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Messages - Mozleron

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1
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 2/18/12 see first post)
« on: February 28, 2012, 03:20:15 am »
I've been playing around with the Script Editor for finding out which of my Dwarves actually have any (useful/non-default) labors enabled, among other filtering tasks, and am wondering where the scripts themselves are stored.  I see that there is probably supposed to be a menu option to edit existing scripts, but that menu appears to be disabled at the moment.  In Lieu of that working, where do the scripts get stored between executions of DT?  I'd like to go back and tinker with one i've already written, but don't exactly recall what all i put into it.

Thanks,

~Moz

2
DF Modding / Re: DFHack 0.5.0.1 - tools and memory access library
« on: October 05, 2010, 11:56:23 am »
I'm not sure if it helps anyone here, but Dwarf Therapist works with 31.16.  My theoretical line of thinking is that some of the offsets used there could be helpful for this tool.  If not, then i'll go back to my little corner and maybe get back to work... :)

~Mozleron

3
For me, the military is the biggest frustration.

I'd like to think i have a good handle on the new military stuff.  I can see dwarves changing from civilian to military tasks as their schedules dictate.  I can see that i have appropriate weapons in my stockpiles.

Unfortunately, the little buggers like to go after enemies with training swords (when they have them), and will not pick up non-training weapons reliably.  Plus, they don't seem to be able to switch weapons at all, which could be the root of the whole using the wrong weapons in combat issue.

I noticed that the ammo section lets you specify which kind of bolts to use for either training or combat.  Why not have that same sort of thing for weapons in general too?  Sure, they should be smart enough to switch away from a training weapon, but what if you've got them in plate and want them to use lead or some other incredibly dense weapons for training, and steel for battle?

I imagine this behavioral stuff is being worked on and we'll see improvements over the next few weeks, so i'll just content myself with getting some good initial forts designed and set up before the first wave of goblins come running in and rapes everyone with their vastly superior metal weapons and training.  It certainly helps me highlight ways in which my constructed defenses can be improved. :)

Besides, when you reclaim a site, you get all the previous infrastructure already in place, though i did notice that the farms all had to be removed, re-irrigated and then rebuilt again, so that may be by design, or a bug. (Do they ever dry up on their own?)

4
DF Modding / Re: Dwarf Therapist (LATEST 0.5.0 4/10/10 see first post)
« on: April 13, 2010, 02:00:18 pm »
Quote from: Malicus
[info]
checksum                = 0x4bc3c470
version_name            = v0.31.03

[addresses]
translation_vector      = 0x016b1058
language_vector         = 0x016b1028
creature_vector         = 0x0166fcfc
dwarf_race_index        = 0x01471fbc

Running 0.4.3, I was able to get most of the values above.  The one that does not show up via the memory scanner is the Creature vector.  If I use the value from .02, DT will simply refuse to cooperate and pop up the "can't connect" message.  If I use the value you have above, i will see the same instability type behavior.

On the plus side, with the values above, i can at least get 0.5.0 to connect and allow me to run the memory scanner.

I've also noticed that the Locate Metal and Locate Stone Vector scanners have not worked for any DF2010 version. 

With all the changes that have been going on to creatures, materials, et al, it's possible that there are other identifiers somewhere that the scanners are not yet built to see.

5
DF Suggestions / Re: Levers!
« on: April 09, 2010, 01:17:57 am »
I agree completely. 

Being able to quickly link levers to things that need to move would be very nice.

What i would also like to see is what each lever is actually attached to once it's been attached, without having to pull it.

A lot of times, my levers are hooked up to things that are designed to open other things that are then intended to kill everyone within a certain area.  Unfortunately, there are often living things within those kill zones that i don't want dead.

6
DF Suggestions / Re: New Squad Interface Complaints/Suggestions
« on: April 08, 2010, 11:27:28 pm »
After reading through this thread, the general feeling i get from it is this:
"Alerts" are (or should be) the "do this activity" piece.
"Schedules" are (or should be) the "Perform these alerts at these times, unless manually overridden".

The term Schedule makes sense in this case.  Alert is somewhat misleading, and could probably be called Activity for more clarity of purpose.

Silverionmox's mock-up is interesting, though i envision Alerts as being somewhat more independent entities that can be slotted into schedules for each squad.

