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Subjunctive
Sep 12, 2006

✨sparkle and shine✨

Is the army of The Evil Ghoul hiring? They seem like they're going places.

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GreenMarine
Apr 25, 2009

Switchblade Switcharoo
What motivates a faction to send out an army? When do they stop? How do they select targets? Is there a history of The Evil Ghoul that describes the original motivation for war?

Mu.
Sep 15, 2003

The thing about Forevereal Modding Mu is that he loves editing files and wants others to download his permanent mods. Fully editing, rich text, altering files and loving it. Download his mods and enjoy it.

GreenMarine posted:

What motivates a faction to send out an army? When do they stop? How do they select targets? Is there a history of The Evil Ghoul that describes the original motivation for war?
Interrogating legends mode reveals that The Evil Ghoul is a goblin civilization led by a fire-breathing chameleon monster named Ijat Dungsskulls the Spurting Snots, who was aided in becoming a permanent part of the world by Gamo the human god of death. Ijat and The Evil Ghoul have existed since the beginning of the world, and their history largely consists of invasions, pillagings and impalings. Goblins are by far the most successful species in the world, and that is mostly down to the success of The Evil Ghoul.

There's no explicit reason for the wars that I can see, but goblin and elfin civilizations seem to have been born in the same region of the tiny world, and they went to war almost immediately. I don't think anybody ever has peace with goblin civilizations because their ethics put them strictly at odds with the other three species.



:iit:


EDIT: OH APPARENTLY I DON'T KNOW ANYTHING you can actually see more details about wars: Apparently the very first war in the history of the world, that took place in year 1 and began The Evil Ghoul's conquest of the whole world, was started over truthfulness. So there we have it.

Mu. fucked around with this message at 20:26 on Jul 23, 2014

TasmanianX
Jan 7, 2009

Just Kick 'Em
Nice one, Dungskulls.

Uncle Jam
Aug 20, 2005

Perfect
Everything was running smoothly, and now I'm getting like 0.3 FPS and an error log filling up with path fail -> Flee from Opponent

Fake Edit: Oh poo poo I'm using .02

Is .02 compatible with .04? apparently not :(

Uncle Jam fucked around with this message at 20:54 on Jul 23, 2014

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

Cross-thread update: Lizard Wizard's Oblivion Train has derailed into discussions of how DF and The Elder Scrolls have similar mechanics, especially those that work in the former but not the latter.

OwlFancier
Aug 22, 2013

I've never watched a horde of dwarves desperately try to run from/punch a horrible mass of animated blood twisted into the form of an animal to death as they all get slaughtered because it breathes nerve gas in the elder scrolls, while the makes up about 90% of my dorfing experience, the other 10% being setting the entire fortress on fire with magma. I'm not sure where the crossover would lie.

Edit: Other than in the character emoting system, of course. :sterv: It is Terrifying.

OwlFancier fucked around with this message at 21:40 on Jul 23, 2014

GreenMarine
Apr 25, 2009

Switchblade Switcharoo

Mu. posted:

EDIT: OH APPARENTLY I DON'T KNOW ANYTHING you can actually see more details about wars: Apparently the very first war in the history of the world, that took place in year 1 and began The Evil Ghoul's conquest of the whole world, was started over truthfulness. So there we have it.

If you press enter on the yellow line (or any yellow line in legends) you can dig down deeper. It'll tell you what battles composed the war, then you can dig into that and it will tell you how many fought on each side and if any extraordinary events took place during the battles.

It would be cool if you could easily fastforward time by some amount between games (more than 2 weeks). Then you could go on a quest to destroy the demonic leadership of The Evil Ghoul or try to force them into capitulation and then fast forward and see what happens to the world after 200 years.

I've seen some crazy battles like 200 zombies vs 199 bears and 1 elf where everyone dies on both sides except 1 bear. Some of the sites populations are very strange in this build.

GreenMarine fucked around with this message at 21:45 on Jul 23, 2014

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


Oi, you lot:

fricy@bay12 posted:

Please someone test this:

Dwarf Therapist 23.2 OSX - v40.04

Kennel
May 1, 2008

BAWWW-UNH!
Toady has been busy today patching plenty of ancient minor issues.
http://bay12games.com/dwarves/mantisbt/changelog_page.php

e. or maybe I should say that he's been implementing bug fixes that Quietust suggested 1-3 years ago.

Kennel fucked around with this message at 21:49 on Jul 23, 2014

GreenMarine
Apr 25, 2009

Switchblade Switcharoo

Kennel posted:

Toady has been busy today patching plenty of ancient minor issues.
http://bay12games.com/dwarves/mantisbt/changelog_page.php

"Fat dwarves eating causes lag."

