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Tirius
Aug 15, 2007

A short, sturdy creature fond of drink and industry.

Kasan posted:

"Climb does not work on smooth walls"

Pretty much means it won't affect fortress mode at all.

I wonder if this means that walls constructed from raw stone will be climbable, while walls constructed from stone blocks will not.

Not that there is any reason to build using raw stone anymore.

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Kommando
Nov 30, 2009

Sweet justice!

Tirius posted:

I wonder if this means that walls constructed from raw stone will be climbable, while walls constructed from stone blocks will not.

Not that there is any reason to build using raw stone anymore.

Forgotten beasts will climb up your refuse chutes. Goblins might catch a ledge when you pit them, or climb up out of your arena and cause problems for the citizenry. Plant gathers might climb a multitile tree, fall out and hurt themselves. Fisherdwarves scared by a bear might run up a tree, only to be pursued by an angry bear. It will give you a reason to smooth your exterior walls rather than just aesthetics.

Lawman 0
Aug 17, 2010



Kommando posted:

Forgotten beasts will climb up your refuse chutes. Goblins might catch a ledge when you pit them, or climb up out of your arena and cause problems for the citizenry. Plant gathers might climb a multitile tree, fall out and hurt themselves. Fisherdwarves scared by a bear might run up a tree, only to be pursued by an angry bear. It will give you a reason to smooth your exterior walls rather than just aesthetics.

Wait poo poo that means that those underground ambushes/sieges that masterwork has the cavern civs do will be able to climb up to my cavern breaching mining shafts.

Kommando
Nov 30, 2009

Sweet justice!

Lawman 0 posted:

Wait poo poo that means that those underground ambushes/sieges that masterwork has the cavern civs do will be able to climb up to my cavern breaching mining shafts.

BERK! FEED ME



Oh Globbits...

Leperflesh
May 17, 2007

Dwarf tits for the blood god!

SPERG FOR THE SPERG GOD


Hey scamtank I've been using lepertank 0.3 on a new fort yesterday and today and I noticed a thing. In the [b]uild [w]orkshops menu, there's a "The Forge" and a "Dwarven Forge". That's pretty confusing? I figured out "dwarven" means a magma workshop, but maybe call the normal one a "coal forge" or something? No other workshop uses "the" either, so it's a standout weirdness.

Just as some added feedback, I also think "Mechanic's Station" is a bit odd; you build mechanisms there, so it's an actual workshop. Maybe "Mechanic's Workbench" or something? I also might call "Soap Maker's Workshop" a "soapery", although there's nothing wrong with what you've used.

Tunicate
May 15, 2012



Leperflesh posted:

Hey scamtank I've been using lepertank 0.3 on a new fort yesterday and today and I noticed a thing. In the [b]uild [w]orkshops menu, there's a "The Forge" and a "Dwarven Forge". That's pretty confusing? I figured out "dwarven" means a magma workshop, but maybe call the normal one a "coal forge" or something? No other workshop uses "the" either, so it's a standout weirdness.

Yeah if he's keeping with proper naming conventions, the Dwarven Forge should be fueled by purring maggots.

Tias
May 25, 2008



Boing posted:

This is exactly how goblins should behave really

Guy accidentally codes a functioning WAAAAAAGH routine, and considers it a bug? Toady

Grey Hunter
Oct 17, 2007

Pacific Command


Tias posted:

Guy accidentally codes a functioning WAAAAAAGH routine, and considers it a bug? Toady

As someone else mentioned, I hope its kept in to some extent, the bug is that EVERY goblin takes a crack at leadership!

Zereth
Jul 8, 2003

Would you think I was playing if I did...
THIS!


Grey Hunter posted:

As someone else mentioned, I hope its kept in to some extent, the bug is that EVERY goblin takes a crack at leadership!
And thus up to one goblin survives the ensuing succession war.

I was going to say one goblin survives but then I remembered all the times in adventure mode where I killed something only to succumb to blood loss form a wound it gave me or the like.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Leperflesh posted:

Hey scamtank I've been using lepertank 0.3 on a new fort yesterday and today and I noticed a thing. In the [b]uild [w]orkshops menu, there's a "The Forge" and a "Dwarven Forge". That's pretty confusing? I figured out "dwarven" means a magma workshop, but maybe call the normal one a "coal forge" or something? No other workshop uses "the" either, so it's a standout weirdness.

