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Leperflesh
May 17, 2007

scamtank posted:

Of course not. Toady's finalizing the succession stuff right now, if memory serves.

I think a lot of people are going to assume a new thread is because a new version is out, so you might want to headline this in the first post.

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Leperflesh
May 17, 2007

TildeATH posted:

It's like 1984 in here.

Bronzestabbed is always about a month away from being done.

Leperflesh
May 17, 2007

Bad Munki posted:

I wish Toady would, say, outright publish the equations used to determine a lot of these interactions, so that people could more readily fine-tune his numbers.

I suspect he threw the envelope on the back of which he did these equations (in crayon) away years ago. Dwarf Fortress does not likely have an updated functional spec.


e. Just to elaborate a little: the impression I have, based on doing some light modding and on reading about other people's experiments, is that Toady One's methodology when creating RAWs is first to look up some statistics about a material, element, mineral, animal, or whatever on the Internet for five to fifteen minutes, and then "convert" whatever real-world values he happens to come across first to his in-game units. Then, he may do a minimal amount of testing (in adventurer mode) as a sanity test just to see if it actually breaks the game.

If it doesn't blatantly break the game, he wipes his hands on his pants and is done.

Lepermod includes a lot of changes from Scamtank which adjust body plans and materials properties based on detailed testing, trying to get better results in combat... but in many cases I think it just becomes impossible to get good results in one area without causing bad results in some other area, because the code that performs interactions has never been reconciled with the data used to define materials and objects.

We need to also remember that formerly, combat was some kind of hitpoints-based thing, which Toady massively and rapidly converted to materials-properties interactions in (I think it was) DF2010. DF2012 did not tweak them much.

So... while Toady could probably publish his code (which he will never do), I'm extremely doubtful that there's any kind of reference other than the code itself he would have available that would comprehensively explain the algorithms of DF interactions, particularly in combat.

Leperflesh fucked around with this message at 00:56 on Mar 15, 2014

Leperflesh
May 17, 2007

Hot Sexy Jupiter posted:

Yeah I've had the odd dwarf survive head injuries too. My concern was just whether or not leather armour layers (or other clothing items) were interfering with metal ones.

(v)iew a dwarf, and then hit (i) to see their equipment, and then scroll if necessary to the second page. You can see if they're wearing both their leather hood and a metal helm, or just the hood.

If they're refusing to equip what you want based on their general uniform, you can always individually assign specific items to them, which tends to force them to go equip it.

Leperflesh
May 17, 2007

I don't think anyone doubts that adamantine cloaks provide superior protection. The question is weather they wear into threadbare rags just as fast as cloth cloaks.

Leperflesh
May 17, 2007

Shibawanko posted:

Even if i slayrace all the dogs and cats things don't improve by much, their corpses still litter the hallway and require cleanup. I guess it's one of those entropic deaths again.

If you're using dfhack anyway, maybe try some of the cleanup utilities that help with all this stuff?

Also: cage all the excess dogs and cats. A cat or dog already marked as pregnant will still give birth (right through the bars), but animals in cages can't conceive so once you get past that rush, you'll stop getting more puppies and kittens.

For the undead prisoners, build their cages on a platform attached to a support attached to a lever, suspended over magma, and then drop them in.

Leperflesh
May 17, 2007

Apoffys posted:

Ok, I must have misunderstood then. I looked at a few examples of A* (apparently the algorithm used in DF) and it seemed like it would take a straight path if possible without considering all other paths.

I have only ever heard that Toady wrote his own pathfinding code, from scratch. He does not use off the shelf algorithms for anything (although a few years ago, some of his graphics code was replaced by volunteers with some better off the shelf stuff, which among other things, allowed truetype and resizable windowing).

Leperflesh
May 17, 2007

Tias posted:

Is there an (easy, not much of a modder) way to ensure you don't get completely broken megabeasts in a short amount of time, or ever?

I'm doing extremely well in masterwork, but often, at some point a building-destroying, fire-breathing Red Dragon/Titanium Colossus, whatever show up and kill everybody. Setting number of beasts and natural world savagery to low doesn't seem to prevent the chance of it happening.

