Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - mszegedy

Pages: [1] 2 3
1
Fascinating, not moddable >_>

Believe it or not, this has actually been discussed somewhat in the DFtalks, to be exact, DF talk #16:
Transcript
Download to listen

Wow. O_o

If you restricted embark size, and if DF was more moddable, then you could do it... like, how about x/y size specifies the different stacks, and each embark is only a tile wide?

EDIT: or 2x2 or something, and maybe not as deep

2
DF Modding / Four-Dimensional Dwarf Fortress (xpost. of mine from reddit)
« on: February 25, 2012, 05:02:26 pm »
This got good reception on reddit and I want to see what the rest of you think about it.

For some time I have successfully grasped n-dimensional geometry now. I am always looking to expand my view of worlds both real and imagined, and I one of the ways in which I seek to do this is visualizing any number of dimensions. I can now successfully comprehend things like simple rotations of x-dimensional hyperplanes in a y-dimensional cross-sections of z-dimensional space, and similar operations on polytopes and such. The spatial dimension that I understand the most, however, is the next one, the fourth. I mentally feel as comfortable in it as in the third dimension, naturally processing the movement of objects in eight directions rather than our six (up, down, left, right, forward, backward, or however you wish). Recently, I have been searching for a way to bring it into ours: some sort of way to view and interact with a four-dimensional world, so that we may grasp it fully in its beauty.

You probably do not like where this is going.

I believe the fourth dimension can be modded into Dwarf Fortress. You know how we have z-levels? We break the three-dimensional world of Dwarf Fortress down into layers, for comfortable two-dimensional viewing on our two-dimensional computer screen. We cycle through these layers, viewing one slice at a time because we can not view the whole thing in one pseudo-three-dimensional shot, except in a clumsy manner with things like StoneSense, which require abstract rotation to view the whole thing. It's much better for us to take our square slices, in complete certainty of the x and y position of everything we see. This is practical in general for viewing the fourth dimension as well: take gradual, periodical, three-dimensional slices of the whole thing, each of which can be individually comprehended quite handily. To look at different parts of it, just cycle through the layers, in w-levels, like in Dwarf Fortress but with three-dimensional layers instead of two.
However, who is to say that these three-dimensional layers cannot be broken down into two-dimensional slices like the ones for Dwarf Fortress? No one. Simply, one must cycle through two axes of layers: the z-layers, with < for up and > for down, and the w-layers, with { for ana, and } for kata. Each pointy bracket press sends you to another vertical layer in the pile, like a delicious stack of pancakes peeled apart pancake by pancake. Each curly bracket press sends you to a different three-dimensional plane entirely, like several stacks of pancakes lined up next to each other, with you choosing to move to a stack on the left or right.
There is, then, the matter of mechanics. In three dimensions, you have a floor and ceiling, yes? You are usually attracted to the bottom layer, because there is a force pulling you downwards. Therefore, you place a floor underneath yourself, downwardly oriented to your center of being (analogous to a "tile" in Dwarf Fortress: floors are in the bottom of the tile). However, in four dimensions, it would be kind of stupid to be attracted to either end of the series for whatever reason, just because... well, all stacks are made equal. But the reason we can traverse in three-dimensional space at all is because of gravity: STAIRS. It is therefore prudent to come up with such an attraction anyway, for the sake of practicality. Where are we to put this magical source of attraction, however? I say place it on your embark stack, in the center of the series (it is going to be in the center of the series). Therefore, if you are ana of the home stack, you will be pulled kata, and need some sort of support directly kata of the tile that supports you. If you are kata of the home stack, you are pulled ana, and need to have supports ana of where you are. We do not need supports in both directions; in stacks, only an ana pull or a kata pull exists, but not both. Think of these supports as simply tiles that allow your dwarves to go places, designated "you can walk here" zones. We have walls, floors, ceilings... what do we call these four-dimensional structures? Let's say, marquees. These marquees are difficult to put onscreen: floors are already annoying to represent, as they get covered up when anything is placed on the tile, or even when a dwarf walks across it. Thus, the marquees must be viewed separately, by, say, pressing some button (shift-M?), which will allow you to see where marquees exist or not, preferably in some blinking overlay of plus signs. Of course, you won't have to build a marquee for EVERY tile: for example, underground, unless you are inside a cavern (or there is a cavern ana/kata to you), you have solid rock in all directions. Once you hollow out a tile, a floor is created with it: why shouldn't a marquee also be created as well? However, generally, there's just one rule for building marquees (switch around ana and kata if you're kata of the home stack): if the same tile in the next stack directly kata to you is not solid, then you need to build a marquee. Otherwise, you can just be supported by the tile as it is. Having magma directly ana/kata to you is great fun, I'll bet...
To actually have your dwarves traverse between the layers, you must build/carve marquee stairs, analogous to regular stairs that let you travel between z-levels. On that note, you can also build marquee trapdoors, traps, et cetera... there is no greater fun than watching your opponent splatter on a marquee six stacks kata to you. "Oh no! Now I have to clean up four-dimensional blood!" Or drop him into your magma chamber that's completely walled off in that stack... there is so much potential.
There is also the matter of what to actually put on the other stacks. I have come up with three options:
  • Exactly the same thing. Boooooring.
  • Something procedurally generated from your regular landscape, possibly with platforms getting vanishingly smaller as you venture into further and further stacks...
  • The surrounding few tiles in the overworld, lined up in a Hilbert space-filling curve sequence (because one iteration is a function of 4n steps, rather than 6 or something), with your home stack in the center. This poses the most interest to me: what if you embark NEXT TO a haunted biome, or such? What if you are adjacent to a volcano? What if you are close to both a glacier and a forest? How about a glacier AND a volcano? Four-dimensional pump stacks operational...
Memory problems and such notwithstanding: I'd play it. Thoughts?