HOW. Some of the bugs in this game make me question everything I know about game development.

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



GreenMarine posted:

"Fat dwarves eating causes lag."

HOW. Some of the bugs in this game make me question everything I know about game development.

One one hand I'm glad that Valve doesn't run into things like that, but on the other it'd be interesting to see what might happen if Source was anything like DF's coding.

Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell

GreenMarine posted:

"Fat dwarves eating causes lag."

HOW. Some of the bugs in this game make me question everything I know about game development.

Obviously due to some kind of buffer butter overflow :btroll:

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


Kennel posted:

Toady has been busy today patching plenty of ancient minor issues.
http://bay12games.com/dwarves/mantisbt/changelog_page.php

He fixed the goddamn weight fraction velocity downround bug! Oh, darn. I read wrong. This is a related thing, but not that one specifically.

UristdaVinci posted:

A melee weapon of weight 0.999999 has roughly 2x the momentum of a weapon of weight 1.000001

A melee weapon of weight 1.999999 has roughly 1.5x the momentum of a weapon of weight 2.000001

scamtank fucked around with this message at 22:00 on Jul 23, 2014

my dad
Oct 17, 2012

this shall be humorous

scamtank posted:

:monocle: He fixed the goddamn weight fraction velocity downround bug! Crossbow bolts lighter than lead shouldn't be railgun projectiles now!

Yeah, I was about to comment on that. Some of these minor changes are pretty major. :stare: Long patrol duty bug finally solved!

OwlFancier
Aug 22, 2013

Is that why all ranged weapons are bizzarely lethal when loaded with even common bolts?

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



Is this the end of an era? An era where crossbow bolts punch through skulls in the blink of an eye and can take out even the most intangible forgotten beast?

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

GreenMarine posted:

"Fat dwarves eating causes lag."

HOW. Some of the bugs in this game make me question everything I know about game development.

Reading the bug report, it was actually a pretty innocent bug -- the game recalculates a dwarf's insulation when it crosses some threshold of fat, and the maximum fat value of a dwarf sits exactly at that threshold, meaning that any time that dwarf ate, it was constantly running the code to recalculate insulation needlessly, wasting CPU cycles every time the digestion of food attempted to convert the nutrition value to dorf-fat. The fix was just to reduce the max fat value by 1 so that never happens.

Malcolm
May 11, 2008
Oh, good. At least it is fixed permanently and will never crop up again in an unexpected fashion.

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


OwlFancier posted:

Is that why all ranged weapons are bizzarely lethal when loaded with even common bolts?

The weight of the bolts, which is pretty small, is for some bizarre reason stored as a whole integer that's rounded down instead of a, say, floating point.

This means that whenever a bolt is lighter than silver or maybe even bronze, instead of using the SHOOT_FORCE that's supposed to make the launcher shoot lighter things faster and heavier things slower, the weight of the bolt is figured as zero and it bolt zips off at the highest possible MAX_VEL the missile launcher can muster, making even featherwood bolts instantly shatter adamantine breastplates. Chainmail is, bizarrely, the choice protection against bolts because its material still needs to be specifically defeated and cut apart by the bolt before it can penetrate.

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

scamtank posted:

The weight of the bolts, which is pretty small, is for some bizarre reason stored as a whole integer that's rounded down instead of a, say, floating point.

This means that whenever a bolt is lighter than silver or maybe even bronze, instead of using the SHOOT_FORCE that's supposed to make the launcher shoot lighter things faster and heavier things slower, the weight of the bolt is figured as zero and it bolt zips off at the highest possible MAX_VEL the missile launcher can muster.

So crossbows in the current version are actually railguns now?

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


Yes. Yes they are. But even if it isn't fixed now, he's looking at it and it's very likely a stupid small oversight that's easily straightened out!

Kennel
May 1, 2008

BAWWW-UNH!
Here's two projectile related bugs for those who want to know more:
http://bay12games.com/dwarves/mantisbt/view.php?id=5516
http://bay12games.com/dwarves/mantisbt/view.php?id=6262

quote:

Projectile (bolts, arrows, blowdarts) velocities appear to be calculated using the formula:
velocity=[SHOOT_FORCE]/(([SOLID_DENSITY]*[SIZE])/1,000,000),
and then capped to [SHOOT_MAXVEL]. All numbers are treated as integers throughout, and therefore floored to the nearest integer after each multiplication/division. [SHOOT_FORCE], [SIZE] and [SHOOT_MAXVEL] are defined by the launcher (bow, crossbow, etc) and [SOLID_DENSITY] by the ammo material.