Before you generate your world, look in the init folder for worldgen.txt.

These are the entries you care about :
code:
	[MEGABEAST_CAP:75]
	[SEMIMEGABEAST_CAP:150]
	[TITAN_NUMBER:33]
You can either edit one of the default worldgen profiles, or copy/paste one and rename it to make your own. The numbers above determine how many of each type of critter get created at the beginning of the world, so you can just set TITAN_NUMBER: to 0 if you want there to be no titans.

This is for vanilla, by the way; I have no idea if/how masterwork uses or changes those numbers.

Leperflesh
May 17, 2007

scamtank posted:

You do need to be right next to an arrow slit to shoot through it. The station orders being a bit vague don't help at all, I know.

I'm certain this isn't the case. In the most recent siege at Bronzestabbed, more than one of our best crossbowdwarfs plinked goblins through fortifications from two or three squares away from the wall. One of them did it through two successive fortifications (at an angle).

It might be related to skill, though.

Leperflesh
May 17, 2007

Bad Munki posted:

I wonder if/how one will hook one's own fort up to the underground caravan network?

I assume the underground roads will be shown on the world map when you pick your embark location, so if you select a tile that's on one of the paths, you can integrate. Although the interconnectedness of the cavern layers may imply that literally anywhere in the world will be connected in some way.

Leperflesh
May 17, 2007

duralict posted:

I don't know what else to call them, it's the stones that appear in "vein walls" instead of "rock walls". In any case I still can't find where I can allow/forbid them in the stockpile settings, they just don't seem to have an entry.



ahahah e: gently caress beaten like a wrestler fighting a giant sponge

Leperflesh
May 17, 2007

duralict posted:

Nope, there's an unblocked entrance to the fort. But now caravans have started bypassing it too, for no explicable reason (there's an open three-tile-wide path straight into the fort from multiple edges but the Depot Accessibility view green line just stops 2/3 of the way down). I don't know wtf is going on with the pathing in this fort.

The caravans are avoiding that path probably because there's a tree growing in the way. If it's not that, it might be an impassible object - something someone dropped?

Leperflesh
May 17, 2007

Leal posted:

Its drat annoying, its almost like designating a hospital activates their tissue rotting too.

I've not played Masterwork, but in vanilla DF, the chief doctor won't perform diagnoses until a hospital is designated. So it's entirely possible that designating your hospital is exactly why you suddenly have a bunch of "patient appears to be rotting" diagnoses.

Leperflesh
May 17, 2007

Bizarre.

Five kinds of wheat beer? Sure.

But barley, the thing normal beer is made out of, makes barley wine.

And rye makes rye beer.

Neither barley nor rye is used to make whisk(e)y! No malted barley? Where's the hopps (oh I found the hopps) WTF are these dwarves doing.

Sorghum beer, rice beer (there's a comment next to frozen rice beer saying that sake is rice beer, and there are also rice wines... that's... not really right), four kinds of millet beer, teff beer, maize beer, but no beer beer.

Corn! Makes beer. Not moonshine.

e. Potato wine, for armok's sake

Leperflesh fucked around with this message at 02:58 on Apr 3, 2014

Leperflesh
May 17, 2007

I'd hope "beer is made of barley" would not require a huge amount of evidence to prove.

Also there isn't hops, but there's a notation for bitter melon saying its leaves can be used instead of hops. Maybe hops is in a different raw file.

Leperflesh
May 17, 2007

Apoffys posted:

What did the "digitout" mod do? You can just disable the warnings, though that is a bit risky.

You can disable the warnings, but you can't prevent the actual job cancellation, which is the really annoying part.

Leperflesh
May 17, 2007

Makaris posted:

So I got two swordsmasters who are infected. I have soap and a 2 tile deep well with clean water. They've been infected for quite a while now. What do?

Do you have a hospital and a chief medical dwarf?