tl;dr what if you could have multiple planes you could switch between in fortress mode like z-levels

3
DF Bug Reports / Re: Strange Mood Dwarf does not claim workshop
« on: March 06, 2011, 08:59:55 pm »
This happened to my siege engine maker; it was his only talent. I built a siege shop for him and he just stood around. Is there no other option but to build a complete host of moodable workshops?

4
DF Suggestions / Re: Improving Pathfinding. (Computer sciency)
« on: March 06, 2011, 04:20:11 pm »
I hate you. xkcd is drawn by a lazy asshole. It is not a good comic.

5
DF Suggestions / A Rectification
« on: March 06, 2011, 03:38:12 pm »
The Stockpile -> Settings menu is needlessly complicated in group selection. I propose that all groups should be selected/deselected with the Return key, with groups that have subsets affecting everything lower in the hierarchy.

6
DF Dwarf Mode Discussion / Urist McRetard
« on: March 02, 2011, 11:50:00 pm »
Dear Urist McRetard,

Based upon your actions a few days ago, I am forced to conclude that either:

a. You are insane, and criminally so. This is not in the records, so this is not likely.
b. You were intoxicated with an exotic substance upon the below described event. Perhaps LSD, or something in the phenethylamine class.
c. You suffer from some form of mental retardation of which I am as of yet uninformed. I consider this the most likely option.
d. You were acting in the worst interests of your fellow peers upon the below described event.
e. You have an IQ of at most -12, as well as not possessing skills of fundamental reasoning.
f. You suffer from sort of phobia, perhaps campestrophobia or simple claustrophobia. This was not indicated by your worker's profile.

The event I am referring to is the following: On the 453rd of Adamantine vōs finished building the wall that completely sealed our fortress off from the outside world. I then sent Urist McDiligent to pull the lever that allowed my five-tile drawbridge to open, whereby vōs were allowed to leave, and start carrying out the last harvest before winter. I stationed you inside to handle the lever, in the event of an ambush. At one point, I decided that the drawbridge should be closed. I issued the orders to close the drawbridge, and in the same moment relieved you of your duty. You proceeded to pull the lever. Then, in the same instant, you sped across the room to the other side of the drawbridge. So speedily did you move, in fact, that you were able to clear the drawbridge in what seemed to me a single instant. I know that you ran and not teleported by that every single component of yours relating to your legs was tagged as "fatigued". I congratulate you on your haste, however it seems that you have locked everybody out of the fortress, and we must compromise our defenses to reenter.
I am sorely disappointed in your lack of common sense. Expect to be assigned as liaison next spring. You will not be spared.
Sincerely,
     Mike

7
I wouldn't know. I don't have the patience for complicated architectural projects with little consequence.

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 02, 2011, 10:24:45 pm »
Sorry, I would if I hadn't accidentally deleted the save a few minutes ago when I was clearing out a massive amount of old seasonal saves.
Serves me right for being happy about finding an amazing embark... >.>
gamelog.txt?
if you dont clean it, it could save up many entries, probably the world gen seeds are among it.

