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Messages - Random832

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1
Someone on an IRC chat I go on was complaining about his biome, so I looked up the Region page on the wiki, for reference (since it had been so long since i'd done anything with DF)

It redirected me to "40d:Region" - 40d as opposed to what, I wondered.

2
DF Modding / Re: String Dump Please
« on: April 02, 2010, 11:53:02 pm »
http://df.magmawiki.com/index.php/DF2010:String_dump Posted. This one was kind of rushed compared to the 40d one, so I make no guarantees that everything is included.

3
DF Modding / Re: Kobold Camp
« on: October 27, 2009, 10:12:46 am »
DF kobolds are whatever the fuck I want them to be, which in this case happens to be the same as what every other major fantasy publication happens to describe them as, and that happens to be anthropomorphic dogs.  No amount of retarded 4chan pictures will change that.

So Dungeons & Dragons ceases to be a "major fantasy publication", now?

I'd be more willing to accept that if not for the near certainty that your "major fantasy publication" is WoW.

4
DF Dwarf Mode Discussion / Re: Dwarven king is an...
« on: August 27, 2009, 08:40:05 am »
The fact that the exact same world, complete with same fights and battle outcomes, occurs with the same world gens tells me that everything in world gen, including the movement of creatures and the outcome of battles, is based on the values in the world gen file, although apparantly not always on the seed values.

Yeah, that's because the random numbers aren't the only influence.

How about a concrete example: Say you have World A and World B. World A has more megabeasts than World B.

So in the history generating process for World A, some hero gets into a battle with some megabeast that doesn't exist in World B. Now, meanwhile on the other side of the world, there is some battle between two armies. The outcome of the battle may be different between the two worlds because some of the random numbers from the battle between the hero and the megabeast are going to be used in the other battle in World B, and will be different from the ones that got used for that battle in World A. And down the line, different events will happen due to the different outcomes of that battle, etc, and anyway the RNGs of the two worlds are now permanently "out of sync" simply because World A happened to pull a few more numbers from it that one time than World B.

The factors don't directly influence the RNG - it still spits out the exact same sequence of numbers, 16838 5758 10113 17515 31051 etc. But those numbers quickly end up being used in different ways if anything else is different.

5
DF Dwarf Mode Discussion / Re: Dwarven king is an...
« on: August 27, 2009, 06:54:28 am »
The key to remember is that the better the random number generator is, the more factors it draws upon. The best random number generators grab unrelated data from all over your system to use in their calculations; the seeds are only the starting point for the calculations, nothing more.

Um, except when what you want is to be able to produce the same thing every time.

The random number generator only uses the seed. The same seed will produce the same sequence of 'random' numbers every time. This is extremely useful for some purposes, and DF world generation is one of them. If this was not the case, there would be absolutely no point in providing the seed at all. The worldgen process is influenced in a chaotic way by other factors in the way I described, but that is not the same thing as saying those factors affect the RNG.

You are talking about random number generators for e.g. cryptographic applications, which is an entirely different usage for which that quality is not desirable, and for which using stuff from all over your system (I/O timings, line noise from the sound card, etc) is done. And those don't have anything that can be described as a "seed", because it would be pointless since the only purpose of a seed is to be able to get the same sequence of random numbers.

6
DF Dwarf Mode Discussion / Re: Dwarven king is an...
« on: August 27, 2009, 06:40:51 am »
Maybe Dwarf Fortress really works that way - maybe a given seed won't generate the same history over and over again because world generation itself has a random factor. (Who gets born, who dies, who kills who, who wins the war).

Um, the whole point of a seed is to control the random factor. The history process (along with the worldgen process) can have millions of places where it asks for a random number and makes a decision based on it - what the seed does is determines what the list of random numbers will be. The seeds control the RNG. That's what they're there for.

@Neruz, yes, any factor will affect it, not just the seeds. But it doesn't change the random number generation. How it works is since any other change might make it ask for a random number in a different place for a different decision, and every time after that will get a random number from a different point in the sequence, that changes how the world turns out.

7
DF Dwarf Mode Discussion / Re: Artificial waterfall question
« on: August 27, 2009, 06:37:58 am »
That way your fort could have the appearance of creating water from nowhere.

Or you could pave the river for the same effect

8
DF Suggestions / Re: Salt and Oil
« on: August 27, 2009, 06:35:18 am »
That's what he's saying water should do to soluble tiles. Read the thread before picking at the posts.

Um, it was pretty clear he was suggesting "damage to unmined tiles" as an entirely new feature ("similar to how burning things currently degrade") rather than something that already exists that could be caused another way.

9
DF Suggestions / Re: Salt and Oil
« on: August 26, 2009, 04:05:15 pm »
This be a good thing to add when he gets around to damage of constructed tiles etc. Then just make the flow of water slowly turn the +Unmined Tile+ to a x+Unmined Tile+x and eventually a XX+Unmined Tile+XX in a manner similar to how burning things currently degrade.

Um, unmined (not constructed) tiles already do get damaged. When they turn between the three halftone tiles when you mine them, each of those is a level of damage.

10
DF Dwarf Mode Discussion / Re: Artificial waterfall question
« on: August 26, 2009, 08:34:59 am »
In some cases it is possible to pump water out of the map via a fortification carved into the edge of the map. (I've had it work, but I've also had water seep in through the fortification - I think it depends on whether the next tile over is a river tile. Bottom line make sure it's dry before you connect it to anything else).

11
DF Dwarf Mode Discussion / Re: Dwarven king is an...
« on: August 26, 2009, 08:28:00 am »
If we're gonna do a DF family tree, we need to do it right- as a PHP that lets you click on the names to see each person's history/kill screenshot.

Then we can make some good fiction from that.

Is there a way to get an entire worlds' legends as a text dump? I could probably make a program to parse it and generate an interactive thing.

12
DF Dwarf Mode Discussion / Re: Hanging
« on: August 25, 2009, 10:28:50 am »
Apparently, dwarven restraints work on the honour system.

Anything less just wouldn't be dwarfy.

13
DF Dwarf Mode Discussion / Re: Dwarven king is an...
« on: August 25, 2009, 07:36:47 am »
The Hammerer actually was there to pick up refuse (I tend to turn on hauling jobs for my nobles via Dwarf Manager). She just decided she was going to produce elves for the elf throne!!!1!

Fixed that for you.

14
DF Dwarf Mode Discussion / Re: Hanging
« on: August 24, 2009, 05:33:33 pm »
Clarification: When a prisoner or animal is "tied" with a rope, they are prevented from walking more than one square away from it. If (for example by being dropped) they find themselves further away, they will walk back to the rope.

15
It has like 50 times as much oxygen per mass as air, and it's solid.

um... air is 20% oxygen by mass.

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