Leperflesh
May 17, 2007

Hah 40FPS in my dreams. Bronzestabbed's cap is above 350 and I'm delighted if I can get FPS up above 12.

Leperflesh
May 17, 2007

Danny Glands posted:

I think after Bronzestabbed ends, I'm gonna do a vanilla DF LP that's not going to be a succession, since I kinda had a problem getting new overseers into my last succession RP.

And besides, I think a Masterwork succession LP would be best to be the flagship DFLP of SA, not my dinky little one-player run.

You don't need to wait for Bronzestabbed to end (bronzestabbed is never going to end :negative:) - there's hundreds of goons interested in DF LPs. You'll be guaranteed an audience unless your writing is terrible.

Also, though, if you're thinking of doing a vanilla LP, you might wait till the next big DF release? It seems like it's going to be somewhat soonish...

Also also though, I doubt the next "flagship DFLP" will be masterwork, because it will probably instead be showing off DF2014.

Leperflesh
May 17, 2007

Toady doesn't really play fortress mode either. I mean he'll apparently start a fort just to test a thing or two, but he clearly doesn't play multi-year forts.

Leperflesh
May 17, 2007

scamtank posted:

I just translate every 1000 cm3 as a single kilogram when it comes to creature sizes. Stops me from going nuts.

volume = mass?

Leperflesh
May 17, 2007

No that's worse. Instead of a Catholic Mythology-derived metaphor for the male atavistic fear of sex, speaking to the psychological intersection between sexual temptation and moral damnation, they're just semipornographic sex objects that serve as a supposedly-acceptable way to objectify women (because they're soulless, you see, so it's OK).

Note: I don't know anything about Lost Girl.

Leperflesh
May 17, 2007

Leal posted:

Yeah fingerless gloves sure get me tight in the pants. I hope assless chaps make it in.

Which turn you on more, weightlifting gloves or bicycle gloves?
For me it's weightlifting gloves :swoon:

e. OMG so hot

Leperflesh
May 17, 2007

There's stuff mentioned in the OP - Dwarf Therapist, the lazy newb pack, graphics packs, etc. - but ultimately it's still gonna be a steep learning curve at first. Do some tutorials and follow along and you'll get it eventually though, and there's a pretty good payoff for learning the interface.

Leperflesh
May 17, 2007

  • The world keeps running while you're in fortress mode
  • You can abandon a fortress and it will keep running while you do something else (like adventuring or running another fortress)

Those two right there are huge when it comes to creating a consistent long-term game. We can now run succession worlds rather than succession fortresses, where the things a goon does in one fort affect what happens in a later fort, and an adventure LP can then explore those living sites.

Leperflesh
May 17, 2007

markus_cz posted:

It is modded quite a bit, unfortunately. It won't work without its raw files... but aren't those included in save folders? I guess you could try to copy the save with all its raws to a new version and try if it works. As long as you keep the raws it should (could).

Gemclod could be made to work in the last version of DF2010, but there's no way it will work in DF2012. The jump to 2012 broke compatibility.

Leperflesh
May 17, 2007

Ixjuvin posted:

Not strictly Dwarf Fortress, but this video was published today and I feel it's appropriately celebratory of the new release. It's not terrifying, though.

https://www.youtube.com/watch?v=ytWz0qVvBZ0

Pro click. If you guys aren't all singing along with "diggy diggy hole" while you play DF, you are doing it wrong.

Leperflesh
May 17, 2007

Also keep in mind that DF world gen uses a semi-realistic geological model. Iron deposits are generally found in soil, so you will be more likely to find them on flat alluvial plains and less likely to find them in the tall mountains. I think this contributes to the tendency to get dwarven civs that lack iron or steel during worldgen (and therefore don't have iron/steel items to take in the embark screen).

Going for a shallower (nearer to the coast) site will also mean fewer levels between the surface and the caverns/magma sea, because the magma sea is at a set level worldwide and the continental mountain ranges rise up above that bottom level.

