles. The Fortress expanded quickly with the swift strike of picks in the rock and in the dirt. One evening however a great shadow passed over a newly constructed courtyard.

"By Armok! What was that!?" Ikud shouted as the woodcutters Eshtan and Stinthad came running from the woods.
"G-giant! GIANT!"
"Giant what? What did you see??"
The shadow passed over again and suddenly all seven knew what it was...
Image

Hours later as they peered from the cave opening, Ikud mumbled.
"Where going to need walls, lots of walls."

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-21 10:00pm
by The Yosemite Bear
chitoryu12 wrote:I feel like the only DF player who HASN'T made a meat industry out of kittens.

your not the only one, despite loving cats, my dwarves complain about how much vermin I have because I won't do it myself....

I brought enough Oxen to start a McDwarfs

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-23 06:32am
by Duckie
Subtle new upgrades are the best kind of upgrades:
Since last posting, Toady has mostly worked on coding the new spatterings- getting it to work on weapons and clothes for bleeding, when to treat snow-covered buildings as covered in snow, etc.

But today, the last updating day before his end-month breakweek (and he works 12 hours a day 23 days a month in a row so I think the break is important) he's started on joint-breaking in the new combat system, and fixed twisting.

Yeah, fixed twisting. What's so cool about that? Well, in the old DF, when a weapon gets stuck in an enemy, if you attack with it, you twist it. It causes major pain and bleeding instead of damage. The problem is, pain was additive- if you twisted your weapon for 5 pain and 1 level of bleeding, twisting it thrice caused 15 pain 3 bleeding. And pain causes enemies to be incapacitated. You see the potential for a problem here:

Attack Dragon with Axe. Hit, bury axe. Dodge counterattack. Twist. Twist. Twist. Dragon dies.

Now, when a weapon is stuck in an enemy, twisting it causes pain, but it doesn't overflow to absurd levels. And it actually makes bleeding less major until removed. Which means two things:
1. The 'stand there and twist sword' strategy no longer works that well for fighting opponents.
2. Removing anything stuck in you may be a problem. (Already happens with Arrows in Head, but I think that's hardcoded that pulling out arrows means wounding, so it'd become Generalised in this version to 'removing wounding item = more bleeding'.

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-23 07:46pm
by chitoryu12
chitoryu12 wrote:It takes a long time. I've been playing for a week and only on my latest fort did I remember to get everything I need (first I forgot a pick, then I forgot a bunch of skills one after the other, etc.) to avoid being totally crippled because all of a sudden, I can't farm or properly process hunted animals.
Okay, I lied. My latest fort forgot a craftsdwarf.

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-23 10:50pm
by Crossroads Inc.
Does anyone have advice for instaling mods into DF on a Mac? Ive oogled and drooled obver some of the graphic conversions, but cant for the life of me figure out how to edit the txt files.

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-23 11:04pm
by Zablorg
I can help you there. What is it about the text files that befuddles you, bamboozles you beyond comprehension?

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-24 01:22am
by Duckie
Yeah, if you just tell me or this thread (since that'd get the most responses) what you want to mod I can walk you through it. Language, Creatures, Metals, Rocks, Reactions at the Smelter, etc? The thing I do the most is New Crops.

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-24 01:32am
by The Yosemite Bear
the smelter goes insane from lack of alcohol, and kills someone. now that liver damage will being added dwarves will die in days....

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-24 01:36am
by Zablorg
The Yosemite Bear wrote:the smelter goes insane from lack of alcohol, and kills someone. now that liver damage will being added dwarves will die in days....
For ensuing hilarity I think a min/max [ALCHOHOL_RESISTANCE:#:#] tag should be included in the creature raws.

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-24 08:55am
by Crossroads Inc.
basically I am trying to install the grpahics set found here:
http://mayday.w.staszic.waw.pl/df.htm

Ive looked on the downloads foler for instructions and cant find any.. I read the "readme" and its just patch notes an such. The zip file opens a folder that contains the following:
compress_bitmaps.bat
data (folder)
DwarfManager (folder)
Dwarffort.exe (something my mac wont run)
fmod.dll
gamelog.txt
icons (folder)
optipng.exe
raw (folder)
thumbs.db
txt (folder)

Anyone have this mod already?

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-24 12:55pm
by chitoryu12
Yeah, I just installed it. The game should have everything you need for DF. Just put everything into a folder like you would for DF itself and activate the application.

I would recommend not overwriting all the DF files if you want the original version's appearence, or if you don't want to risk overwriting your game with something broken. However, if you overwrite the current DF folder, you should have all the saves still there with the new tileset.

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-24 02:06pm
by Duckie
Make sure you're extracting it into a folder instead of opening it while it's stilled zipped, that might account for why you can't run it.


Also, the Mike Mayday Graphical Edition might be windows only, and it hasn't been updated with the latest subversion that is 2-3x as fast on slow computers, so do this instead:

ALTERNATE SOLUTION- go here. http://www.bay12games.com/dwarves/dev_now.html Scroll down, download the 01/09 Mac-native version of DF. Unzip it and place it in its own folder. Now, take the graphical edition you have right there, and overwrite 01/09's /data/init folder, /data/art folder, and /raw/graphics folder with the Mike Mayday edition versions of those. Don't paste anything else- the .exe, the dwarfmanager folder, especially not any of the .dlls or other files.

now, open the terminal and run "sh df" from the folder, and it should work. Whatever that means, I don't have a Mac. Toady says that how one gets the Mac version working though.

This should give you a native Mac version of 40d9, the latest Dwarf Fortress, with Mike Mayday's tileset and init settings.

Re: Dwarf Fortress: how big have you got?

Posted: 2009-01-24 05:32pm
by Crossroads Inc.
Well WOW i got it working and it certainly makes things look odd. Ive got to get used to seeing things all over again... Thast.. and its soooooooo Slow