Just as some added feedback, I also think "Mechanic's Station" is a bit odd; you build mechanisms there, so it's an actual workshop. Maybe "Mechanic's Workbench" or something? I also might call "Soap Maker's Workshop" a "soapery", although there's nothing wrong with what you've used.

Can't help but agree with everything you said. Those were a spur of the moment thing that I didn't really think about at all, unlike the combat announcement stuff. The only reason why I didn't take the time to purge them was the fact that they're so easy to switch out at will.

Open up lepertank.lng, ctrl-f to the weird bit, change it to your liking, save, run the patcher again when the game is off. You can switch anything non-raw-related in there, on the fly, with no ill effect.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Tias posted:

Guy accidentally codes a functioning WAAAAAAGH routine, and considers it a bug? Toady

All of my real toady posts quote Toady in the upper left. The fake ones don't.

dragon_pamcake
Jan 1, 2012


I've been using masterwork and there's approx 30 different kinds of metals. What the heck should I be making weapons/armor out of?

Welded is obviously better than regular, except in Titanium's case.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Mithril for blades (sharp and light), wolfram for clubs (really loving heavy). The manual helps here, surprisingly.

DrMelon
Oct 9, 2010

You can find me in the produce aisle of the hospital.

Kommando posted:

Forgotten beasts will climb up your refuse chutes. Goblins might catch a ledge when you pit them, or climb up out of your arena and cause problems for the citizenry. Plant gathers might climb a multitile tree, fall out and hurt themselves. Fisherdwarves scared by a bear might run up a tree, only to be pursued by an angry bear. It will give you a reason to smooth your exterior walls rather than just aesthetics.

Well, I guess floor hatches are going to come back into fashion.

Alehkhs
Oct 6, 2010

The Sorrow of Poets


scamtank posted:

real toady posts quote Toady in the upper left

Like so?

Toady One posted:

Here's Dwarf Fortress Talk #21, where we talk about current development and Threetoe appears to answer questions with me: forum thread, DF Talk page with download.

I worked on track detection and presentation quite a bit, and added some variability in the quality of tracks to make skill matter more. Now I'll be wrapping all the way back around to the bandit stuff from last June where we started and make sure that ties into the invader/tracking stuff properly as I continue to finalize all of the elements.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Toady Talk posted:

R: Alright, so you mentioned earlier the "wild attack"? What does that mean?

T: The old attack menu just had a list of, say "I wanna punch with my right hand" or "I wanna slash with my sword" or "stab with my sword". Now, at the bottom of that screen you've got options. You can decide whether or not you want to charge - charging is a little stranger now that it's separate movement and action that get integrated into that attack - you can also decide if you want to do an "adjective" type of thing on your strike. Right now - again, we're just throwing things into this system just to get some mileage out of it before we actually go all in on the Combat Arc - right now you have four choices.

You don't need to take any of them, you can just make a regular attack, which in general, will take about three steps in and three steps out.

You can do a "quick" attack, which is two in and two out, like a little jab or a stab or something, but that halves your attack velocity, which may mean your hit might not even penetrate leather armor in some cases. But it's there if you want to get a quick hit in before the opponent if you think you'll get some use out of it.

You can also make a "heavy" attack, which is four in and four out, but it increases the velocity by 50%.

You can also make a "wild" attack which is a roll of the dice. It's something like two steps in and five steps out, so you're just going in really fast, getting that velocity bonus, but you also have a minus to hit and you also become unbalanced and unsteady for some turns while recovering, so people can get hits on you easier. It's a desperation thing, but you can do that if you want.

The next we added was a "precise" attack. It's five steps in, so you're really taking your time, but you get an increase to your roll which just improves everything about your attack. Most often you use that if someone's unconscious or something. End the fight. Or if you're being frustrated this person's attacks and dodging and just want a square hit in at any cost, so you can do that too.

The last one in the menu is the "multiple" attack option. This adds another action to your attack, so you can move away or climb or do something else while you're doing this one attack, or you can choose another attack if you want to do something like stab two daggers at once. The penalties are massive, something like -75%, so it's not very practical. It's more for cases if you want to stylishly stab someone while they're helpless or when you're sneaking up behind them, shank them between the ribs like that...