Wow, I didn't know that existed... :) Here's the seed for that world:
 Seed: 79915314
 History Seed: 1635288550
 Name Seed: 3756006844
 Creature Seed: 112973448
Small world, edited for increased # of volcanos.
I don't remember which volcano I embarked on, though. I also have the seed for another, similar world with an embark site I do remember, which has larger quantities of pretty much every ore, flux stone, as well as a surface-level volcano, if you want it.

Thank you! So much!

9
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 02, 2011, 10:23:08 pm »
My dwarves just locked themselves out of their fortress to which the only entrance is a bridge.

How much delay is there between pulling a lever and having the desired effect, again?

10
You need more aggressive construction methods.  Guard your builders with a squad of soldiers, or assign a few war dogs/bears to your mason, and fortify your entrance to the caverns.  Then, do the magma forge.

Never mind, it turned out that there were serpentpeople in that cavern I found. I had a friggin' legendary swordsman! Just… what? (I had nine population)

New world: so much hematite that I build toilets out of it. Or I would if that were possible. Not too shabby...

11
I was gonna reply that copper is valuable with tin, but you guys seem to have carried that discussion out already.

The ironic thing is that I have so much hematite at hand that I can't fit it onto my stockpiles, and the clutter is really starting to annoy me. And I can't smelt it because I have no flux, and the stupid magma smelter isn't getting built because of the damn crundles that I just can't eradicate.

12
DF Dwarf Mode Discussion / Re: Confessions of a DF player.
« on: March 02, 2011, 07:15:44 pm »
I don't even bother to reclaim any rooms I flood; I have just built my ninth trading area.
I'm electing you for Dwarf of the Year.

Second'd mate.

Thanks much, but I'm Hovering Yellow Cursor, not Dwarf.

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 02, 2011, 04:04:59 pm »
After the completely accidental flooding of my last fort, I have broken ground on a beautiful new site. My entrance is nestled deep in the heart of a mountain valley with a warm climate, plenty of trees, and a brook running through the only entrance. Once the cliffs have been walled off, it should be very secure. As an added bonus, there is a volcano about 29 z-levels below the entrance level of my fortress, and early digging has found a walled-in complex of lizardmen and zombie frogmen 26 levels down. There is no coal of any sort on this map, nor is there flux stone, and although the climate is nice, there is little flat ground for trees to grow on. There are, however, very rich veins of native copper, native silver and hematite, which should do well enough until I can bore down to the HFS. As for steel, the only I'll be getting will shipped from the Mountainhome. This does give me some added safety, however, as the copious amounts of iron and copper ore make goblinite harvesting redundant, allowing me to use more destructive defenses. On another note, I will likely be forced to make the fortress self-sustainable, as there simply isn't enough level ground outside for efficient farming. The supply situation is such that, barring major immigration, this goal should be possible before the second winter.

...I will love you if you if you give me a seed.

14
DF Dwarf Mode Discussion / Acceptable Substitutes For Iron and Copper
« on: March 02, 2011, 01:23:08 am »
What do you use? The only metal at my fortress is hematite, which is a pretty good iron substitute in real life. Dunno about copper. I also seem to have directly dug to the second cave level without revealing the first, and still only hematite ore. There's magma, though, which cools into useful obsidian.

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 02, 2011, 01:20:13 am »
I have recently installed an insta-self-destruct mechanism. It took literally hundreds of mechanisms and more pumps than I'd care for, but I am now able to instantaneously flood any or only room I care to with magma. The fun part is just leaving it there. I have just built my ninth trade depot. It is the only accessible one.

Pages: [1] 2 3