As a result:
1) Any bolts/arrows with [SOLID_DENSITY] between 6666 and 13333 (all metals except adamantine) will have velocity equal to [SHOOT_FORCE].
2) Bolts lighter than [SOLID_DENSITY:6666] (wood, bone, adamantine) will have velocity equal to [SHOOT_MAXVEL].
3) Since both [SHOOT_FORCE] and [SHOOT_MAXVEL] are 1000, all bolts will have velocity 1000.

quote:

Plate armor provides abolutely no protection from metal bolts/arrows.
---
Projectiles can be deflected by armor if their momentum is low enough and the armor material is equal to or better than the projectile, but all DF34.11 projectiles are fired at such high momenta that this mechanism does not apply.

Hihohe
Oct 4, 2008

Fuck you and the sun you live under


I feel like boogeymen should only exist in evil biomes. That makes the most sense to me.

Also I settled near goblins and never saw them do anything against me. I got bored cuz it seemed nothing was trying to kill me.

Shoehead
Sep 28, 2005

Wassup, Choom?
Ya need sumthin'?

Glory of Arioch posted:

Reading the bug report, it was actually a pretty innocent bug -- the game recalculates a dwarf's insulation when it crosses some threshold of fat, and the maximum fat value of a dwarf sits exactly at that threshold, meaning that any time that dwarf ate, it was constantly running the code to recalculate insulation needlessly, wasting CPU cycles every time the digestion of food attempted to convert the nutrition value to dorf-fat. The fix was just to reduce the max fat value by 1 so that never happens.

I love this game :allears:

Penultimatum
Apr 2, 2010

I think the entire reason bugs like this happen is because Dwarf Fortress' interface is so obtuse. If it was actually a game with 3D graphics you'd notice immediately that all projectiles were moving at the dwarf equivalent of the speed of sound. As is, the only hint you get that something is wrong is that crossbow bolts zip through basically all types of armor equally, with no real hint as to the cause.
I can't fathom how someone who has been programming as long as Toady could make that sort of mistake with integer division, though. That's something you learn in programming 101. Maybe he was trying to do a thing with fixed point but messed up horribly or something.

Xand_Man
Mar 2, 2004

If what you say is true
Wutang might be dangerous


Isn't a related bug what causes copper whips to behave like lightsabers?

Bad Munki
Nov 4, 2008

We're all mad here.


scamtank posted:

Oi, you lot:

Yessssssss

Haven't done anything but fired it up, but it appears to be working at very first glance. I am excited.

Captain Diarrhoea
Apr 16, 2011
We just arrived. The farmer is fighting!

The farmer swears an oath of celibacy!

TremendousMajestic
Mar 8, 2007

bye bye everybody bye bye!
Someone was talking about screenshots a few pages back. I have my Dropbox configured to store them there as soon as I take them via prtsc, but I don't remember how I did it.

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


Xand_Man posted:

Isn't a related bug what causes copper whips to behave like lightsabers?

Oh, no. The system is working fine there. It's the design and the numbers themselves that are all sorts of hosed.

The main points of the problem are that the contact area is teeny teeny tiny, the velocity (a magic number that does nothing except increase the amount of energy in a hit) is massively overblown and unlike how you'd expect from a metal whip or a scourge, doesn't break the skin.

The "whip" is more like a blunt super-pick that instantly shatters bones. Give it a bigger contact area, make it an edged weapon with a very low penetration depth and get rid of the 5x velocity multiplier. It'd be great if you could make weapons cause more bleeding than the wound width/depth determine, but oh well.

xylo
Feb 21, 2007
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>

GreenMarine posted:

"Fat dwarves eating causes lag."

HOW. Some of the bugs in this game make me question everything I know about game development.
I honestly wish Tarn would let you/someone help him make the game multithreaded/optimized/updated "quality of life" issues etc, but I understand him not wanting to have to figure out someone else's code. I love DF but I really wish he would spend a bit more time cleaning up those -- he seems to get rabbit holed on these new features sometimes a bit too much.


Side note, is anyone having issues with dwarves not using bins in finished goods stockpiles? I've had two games now where they just won't use them and when it comes time to trade I need to select 304952345 items to move to the depot rather then say 20 bins.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

xylo posted:

Side note, is anyone having issues with dwarves not using bins in finished goods stockpiles? I've had two games now where they just won't use them and when it comes time to trade I need to select 304952345 items to move to the depot rather then say 20 bins.