I like it already.

e: On the potential of the plant growths, which were implemented as items that turn into spatters on the ground:

quote:

T: ... I think you can already mod in a item-cloud-breath or whatever, if you want to make a modded creature breathe little daggers at people, or the carving knives from the tool raws, or make them breathe forks at people...

scamtank fucked around with this message at May 23, 2013 around 15:44

aldantefax
Oct 10, 2007

ALWAYS BE MECHFISHIN'

Pit design is going to be a lot more...pitlike, now, I guess. load a caged goblin onto a floor hatch or 3x3 bridge, clear the room, drop down a 3x3x40 shaft instead of a 1x1 shaft. Not good enough? Waste water's being pumped in from above!

To make it more sporting if the AI actually does get real vertical pathfinding for jumping and climbing, you could make your own Tower Climb metagame...

Mzbundifund
Nov 5, 2011

I'm afraid so.


Will overhanging eaves foil wall climbing I wonder?

Moridin920
Nov 15, 2007
Probation
Can't post for 6 days!


80 goblins enter, 1 goblin leaves.

If climbing and digging become a thing that invaders can do I'm going to have to start thinking about how to totally envelope my fort with a shell of magma.

Moridin920 fucked around with this message at May 23, 2013 around 17:29

Muscle Tracer
Feb 23, 2007



aldantefax posted:

Pit design is going to be a lot more...pitlike, now, I guess. load a caged goblin onto a floor hatch or 3x3 bridge, clear the room, drop down a 3x3x40 shaft instead of a 1x1 shaft. Not good enough? Waste water's being pumped in from above!

"Rise, rise, rise!" they chant as a dwarven child makes it out.

Leperflesh
May 17, 2007

Dwarf tits for the blood god!

SPERG FOR THE SPERG GOD


scamtank posted:

Can't help but agree with everything you said. Those were a spur of the moment thing that I didn't really think about at all, unlike the combat announcement stuff. The only reason why I didn't take the time to purge them was the fact that they're so easy to switch out at will.

Open up lepertank.lng, ctrl-f to the weird bit, change it to your liking, save, run the patcher again when the game is off. You can switch anything non-raw-related in there, on the fly, with no ill effect.

Wow, that's amazingly easy. I had no idea how that thing worked.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


It's not restricted to the strings you see in the template provided, either. I contacted the guy who posted it on the Bay12 forums and he gave me a full dump of all the alterable strings, including most demon/forgotten beast/night creature/zombie/vampire properties with some caveats.

I only have the DF Russianization project coders to thank for it. It's a pretty great tool to use. It doesn't even need to know the HEX address either, |original string|replaced string| is enough.

scamtank fucked around with this message at May 23, 2013 around 18:24

Lawman 0
Aug 17, 2010



dragon_pamcake posted:

I've been using masterwork and there's approx 30 different kinds of metals. What the heck should I be making weapons/armor out of?

Welded is obviously better than regular, except in Titanium's case.

Depends if you are playing orc fortress or dwarf fortress.
Start by consulting this page and the manual though. http://dwarffortresswiki.org/index.php/Masterwork:Metal
If im playing dwarf fortress i'll generally go for a normal steel based industry once everything is set up and ready for mass production.
Note that for the current version it seems like some crucible reactions are broken btw.
Like scamtank said mithril and wolfram (another name for tungsten) are generally excellent and the pattern-welded variants from the metallurgist are hilariously good.
If you get your hands on a decent amount of Orichalcum, Bifrost, or Deep Bronze I would generally sink those into weapons or armor for militia captains and heros because they are seriously good.
Generally I dont usually make ironbone or bloodsteel on site since im generally content to simply import it from the dwarves/drow (who bring huge amounts of it in both items and bars) but unless you need those two for a specific thing I generally use them for the same purposes as iron/steel in weapons and armor.
I have never used volcanic because not only does it require digging to magma and building a special forge for it, the recipe itself (Mithril + slade + obsidian + steel) is too much of a pain in the rear end for me.
If I happen to get my hands on rusty steel/rusty iron (the new goblinite) I will generally send it straight to the crucible unless I am an orc in which case I will immediately send all my rusty iron to the forge to mint shillings for my raiding parties.
Finally there you can use gems and glass for armor and weapons (orcs get honest to TES malachite and ebony ) which are between iron and steel and are ok for decking out an early milita.
Also leather has been vastly improved with some varieties being metal grade (drake scale is bronze grade and Dragon scale is steel grade) and even the basic type being upgradable several times.