Leperflesh
May 17, 2007

CAT rear end now!!! posted:

Exactly. The characters in a game of DF can feel much more yours than a random AAA blockbuster's because DF actually leaves room for your own imagination, and despite the insane amounts of detail that's technically there, you're still the end user who puts everything together, and, in the end, you're the one who sees the creatures and their adventures as more than just an RNG doing its thing. In a way, you're the co-writer and editor of DF. Add to that the interactivity and the feeling that you're making things happen - in your very own personal, completely unique world, no less! - and I think it's pretty clear why you'd get attached to a bunch of coloured letters flitting about on a screen.

I think part of it is that the characters in a DF game are unique to your particular worldgen. Everyone gets to have the same experience with the characters in a triple-A title, but only you get to discover the unique dwarfs in your own little pocket world. When you poke around in the details and discover things, you are the first person to ever discover those particular things.

Sure, someone else may find something similar, but nobody else has your exact experience.

And when those little randomly generated dwarves die, they're dead forever (unless you savescum) and will never live again, even in someone else's install.

Makes it all a bit more compelling and magical.

Leperflesh
May 17, 2007

Do forgotten beasts dream of electric crundles?

or something like that

Leperflesh
May 17, 2007

I bring along one dwarf with leadership skills. I always look through their personalities and give them to the one who will be the best at consoling, and will be dedicated to bookkeeping (my expedition leader always doubles as bookkeeper too).

I like to bring two military dwarfs: an archer and an axedwarf. These get hunting skills as well as fighting skills, and one gets leadership for teaching. Again I look through their personalities and pick the best ones for this.

I always have one miner, and I like to make a fisherdwarf as well because I tend to fish early on a map until there's enough safe space underground that I can get everyone locked in if something dangerous comes along; until that point, everyone's at risk anyway so might as well have a fisher.

I like to make a craftsdwarf. I used to churn out mugs for trading, but more recently I've focused on precious metalwork for trading. I like in particular making stuff like gold figurines: they're worth a ton, can be stored in bins, and I don't need to tie up a dwarf year-round making stuff in order to have enough trade goods to buy what I need from the caravans. Gold also seems to be pretty common (more common than iron).

Finally I always make a doctor dwarf, focused on diagnosis and surgery. Suturing and splinting and stuff tends to be non-lethal but you need that diagnosis to happen quickly and you need surgery to be done competently. I always pick for the doctor dwarf a dwarf with a high sense of duty and a long attention span so they don't gently caress off to do something else while a patient is dying in the hospital.

I also like to bring breeding dogs and cat pairs, and then sheep (for wool, milk, and meat) and turkeys (for eggs and meat). Alpacas are good substitutes for sheep and really any egg laying bird will do, but turkeys are really big so I think they get you more meat when you butcher them (not sure about that). If any of the dwarfs has a preference for a particular domestic animal I try to bring one along to help keep them happy when their buddies die.

Two picks, at least two axes, one each of a bunch of different meats and foods of the cheapest types (gets you more barrels that way), plenty of booze, some spare seeds, some sacks, and an anvil. I think that's about it.

Leperflesh
May 17, 2007

Selklubber posted:

Well not two years fixing bugs. After some months doing new stuff he could take a break from that, spend some weeks fixing bugs then going back to the new stuff. The bug where dwarves stand on the tile they're trying to build a wall on for example.

I totally get what you're saying, but doing this would be much much harder than it sounds.

The reason is, what you have is a released version of DF, right? And then Toady takes that codebase and begins modifying it as he works on his latest megaproject.

Now, he wants to stop working on his new thing mid-way through, and instead fix bugs for a few days or weeks and release the bugfixes to the public. Which code base does he work on?

If he works on the old released codebase, then none of his fixes will be in the new one he's already been working on for months/a year.

If he works on the new codebase with the new stuff in it, he'll have fixed bugs, but he can't actually release that to the public, because his megaproject is incomplete and (presumably) totally not working yet, e.g. the release would be broken as gently caress.

