Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Urlance Woolsbane

Pages: [1]
1
DF General Discussion / Dwarf Fortress Mathematical Paper (Of Sorts)
« on: April 03, 2020, 08:12:50 am »
It's no secret that Dwarf Fortress counts a great multitude of nerds among its playerbase, so it is not entirely surprising that, when one Rami Luisto decided to write a mathematical paper in the form of a novelette, he depicted a world forged on Armok's anvil. As he himself puts it: "The specific format of this text is not a derivative work of the game Dwarf Fortress, but DF has had a large effect on this work, which we gratefully acknowledge."

Will Urist McMapmaker succeed in mapping a world in which space itself has been shattered? Will the necromancer's terrible curse ever be lifted? To find out, you'll have to read A Non-Euclidean Story Or: How to Persist When Your Geometry Doesn't, available from any well-stocked caravan.

2
DF General Discussion / Evil Biomes More Frequent in 42.05?
« on: January 31, 2016, 09:33:50 pm »
What it says on the tin: Is it just me, or did Toady, in rejiggering zombies, rejigger the frequency of evil biomes as well?

3
DF Suggestions / Random Arguments for Creature Variations
« on: January 26, 2016, 08:21:12 pm »
Currently, randomized creatures are impossible to create, via raws alone. Understandably, Toady wishes to cross this bridge when he comes to it.

That said, there is a simple change to the raws that would work as a nice prelude to more complex or convenient randomization, without upsetting anything.

The APPLY_CREATURE_VARIATION tag allows for the inputting of arguments, allowing for variability with a single variation. If the arguments could be randomized, so could the creatures. I imagine the syntax could work like this:
Code: [Select]
[APPLY_CREATURE_VARIATION:MENDELSSOHN:1;2;3:YES:blue;black;red:NOFEAR|NOPAIN;NOTHOUGHT;CRAZED]
Where a group of semicolons indicates a set of equally possible choices for an argument.

This implementation would of course be somewhat clumsy, but it would open up a lot of possibilities, without the need for recourse to hackery, thus allowing for greater ease of use, and of distribution.

4
DF Modding / Finnicky Secret-Help!
« on: January 15, 2016, 08:50:18 pm »
I attempted to make a secret that transforms the learner into a dragon. Everything seems to be in order, yet it will not show up in world-gen. Even without necromancers, it still won't show.

Help would be appreciated.

Here's the secret:
Code: [Select]
[INTERACTION:BURNINATION1]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of burninating]
[IS_SPHERE:FIRE]
[IS_SPHERE:WEALTH]
[IS_SPHERE:VOLCANOS]
[IS_SPHERE:DEATH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_burnination.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DRAGON:SPECIAL1]
[CE_ADD_TAG:NO_AGING:START:0]

And here's the attendant book-file:
Code: [Select]
Burnination
Trogdor
Flame
Fire
Infernos
Volcanos
Smoldering Peasants
Burning Peasants
Smoldering Villages
Burning Villages
Dragonfire


Thanks!

5
DF Modding / Modding Proceduarlly Generated Beasties-Old Hat?
« on: September 22, 2015, 08:58:06 pm »
So, I figured out a way to add as many tags as I want to most (if not all) procedurally generated creatures (removing tags can also be done, albeit in a more limited way.) However, it seems so simple, that I find it hard to believe that I'm the first to find it, and I don't want to generate a kerfluffle in vain. Is this common knowledge?

Pages: [1]