Bay 12 Games Forum
Dwarf Fortress => DF General Discussion => Topic started by: srifenbyxp on October 10, 2017, 04:13:28 pm
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So a while back I read somewhere that there was an area where I guess the soul of a hero would be in a area guarding an artifact, maybe a sword, spear, axe, ETC. Its not a vault but I think it's in or near hell, if anyone knows what I'm talking about mind telling me at actual name of the area? Or was I drunk when reading the wiki.
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You're speaking of DF2012 Spoileric Fortresses (http://dwarffortresswiki.org/index.php/v0.34:Demonic_fortress), which were 1 embark tile size structures occurring once per 16x16 embark tiles. They don't exist in v. 0.40+, as the line placing them in-game was commented out.
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You're speaking of DF2012 Spoileric Fortresses (http://dwarffortresswiki.org/index.php/v0.34:Demonic_fortress), which were 1 embark tile size structures occurring once per 16x16 embark tiles. They don't exist in v. 0.40+, as the line placing them in-game was commented out.
And we'll never even know why, because he doesn't either.
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the line
Only one line to create them? That is incredibly terse.
Hmm, maybe it was that line of code that Scamps wrote.
Regardless, these fortress seem pretty interesting.
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Thanks for the link, but has the fun zone been actually removed? Ver 43.05 says it was removed 40.01, id download 40.01 but I like my features in 43.05.
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Thanks for the link, but has the fun zone been actually removed? Ver 43.05 says it was removed 40.01, id download 40.01 but I like my features in 43.05.
They are gone. You'd need to download 34.11 (i.e DF 2012) to get them back. At which point you're basically playing a different game. But check them out anyhow. Or wait a year or 3 for Mythgen at which point they'll be obsolete, replaced with whatever the HFS are due to be replaced with.
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Only one line to create them? That is incredibly terse.
Its seems likely that the code for *how* to create them would be rather more complex, but the code for "include this thing (defined elsewhere) in worldgen, and this and that and that and these" could easily look like a list with a single item per line.
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Once they have a reason to exist, maybe it'd be nice to rework them a little and bring them back along with the 'special amphibian clown' who sits inside a little hollow cave who could be guarding something.
My money is this will be more of a consideration when the mythgen arrives, if the RE:title's subject has any kind of significance there for establishing it in the world then losing it (ancient race etc.) or sending out that 'clown' as a guardian to defend a heavenly relic. More random sites like that could also be on the cards by the time we start delving into explorer & dungeon features in like 2+ years time.
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Only one line to create them? That is incredibly terse.
Its seems likely that the code for *how* to create them would be rather more complex, but the code for "include this thing (defined elsewhere) in worldgen, and this and that and that and these" could easily look like a list with a single item per line.
Exactly. Chances are it's possible to edit save files to put them back in, as with human fortresses. It's a just a matter of finding the right values. They're presumably landmarks, like streams and roads and volcanoes and whatnot, which means there's little to no in-game documentation to go on.
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Only one line to create them? That is incredibly terse.
Its seems likely that the code for *how* to create them would be rather more complex, but the code for "include this thing (defined elsewhere) in worldgen, and this and that and that and these" could easily look like a list with a single item per line.
Exactly. Chances are it's possible to edit save files to put them back in, as with human fortresses. It's a just a matter of finding the right values. They're presumably landmarks, like streams and roads and volcanoes and whatnot, which means there's little to no in-game documentation to go on.
I don't think he created them with one line. My understanding is he wrote a separate function to create them, and commented out the line that called the function. The function is still there somewhere in the executable -- perhaps if we find it and create a script that calls it when worldgen is running, we could add them back in?
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Only one line to create them? That is incredibly terse.
Its seems likely that the code for *how* to create them would be rather more complex, but the code for "include this thing (defined elsewhere) in worldgen, and this and that and that and these" could easily look like a list with a single item per line.
Exactly. Chances are it's possible to edit save files to put them back in, as with human fortresses. It's a just a matter of finding the right values. They're presumably landmarks, like streams and roads and volcanoes and whatnot, which means there's little to no in-game documentation to go on.
I don't think he created them with one line. My understanding is he wrote a separate function to create them, and commented out the line that called the function. The function is still there somewhere in the executable -- perhaps if we find it and create a script that calls it when worldgen is running, we could add them back in?
That's more or less what I'm saying. DFHack could probably do that, although save-file editing would probably be easier.
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Only one line to create them? That is incredibly terse.
One line to create them all, One line to guide them, One line to place them all and in the darkness hide them.
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The function is still there somewhere in the executable
Well, a good compiler should remove unused clutter like comments. If the function is there somewhere, microsoft's visual studio is sloppy.
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I'm not saying the function was commented out -- I'm saying the line *calling* the function was commented out.
Though actually, the compiler might optimize the function away if it isn't referenced anywhere else in the code...
I don't actually know much about disassembling, but I suppose you'd be able to at least see all the names of the functions in the code?
So we could do a few searches and we might be able to find out if it remained.
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Only one line to create them? That is incredibly terse.
One line to create them all, One line to guide them, One line to place them all and in the darkness hide them.
It was really the commenting that hid them. [/pedantic-nerd]
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Only one line to create them? That is incredibly terse.
One line to create them all, One line to guide them, One line to place them all and in the darkness hide them.
It was really the commenting that hid them. [/pedantic-nerd]
After posting, I had thought of saying "in the strata", synonimously equivalent to my intended meaning of where-they-were-hidden-when-they-were-hid. But I thought it was obvious what I meant, and why. [/selfcritical-nerd]
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Only one line to create them? That is incredibly terse.
One line to create them all, One line to guide them, One line to place them all and in the darkness hide them.
It was really the commenting that hid them. [/pedantic-nerd]
After posting, I had thought of saying "in the strata", synonimously equivalent to my intended meaning of where-they-were-hidden-when-they-were-hid. But I thought it was obvious what I meant, and why. [/selfcritical-nerd]
F(the content of the pseudo-BBCode tag)FY: it is true that I don't know what you are referring to by 'the strata', but that is a product of my own ignorance, not an oversight on your part. What does it mean?
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At the time that the One Line was active, it Created the feature, Guided the form it took, and then Placed that formation with the deep, dark rock strata whereupon they await player discovery... That's all. Like the proverbial dissection of either joke or frog, it may now be more clearly understood, but (most relevantly) it is definitely now also dead... ;)