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Messages - GOTOTOTOE

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1
DF General Discussion / Re: Future of the Fortress
« on: December 21, 2022, 03:43:22 pm »
One would hope things get better, but that depends partially on advances in cpu and ram technology and drivers. I upgraded my system to ddr4 ram and saw huge improvement in speed for instance. It still slows down, but not to 5fps like it used to. Now I get 15ish in my 180 dorf fort.

Better handling of town populations in adventure mode would be great, but it will probably take the form of "anyone who isn't a historical figure isn't allowed to path or think unless a player or historical figure is currently interacting with them" or just not loading non historical figures that don't cover important positions like a single shopkeeper per shop or tavern and a few units set aside for guards

i feel like thatd take depth away though :/

2
DF General Discussion / Re: Future of the Fortress
« on: December 21, 2022, 01:20:02 pm »
will df ever support higher population counts? fortresses typically cap (mostly due to performance reasons) at 200, in worldgen dwarven civilizations typically get in the thousands (with the largest ive seen at 140000) while human typically get into the tens of thousands, with a lot of their population being stacked in town sites, which again, due to performance issues, are unplayable. relative to our world (in the medieval period) though, even the largest human settlements pale in comparison to most small to medium sized historical cities, and player fortresses barely pass as villages, to the point that its easier to think of the various entities as citystates rather than more widespread empires and nations (something which fits the pretty small ingame world size pretty well, and a direction i think df should actually lean into). similiar games like songs of syx usually have their player settlements reach in the thousands, and while i totally understand that this performance cap is due to technological limitations (which the afformentioned game doesn't have), can we expect a raise in site population performance anytime soon? metropolises being larger than irl hamlets and armies being larger than in the dozens would help great for immersion, imo

3
DF General Discussion / Re: Future of the Fortress
« on: May 04, 2022, 02:03:26 pm »
Toady has said in the past he doesn't want to release it directly because its content and function would inevitably become what people expect the DF mythgen system to be, and he wants freedom to essentially set up the df mythgen system separately, doing things that that generator can't do and otherwise not trying to emulate it

he has already shown it though, has he? i doubt people being able to play around with it themselves would shape the expectations people have of it to a point the gdc talk itself hasn't already

4
DF General Discussion / Re: Future of the Fortress
« on: May 04, 2022, 11:34:30 am »
in your gdc 2016 talk, you showed off the creation myth generator that seemed to be a generally separate program from dwarf fortress proper (assumably to be reintegrated into df when myths starts development). would you be cool with sharing it for the community to get a taste of myths long before it comes out or would this fall under code being shared? i would personally just like to play around with it since worldbuildings fun but i can definitely see how it conflicts with the "no code sharing" policy.

5
Mod Releases / Re: Dwarf Fortress: The Long Night 3.51
« on: March 28, 2022, 03:15:52 pm »
kind of a shame that the brands and the vedic/wuxia stuff was mostly done away with as it added some needed levity to the very dark long night, though the reasons given are entirely reasonable and i quite like the new vibe. overall, amazing work done here!

6
Mod Releases / Re: The Language Overhaul - 0.6 - Forgotten Beast Edition
« on: December 28, 2021, 11:32:55 am »
how'd you mod in settlement names??? tried to do the same (making the settlement name SYM-category be the subsymbol) but... the results aren't very promising, with group names being named what the settlement names are supposed to be

7
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 21, 2021, 05:41:03 pm »
When I had that happen to a bunch of old entities, I never could figure it out either. The solution i came to is to copy one of the vanilla entities, dwarves or humans or something, and modify it to suit your needs. It was the only way I could move forward with Spellcrafts.
might have to resort to that yea :/

8
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 21, 2021, 06:50:21 am »
okay so, this entity i modded in (by copying bits and pieces of preexisting ones) for a big modification of the long night mod by squamous ,makes the object testing arena and presumebly also the main game crash. i have no clue what could be causing this aside from someone else's vague allusion to interactions (the long night has a lot) that may cause it, but aside from that i'm completely in the dark as no errorlogs are produced. any ideas on whats wrong?

Spoiler (click to show/hide)


10
DF General Discussion / Re: Future of the Fortress
« on: October 10, 2021, 12:03:45 pm »
would it be possible to change the layer fog in caverns to a darker purpler hue? the reason light works like this irl is because the sky is blue, but underground this wouldn't be the case, meaning right now the caves feel really outside for something hat's supposedly pretty deep

11
DF General Discussion / Re: Future of the Fortress
« on: September 27, 2021, 09:19:34 am »
hey, not sure if this has been asked before but will the map rewrite include being able to actually mod in structures? so instead of having to use something like CAVE_DETAILED or CITY in your entity file you'd be able to insert your own raw defined structure.

12
okay, so quick update. after playing a bunch of the object testing arena and spawning in things like giants, cyclopses and minotaurs, checking their descriptions and then immediately crashing, i figured that the reason the crashes were happening was because these three semimegabeasts existed, so i promptly removed them from the raws.
after generating a world once again, the legends mode tabs actually opened! i could even check histfigs and artifacts and entities and such, but i could only check the first page of entries before crashing again.

13
DF Modding / Re: Custom names for continents and islands
« on: May 25, 2021, 06:54:09 am »
you cant change them after the fact, but all of the names are gathered from the LANGUAGE_SYM file in the raws, you could probably mess with that

14
You're better off posting in modding if you want people to diagnose why your mods are crashing. Lots more people who will notice the post and may be able to help you there.

(There's a Move Thread button somewhere about).
oh thank you :)

15
This topic has been moved to the modding board. thank u for pointing this out :)


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