For example:
Alerts:
-Defend gates
-Train
-Personal Time (Do whatever you want)

Squad 1:
Schedule1(Training):
-Train
-Train
-Train
-Personal Time
-Train
-Train
-Train
-Personal Time
Schedule2(Patrol)
-Defend Gates
-Defend Gates
-Personal Time
-Defend Gates
-Defend Gates
-Personal Time
-Defend Gates
-Defend Gates
-Personal Time

Squad 2
etc...


In this way, you could define "things that need to be done (Alerts)", and each squad would have a "List of things that need to be done during the given time frame (Schedule)".

7
DF Suggestions / Re: Interface Mockup Interface
« on: December 24, 2009, 03:52:01 am »
I agree about messing about with memory being prone to 'issues'. 

If something like this ever did come about, i'd imagine there'd be some kind of API where we could query for some set of data from the main game engine, and send in commands to be executed. 

I think there are two extremes in direction that it could follow.  On one end, data could be moved in and out via a few API calls that let the UI query for any given set of data, such as item lists or current unit orders, and allow giving commands relating to said data sets.  On the other end, it could just parrot what the UI currently gives out, but in a for more easily manipulated, and only allow for echoing the current command set based on whatever mode you're in.

I guess on the command input side, we can already kind of do this sort of thing by using stuff like AutoIt or other Macro creation tools, though that's a pretty one way channel...

8
DF Suggestions / Re: Interface Mockup Interface
« on: December 23, 2009, 11:49:07 pm »
I don't imagine something like this would go in at any point in the near future, partly due to the low noise about it, the amount of work to do to make it happen, and the fact that the UI (Presentation?) is low on the list right now.  I think it would be really cool, but I won't hold my breath.   :)

Sure, the current interface has quirks, but once you've gone through at least 3 or 4 fortresses, you pretty much get them all figured out and it reaches a level of... shall we say, Serviceability? :D

9
DF Suggestions / Item Selection and management
« on: December 23, 2009, 01:52:54 pm »
One key item i see is the inconsistency with item management. 

I can count at least 3 separate systems for dealing with items in a fortress:
-Status -> Stocks
-Trade Depot -> Move items to Depot
-Unit List -> Manager

While those systems all have different end purposes, they share enough in common that there should be a way to unify some of the sub systems (item search and selection?) to help bring some semblance of cohesiveness to the overall experience.

To take this to a more specific place, it would be great if, when searching through your items, you could enter in a search phrase like you can when selecting something to build in the manager, or in the "move to depot" section, and then once you have your list, hit one key to mark everything in that list with an order (i.e., Melt, Move to Depot, Forbid, etc).

There has been a number of times where i've gone to the Stocks screen and wanted to search for a specific set of items, but as the fortress grows, finding something becomes more and more of a needle in the haystack type search.  This is especially true after a few goblin invasion waves where most of them are wearing leather items from just about every conceivable creature in the world, and i want to mark all their narrow Iron items for melting.

I think this would go a long way toward helping make item management a more consistent experience between the different sets of functionality that can be done on any given set of items.

10
DF Suggestions / Interface Mockup Interface
« on: December 23, 2009, 01:39:52 pm »
I have been looking through some of the threads pertaining to interface changes, and while there are a lot of good ideas out there, there is currently no way to really test any of them.

My idea is an interface into DF that allows a UI to be layered over the top of, or inserted in place of the current system.

Something like this would require a very distinct boundary between the engine and the UI components of the game, and opening up of some of the calls into the game engine itself, either through some kind of API, or via some kind of script engine.  Honestly, i'm not really sure about the actual implementation requirements, this is just an idea and not a full fledged solution after all. :)

Essentially, if we are able to create actual interfaces, either based on the current one and tweaked, or completely re-written, we would be able to rapid prototype different interface elements, and eventually come up with a good starting point interface that could wind up shipping with the game, and allow players to go crazy customizing it to taste.

At this point, I know it would take a lot of work to make something like this happen, and there can be real pitfalls associated with decoupling an engine and interface, but I think that in the long run, it would allow for much faster iterating through interface elements, and allow for a stronger overall interface in the end.

11
i'm in

I'm more of a lurker on the forums, and have been busy with work and 'other games' recently, but i do watch the RSS feed and am eagerly awaiting the next version as i think it will be very cool.    :D

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