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Messages - daego

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1
I see some older threads on here about dwarven caravans bursting into flames, but no resolutions that I can see.

I just had my first caravan burn my entire map (and kill most of my dwarves and all of my livestock -- aka, fort died). I can't find the "smoking gun" of what set it off; I think it all burned up by now.

Any ideas on how to stop this? It's not fun at all :/

2
DF Modding / Re: DFHack 0.5.15
« on: June 19, 2011, 10:06:16 pm »
I'm using Windows; no biggie. I had a status-like plugin using it that graphed and tracked the status of resources over time: http://i.imgur.com/8Tsys.png -- I swapped the graphs for random data for now but the figures are correct as far as I can tell.

3
DF Modding / Re: DFHack 0.5.15
« on: June 19, 2011, 06:18:51 pm »
I dropped the new tick offset from https://github.com/peterix/dfhack/commit/b29871cb8c3d428925f001a379441c2ba21cd840 to the master branch locally. I can confirm the offset changes (just by dumping out
Code: [Select]
d>tick_offset) but via my tools or dfposition, I don't see "Tick" ever changing from 0. I know it's not from the return 0 fall-through case.

Am I just really bad at this? I don't necessarily see other changes on the dfapi branch that would impact the offset...

4
DF Modding / Re: DFHack 0.5.15
« on: June 11, 2011, 11:42:26 pm »
I'm using World::ReadCurrentMonth and ReadCurrentDay, but I'm getting really bizarre results in Windows/31.25 SDL.

My fort is currently Year 357 Month 1 Day 14, but the above functions (and via `dfposition`) yield Year 357 Month 0 Day 2 (Tick 1619).

After some playing around, I can see that the math in World.cpp doesn't seem to work out. Tick 1018 = month 1 day 9, tick = 1204 month = 1 day 11, tick = 1457 month = 1 day = 13.

Could tick be from the time the game was last loaded?

5
DF Modding / Re: DFHack 0.5.13
« on: April 27, 2011, 04:02:53 pm »
So I've dug through some of the dfhack item code and I don't see any explicit support for deleting items. Any pointers to get me started on adding this?

6
DF Modding / Re: Runesmith - A DC like tool
« on: November 24, 2010, 09:54:28 pm »
Is there a way to clear the [SIEGE] tag after using the extermination feature? It seems if you kill off a siege that way, the [SIEGE] tag remains and blocks caravans.

7
DF Modding / Re: DFHack 0.4.0.4 - tools and memory access library
« on: July 25, 2010, 11:40:57 am »
http://pastebin.com/JL6RQmZa

I've only tested a few tools, but it seems to work OK for dfreveal and dfcleanmap at least -- and only for Windows. The only things I added were a new md5 and PE timestamp (552cfa417fd131204ebfee66aefc4adb and 0x4C4C32E7 respectively). Hopefully it helps until someone else can do better than I.

8
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: July 23, 2010, 02:32:24 pm »
I had a tower cap flood gate. It was crafted of the highest quality. It had no decorations, no menacing spikes, nothing. It was worth a few hundred bux at most. Lame.

9
I usually embark on these kind of areas. I use the small region (65x65, I think). I'm at work so I cna't get the exact worldgen.txt but it's roughly:

  • Max the X/Y variance of all parameters to 3200
  • ~600 river starts before erosion
  • ~400 river starts after erosion
  • Max volcanoes (200)
  • No ocean/edge ocean/etc
  • Tighter rain/temperature variances (min rain 50, max 100)
  • Volcanism mesh pattern set to '1' except the minimum, set to 2000, and maximum, again at 2000
  • End year at 100 or 200

It can still take several world gens to get it right where the races aren't extinct, and the right biomes overlap. I had one awesome map where the magma pipe "top" was the a few Z levels above my cliff embark (I love digging straight into cliffs).

With this, you should look at the elevation map prior to embarking -- some elevations tend to be very very extreme and plateaus large enough for trees may be hard(ish) to come by. Turning on "periodically erode large cliffs" may help combat this.

10
DF Suggestions / Add confirmation screen to delete burrows
« on: July 16, 2010, 09:50:02 pm »
Setting up a burrow that contains your interior fort can be a royal pain, depending on the shape of your fort. It would be nice to see a confirmation message on the burrow delete screen, as I can't count how many times I've deleted the damn burrow. I could count, but my people lack numbers over 10. If I cold count, it would probably be 11 times.

11
DF Dwarf Mode Discussion / World gens lacking elves
« on: June 25, 2010, 09:40:53 pm »
It seems most of my recent custom worlds that I've been generating with high variability (to maximize the number of biomes in an embark) seem to kill off, or never generate, elves -- exporting the world history at the end of map gen show no elves at all.

What do I have to do to guarantee elves? Do elves have to be listed in Neighbors on the embark screen to have trade options?

Code: [Select]
[WORLD_GEN]
[TITLE:CUST 2 MED]
[DIM:129:129]
[EMBARK_POINTS:10000]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:2400:2400]
[RAINFALL:0:100:2400:2400]
[TEMPERATURE:45:75:2400:2400]
[DRAINAGE:0:100:2400:2400]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:0:75:200:200]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:170:0:100000]
[DEMON_NUMBER:28]
[GOOD_SQ_COUNTS:25:251:503]
[EVIL_SQ_COUNTS:25:251:503]
[PEAK_NUMBER_MIN:12]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:3]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:0]
[RIVER_MINS:150:150]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:100]
[NON_MOUNTAIN_CAVE_MIN:100]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:80]
[TOTAL_CIV_POPULATION:15000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]


12
DF General Discussion / Changing the number of initial dwarves?
« on: June 25, 2010, 02:46:32 pm »
Is it possible to change the number of initial embark dwarves? I'm looking for a challenge -- embarking near the population cap and killing off any new immigrants (they're gonna take my dwarves' jobs!) and embarking almost no food/drink. I seem to do OK at 7 dwarves, but 7 makes for a dull fort if I kill off the immigrants each season...

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