Check to make sure you don't have any reserved bins (in the stockpile interface). I had that problem last week and it turned out my stockpiles were set to reserve ie ignore the first 101 bins. You want that at 0 for bins (barrels may be a different story).

xylo
Feb 21, 2007
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>

Zurai posted:

Check to make sure you don't have any reserved bins (in the stockpile interface). I had that problem last week and it turned out my stockpiles were set to reserve ie ignore the first 101 bins. You want that at 0 for bins (barrels may be a different story).
Thanks I'll check that tonight. Did the default behavior of created stock piles change? I don't ever remember having to worry about this.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

xylo posted:

Thanks I'll check that tonight. Did the default behavior of created stock piles change? I don't ever remember having to worry about this.

I don't think so, but I certainly never intentionally set my stockpiles to reserve 101 bins. It's possible that I accidentally hit whatever the shortcut key is to maximize the setting, though.

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


And after Kennel's forewarning comes Toady's debriefing. Good man.

Toady One posted:

I started today thinking I'd do some of the binary patch bugs (that is, bugs that were already fixed in older versions by other people making small changes to the executable), and I ended up doing some other smaller issues as well as I wandered around the bug tracker. Here is a list of most of today's haul. The bug tracker has more names -- I generally just credit people that produced patches or other key code observations here.
  • handled a few problems causing extra/erroneous long patrol thoughts (Quietust)
  • made master soldiers stop reverting back to corresponding regular soldier type
  • stopped clearing professions upon achieving master soldier type
  • fixed problem stopping underground fishing (UristDaVinci/Quietust)
  • fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)
  • made children get full list of default labors upon growing up and respected any existing skills
  • stopped migrant historical children from receiving labors
  • made it possible to detect plantings too late in the season again (Quietust)
  • vermin can escape from non-artifact containers properly (Quietust)
  • caravans check weapon type properly for material selection (Quietust)
  • diplomats that wanted bodyguards should get them now (Quietust)
  • stopped aquarium check from turning off other vermin code (Quietust)
  • creature art value considered properly by civs now (Quietust)
  • can now melt metal chests (Quietust)
  • re-enabled elven diplomat
  • stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (UristDaVinci)
  • fixed some problems causing certain jobs to check too many items (angavrilov/Quietust)
  • allowed egg-laying critters without baby/child state to have viable eggs
  • fixed some personality/description typos, and other typos (many collected by Gorobay)
  • fixed problem with squid skin coloration
  • gave crabs, horseshoe crabs, oysters and mussels blue blood
  • fixed various broken eyelash color/descriptions
  • added LARGE_ROAMING to desert tortoise and giant tortoise
  • fixed strawberry/proboscis/topaz plurals
  • perseverence->ance in entity values, elsewhere
  • removed lots of HOMEOTHERM tags
  • removed pet/petvalue from tigerpeople
  • used correct legless variation for king cobra people
  • added a missing CONNECTOR to generated lower spines, and PREVENTS_PARENT_COLLAPSE to generated upper spines
  • fixed duck/goose root around part category
  • fixed antlers for reindeer/moose/elk/deer, added them to elk bird
  • fixed ruler arrival announcement
  • fixed reversed stoat caste names
  • fixed reversed giant armadillo caste names
  • fixed typo in tapir description
  • fixed typo in dragon description

Lawman 0
Aug 17, 2010

So will the reenabled elven diplomat/liaison allow us to order things from the elves?

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

I finished my custom-groups patch for Dwarf Therapist, and it sounds like Splinterz will take it.

Lets you create any number of custom groups and put dwarves in one or more of them. Then you, uh, group by custom group so you can easily pick out all your haulers or militia or people with no useful skills or people who like to be outside, etc.

https://github.com/splintermind/Dwarf-Therapist/pull/29 if anyone wants to help find stupids before Splinterz does.

Malcolm
May 11, 2008

Today One posted:

gave crabs, horseshoe crabs, oysters and mussels blue blood

I can't think of a single way this currently impacts the game, but goddamnit I love it. Is blue blood a requirement for certain moods or cooking recipes? Can a plucky adventurer utilize the unique nature of a blue blooded horseshoe crab to escape certain death? Only time, and future updates will tell!

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Lobsterpillar
Feb 4, 2014

Mygna posted:



Well, that went a lot better than I expected, especially considering that the blast of dragon fire literally melted the bare granite cavern floor into magma around the guard. An exceptional maple shield indeed. Her only two kills are now a giantess and the dragon.

Maple eh? Is there something about maple that the Canadians are keeping secret?

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