Basically he'd have to fix each bug in both codebases. Which is a thing! It's a thing lots of companies do all the time; you fix in the new codeline and then "backport" the bugfix to older release versions. But doing this costs time and effort, and also requires you to have a good version control regime set up, with good QA going on to insure that backporting a bugfix doesn't cause some kind of regression or spawn a new bug. Typically organizations that do this kind of thing have a lots of programmers, sometimes even whole teams (with release managers, QA, programmers, and project managers all working together) to ensure that bugfix updates on previously-released codelines meet reasonable quality standards and don't actually break those older releases.

Toady being a one-man self-taught programmer most likely does not have that kind of setup. He may never have even attempted backporting before, or even know that it's a thing. Or he does, but does not feel it's worth it to backport when he considers the entire project a pre-release alpha... and even when he goes 2+ years between releases, he still receives donations of like $1500 to $4000 a month to live on.

Leperflesh
May 17, 2007

Also you can't sell back to them the wood objects they previously sold to you. They're tainted or something.

Leperflesh
May 17, 2007

I like to look at my starting seven's personalities and stuff while preparing for embark and pick the guy I want to be the bookkeeper/expedition leader/appraiser/etc. and give him a few points in those skills. If you don't, the game seems to pick who your expedition leader will be at random... but it's good to have the guy the dwarves will come complain to have good skills at consoling/pacifying, and a good work ethic so he won't just avoid meetings with upset dwarves.

I also like to embark with a skilled doctor, and if you give someone good hunting skills I think they'll get a free set of leather armor and crossbow? Not 100% sure about that.

Leperflesh
May 17, 2007

The Bronzestabbed saves are still preserved on the old obsidian portal site. I have most everything else that was submitted for Bronzestabbed, in one form or another. I don't keep up with this thread (pickled tink linked me to this request just now) so PM me if you need something that you can't find.

What I have is the old Soundsense pack folder which contains:
10s_silence
AgentOfTheQueen
Bronzestabbed
Fadedmaggot
FieldsOfVice
RichesBeneath
StrikeTheEarth
UgathCall

and, I have a folder I called "fan works" which contains these:


If Crackmaster's zip is missing any of these, let me know and I'll provide whatever's missing. It actually looks like Crack might have one or two that I'm missing.

Also note the original LP now has many of its images back, thanks to the partial resurrection of Waffleimages. Many are still missing, because tinypic is still gone. In theory I have a lot of those images, because I had goons send me their zips, and I grabbed fan submissions, but I don't think I'd have every single image and this is one of the complicating factors to ever trying to actually archive Bronzestabbed in a reasonable way (the other being its insane length).

The obsidian portal site has all of the annual saves; I also have all of the seasonal saves.

Leperflesh
May 17, 2007

Crackmaster posted:

I can't do anything about the size of the LP, but if anybody ever comes up with a list of missing files, I'd be happy to try and help. Beside the music tracks and a few save files, my Bronzestabbed folder has ~8700 images in it. 50 of them are 0KB (presumably a problem with whatever archive script I was using; got filenames but no content), and a lot of the pictures are just forum stuff (smilies, profile pics, etc.), but there's a sizeable portion of viewable, actual content. I can't tell Tinypic stuff from Waffleimages at a glance, but they might be in there.

That is extremely cool!

Not too long after the thread ended, I actually sent in Bronzestabbed to get archived. What I got back was a single HTML file containing the whole thing, which I was supposed to parse. I couldn't face it.

Additionally, I used a URL shortener for all the update links in the first three posts. Unfortunately that means you have to click each one to get the actual URL of that post, so I think that was an obstacle for the archiver at the time?

I may be remembering both of those things wrongly, but the gist of it is, I felt way too lazy to try and figure out how to properly archive bronzestabbed, so I never did it lol

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Leperflesh
May 17, 2007

Inepta Lacerta posted:

It's largely still available for reading if you just search through google assuming there isn't a paywall up (there didn't seem to be when last I checked). I've read through it a few times over the years, the DF community lps of yesteryears are just fantastic what with all those emergent stories and threads coming together.

I can't imagine the grind of reading through my tedious combat reports more than once, I hope you skipped over those.

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