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Messages - oolon1

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1
OK, I can get around this problem by changing shorter history, larger map, fewer civs, more sites. But the standard medium world gen options created a world absolutely saturated with civs, which still strikes me as buggy. Anyway, going to embark on this new world now.

2
I first reported this issue for the September 2010 release, and my first worldgen today is like deja vu. There is a well-developed civ in every square of the world map that is embarkable, which is making it very difficult to find a good place for my fortress. Can someone refresh my memory on where the options are to turn this world sprawl off, aside from just starting at a much earlier year? (This is a medium world with a 250 embark date.)

I don't want to re-open my bugtracker ticket on this if I can help it.  Thanks.

3
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.49!!!)
« on: October 01, 2010, 01:50:19 am »
31.14 is pretty unstable. I got several crahses from looking at certain parts of Legends, changing my fortress name and embarking.

*sticks to 31.12*

Yeah, this is because the o-circumflex character is causing some sort of weird line ending or code interrupting error, instead of turning into a block like the rest of the diacritics.  I made a bug report when 0.31.13 came out.  Sounds like based on what Baughn said earlier in the thread that it'll be fixed in the next patch.

4
DF Modding / Re: Dwarf Therapist (LATEST 0.5.7 7/13/10 see first post)
« on: September 18, 2010, 02:07:16 am »
Thanks for the forensic work, guys, but surely the offsets can be passed along to the DFHack-based modders, too, to get the rest of the mods up and running?

5
DF Announcements / Re: Dwarf Fortress 0.31.13 Released
« on: September 16, 2010, 03:10:29 am »
Since you have climates ranging from glacial to scorching, it seems pretty obvious that it's half a planet

Even if this is true, it doesn't mean the planet is necessarily the size of Earth.

I think the issue here is that there are multiple scales being envisioned, and the civ sprawl is the first feature that measures from the inside out.  The size of the villages and their farmland is based on the 1x1 creature size, so that in adventure mode you can walk around and feel like things are mostly to scale to your adventurer.

The other way of measuring scale is from the outside in.  A medium map has oceans, major rivers, mountain ranges.  What is its footprint supposed to be?  A hundred miles?  A thousand?

I'm sure someone has done this math before, but I can't find it.  Let's just hypothesize that a 1x1 tile at the lowest level of play is a square meter.  So a 1x1 local tile is 48 meters across, and a 16x16 local tile (1x1 region tile) is 768m across...  so a medium worldgen is 129x129 of those, yes?    That's 99 km on each side.

Our perception in previous versions on embark is that we are creating a bigger world, one that is much larger than 99 km or 62 miles across.  Our whole dwarven civilization might span a 3x5 area, which would be less than five miles from one end to the other.  I don't think that's how we treat the game from the DF embark view.  We abstract the world map into being a world much larger than the game thinks it is because we see oceans, glaciers, mountain ranges, and lakes that we imagine being tens or hundreds of miles across.  Sprawl forces DF to exist in Adventure Mode's scale, and that kind of breaks it, at least from the embark screen.

Unfortunately, this is the first feature that really highlights just how difficult it's going to be to create two games in one.  Adventure Mode and Dwarf Fortress exist in two different realities, and I tend to think it will get more complicated from here to keep the two together as a unit.  Sprawl creates farms and villages that are to scale with your adventurer, but they are ugly behemoths when considering your new fortress, and they're *everywhere*.

I think sprawl is an important feature for world immersion in adventure mode, and I applaud the effort made to simulate the amount of land required to feed thousands of people (something most other games get totally wrong).  I just don't think it can coexist with fortress mode in its current state.  A decision may have to be made on which scale makes more sense for this game.  If the 99 km region/island attitude is preferred, then civilizations should do most of their work off-map.  In a fully imagined world (thousands of miles across), one that we are taking a narrow look at (a hundred miles across), we may see ten settlements instead of two hundred.  Terrain features would take up more space.  And on and on.


6
DF Dwarf Mode Discussion / Legendary hammerdwarf migrant
« on: September 15, 2010, 04:41:46 pm »
Just thought you should all be jealous.  I reported it as a bug, but I'm not sure it actually is.  She came on my first migrant wave in 0.31.13.  Combined with some cool cavern features, this might be a fun fortress, though I'm mostly doing QA with it.