DStecks
Feb 6, 2012

I been spendin' most my life
livin' as a kick-ass Mennonite.

Welp, years of telling friends that DF's interface isn't that bad just bit me in the rear end after coming back to the game from a long absence.

Muscle Tracer
Feb 23, 2007



DStecks posted:

Welp, years of telling friends that DF's interface isn't that bad just bit me in the rear end after coming back to the game from a long absence.

It's like riding a bicycle with ten thousand levers and pedals and grips and buttons and whirring gizmos: once you learn how to ride it, you never really forget

EightBit
Jan 7, 2006
I spent money on this line of text just to make the "Stupid Newbie" go away.

I don't think the interface is too bad, but it gets amplified by the mechanics sometimes.

Nosre
Apr 16, 2002


EightBit posted:

I don't think the interface is too bad, but it gets amplified by the mechanics sometimes.

Why hello uniforms and equipment and, uh, well, the whole military screen.

DrMelon
Oct 9, 2010

You can find me in the produce aisle of the hospital.

Nosre posted:

Why hello uniforms and equipment and, uh, well, the whole military screen.

Yeah, of all of the parts of the UI, I think the military screen is the one that needs redone the most. The others are bearable, but the military screen is just such a tangle.

Underwhelmed
Mar 7, 2004

He took his vorpal sword in hand,
Long time the manxome foe he sought—
So rested he by the Tumtum tree
And stood awhile in thou

EightBit posted:

I don't think the interface is too bad, but it gets amplified by the mechanics sometimes.

After spending some time with Gnomoria and Towns, I can say that while DF's interface is still one of the most difficult things in gaming to manage, it is powerful, and goddamn did I miss a lot of the functions that DF has even if they take an advanced degree's worth of study to understand.

The Cheshire Cat
Jun 10, 2008



I think one of the main issues in the interface is that more or less everything has equal prominence, so it's really hard to find anything if you don't know where to look since everything just looks the same.

Actually something that would really benefit DF would be an interface like openTTD, where you can pop open as many menus as you want and move them around or pin them on the screen as needed, letting you keep the stuff you use a lot easily available. Of course that would take a pretty dramatic redesign of the graphics engine which will probably never happen, since Toady always focuses development on adding more features.

Muscle Tracer
Feb 23, 2007



Even a limited search function in the menus would help as far as growing accustomed to them. Being able to type in "kiln" instead of trying to remember how the heck to find a magma kiln in there, or even without knowing that such an item exists, would be nice.

Toady's use of search has always befuddled me, because it's used in some places (naming, job management) but not others (trading, stocks screen, game commands).

hailthefish
Oct 24, 2010

lolwut


The Cheshire Cat posted:

I think one of the main issues in the interface is that more or less everything has equal prominence, so it's really hard to find anything if you don't know where to look since everything just looks the same.

Actually something that would really benefit DF would be an interface like openTTD, where you can pop open as many menus as you want and move them around or pin them on the screen as needed, letting you keep the stuff you use a lot easily available. Of course that would take a pretty dramatic redesign of the graphics engine which will probably never happen, since Toady always focuses development on adding more features.

Everything on the same level has the same prominence, just about every function is hidden behind a single menu, and most are hidden behind two or three layers of menus, and it's rarely immediately obvious which menus lead to what, and there are horrible UI inconsistencies that get very distracting and confusing.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


current leather modding status:



Some of these redundancies and idiosyncrasies and overall ways to go about things are making my head hurt.

Fenn the Fool!
Oct 24, 2006
woohoo

I just wish every menu used the same god drat control setup. Arrows to navigate the overworld and +-*/ for the menus isn't exactly intuitive, but if that's what you want to use for your menus then use it for all of them. Though, with all the features Toady adds eventually the NPC dialogue options for adventure mode will become so robust that you'll be able to control the game just by talking to your dwarves directly.

Lawman 0
Aug 17, 2010



At this point I wish toady just stole a bunch of the stuff from dfhack and called it a day.

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Bad Munki
Nov 4, 2008

We're all mad here.


He wouldn't have to, I'm sure they would gladly give it all to him, free of charge and reservations, if he rolled it into the actual distribution.

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