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Messages - Betrix5068

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DF Suggestions / Re: Add a 13th month to the dwarven calendar?
« on: July 01, 2019, 05:25:54 pm »
The planets created in DF are not Earth, and therefore are not obliged to match Earth's solar or lunar cycles in any way.

The only truly odd thing about DF timekeeping is how all the months are 28 "days" long when Fortress mode doesn't have a day/night cycle.

While the solar year isn't obligated to be the same as that of earth's, the creatures in dwarf fortress still age on an annual basis. An annual basis that mirrors our own world. As such, one would expect for days and years to both roughly mirror that of the real world's Earth. For lunar, the week system already implies that the world's in DF have roughly the same lunar cycle as our own. That's why I recommended adding another month as opposed to adding an additional 2 days to each month, since then the months would no longer be dividable by 7, which is clearly for lunar weeks.

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DF Suggestions / Add a 13th month to the dwarven calendar?
« on: November 14, 2018, 01:34:39 pm »
This would retain the lunar synchronicity while increasing the number of days in a year from 336 to 364, which is signifigantly closer to Earth’s 365.242374. Now actually modeling a perfect lunisolar calendar would be asking a bit much, so this error margin of a mere 1.242374 days seems like the ideal, unless ToadyOne actually wants to model a perfect lunisolar calendar, in which case I think he’s a madman but my hat’s off to him for it.

3
Figured I should mention that I ditched adventurecraft not long after your post since, like you said, its internals are an utter mess and the author seems to think making it an even greater mess is worth it so the thing is more idiot proof, which is stupid since DF has an idiotproofing mechanism hardcoded into it's very soul and smartproofing isn't something anyone asked for. I would mention that Sver's combat mod is incompatible though, and since his is A: well made, B: well annotated, C: inline with your own goals of realism and historical authenticity, and D: already borrowing code, a compatch would make plenty of sense.

4
well that's a darn shame. But it's good to know that there's a chance, even if it's still distant.

5
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r1
« on: November 01, 2018, 06:30:42 pm »
3dveins is giving me a "Discontinuous layer 1 at (73,86,120)" error. I'm guessing this might be because I have an ocean embark, but am not sure.

Is there any way to rectify this? Already tried fixveins but it didn't seem to do anything. I like using 3dveins.

I'd like to know this too. seaside, lakeside, and riverside settlements are quite fun IMO and it's a damn shame if 3dveins doesn't work on them. That "discontinuous layer 1 at (30,510,80)" thing is pretty sad to see. Is there some way to force it?

6
How is the importing bitmaps thing supposed to work? Because it keeps saying that the resolution for the images has to be the same as my world size, which is not how the maps are exported at all. Is there somthing I have to do like downresing or is something wrong with my exported files?

EDIT: Yea, you've got to downscale. If the program would do that automatically that would be great but I understand why it's not in.

EDIT_2: Would like to mention that the megabeast check start is 10 at minimum when the ingame paramiter has it at 2 and the default generator has it at 5. This wouldn't be an issue except that this one error causes the entire world gen permitted unusable for importation.

7
Alright. I would've hoped that the default settings for both would be the same but I guess not.

Edit: The main diffrence seems to be that the simple generator has a x/y elevation variance of 1600, double that of the advanced presets which are only 800. That would explain a lot.

8
Is there any chance of seeing multi-level compatability in the near future? The two are mutually exclusive and while it is a shame to forgo these beautiful lights multilevel is much more fundimental than that and thus takes precidence. If you did get that down like you were talking about pre-necro I would be squeeing.

9
Advanced worlds always look off to me and I can't figure out why. Is there somthing fundimentally diffrent about how the two generators work or am I just imagining it?

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DF Gameplay Questions / Re: Studding armor
« on: October 22, 2018, 03:29:32 pm »
Studded "armor" is utter fantasy nonsense anyways. Those things are purely decorative and wouldn't stop a damn thing, even if by some fantastical implausibility your opponent hits them it will just be deflected.. You want some armor with studs and leather? First, cure the leather until it resembles steel plate, then get some damn brigantine on that shit like a real man!

Brigantine is probably what you have confused with "studded leather". From the outside it looks like that but those studs are fixing overlapping metal plates to the inside, so it's more comparable to lamalar armor or a metal cuirass. Pure leather armor is also historical, but they were literally the original cuirasses and had comparable physical properties.

11
Seeing as it's been a while could I ask what the status of this whole thing is? This thing looks amazing and as someone getting back into DF I would love to use it.

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Mod Releases / Re: Adventurer Artisan
« on: October 20, 2018, 07:43:37 pm »
How do you get a bucket of magma? It doesn't seem to be possible.

13
I really like this mod but it's really hard to use since other mods I consider essential, like adventurecraft for example, are incredibly conflict heavy. You also make the installation process unnecicarily confusing by having your files set up as they are. Formatting them to the standard PyLNP's mod loader uses would be a godsend.

14
Pretty self explanatory. These are pretty important attributes and certainly strike me as being more relevant than altitude or rainfall. Considering the game already tells you the status of these things I question why I can't parse these out immediately like I can with aquifers and flux.

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