Been playing for over four years and I've never seen a legendary migrant.

7
DF Suggestions / Reverse the default mousewheel resizing
« on: September 15, 2010, 03:59:08 pm »
So that it matches the same functionality in Internet browsers and other applications.  Scrolling the mousewheel up should increase the size of things on the screen.  It currently does the opposite until you reverse the keybindings yourself.

Thanks. :)

8
DF Dwarf Mode Discussion / Re: New strange things in 31.13
« on: September 15, 2010, 01:03:57 pm »
Yeah, I'm finding it hard to find a place to embark a fortress right now.  Everything is blocked by these useless tracts of... whatever it is supposed to be.

Edit:  I'm probably going to have to turn some civs off in worldgen.  The whole world feels covered with this useless sprawl and the sites I would normally select for building forts are blocked.

9
DF Dwarf Mode Discussion / Re: Bedrooms
« on: September 13, 2010, 02:53:44 am »
Is there any particular reason to give each dwarf their own bedroom?

Here are the reasons:  It gives them happy thoughts.  It gives them a place to store their claimed items.  It makes your fortress more... realistic.

Bed usage is bugged right now, but Toady said it's fixed for 0.31.13.



10
DF Dwarf Mode Discussion / Re: Uninspiring Embarks
« on: September 13, 2010, 01:20:13 am »
When I embark on an area, I want the terrain features to "speak" to me.  To inspire me to construct something more organic-feeling, something more than just a few rectangles, to feel alive.  I just embarked on a site that has a neat little 7-level hill near the middle of what is otherwise a wide open plain, with two sides of the map ascending into the nearby mountain range.  I love this isolated hill--it's this kind of feature that inspires me to build a magnificent tower growing from it.  Also, underground, the third cavern is 60 levels deep and has a winding one-tile-wide ramp twisting down the entire space.  My imagination runs wild with ideas of building a vertical fort in the narrow pillars that span the entire depth of this cavern.  I'm sad that I'll probably abandon it as soon as the new release comes out just because I want bedrooms to work.

This game will be a magnitude better when we can preview embark site terrain.  If it only takes five seconds for me to go from "Play Now" to the embark site, then I hope in the near future we can get a preview (at the very least) of what the surface looks like before we embark.

In my experience, embarking near mountains with cliffs in the red (8+) provides the best opportunity for interesting terrain features.  Finding waterfalls has been hit or miss lately, but that is always a fun place to build a fortress, as are river junctions (they form nice isolated areas of rock that are fun to carve out).

Anyway, to the original post, I can relate.  I have several old versions of DF where I generated hundreds of worlds, or generated a world I liked and made copies of the folder.  But until there's a feature of the game that lets you preview the actual embark site at full resolution, it's impossible to know exactly what your embark will look like until you commit to the location.

11
DF General Discussion / Re: Dwarf Fortress Challenge
« on: September 13, 2010, 01:05:39 am »
Do I win the challenge if I did this four years ago?  :D

12
Why i can't add skillpoints and items on embark screen :(?

The default embark profile has all of the points spent.  Unspend something first.  I had to overcome this minor hurdle when I first played the mod, but easy once you realize what's going on.

13
DF Gameplay Questions / Re: Booze cooking
« on: September 11, 2010, 03:27:56 am »
(the diagonal spokes rely on the fact that diagonal movement takes 1.4 steps for every 1 that orthagonal takes)

This is kinda offtopic, but it needs to be addressed: Diagonals take 1 step, exactly the same as orthogonal ones. Yes, we all know that the diagonal on a square is 2^.5 times as long as its side, but that's not how the game treats it.

I find this funny because it means when you build a square room (5x5, say), you've actually made a circle, because each point on the edge is equidistant from the tile in the center.

This may have been true in the past (I don't remember, I've been playing the game for a very long time), but it isn't now.  While your gusto in asserting yourself was admirable, I hope you tell your sources they were wrong.  :)

Dwarven science shows that it takes a cat 10 frames to move south and 14 to move southwest.  I did this science myself, and double-checked about thirty seconds ago.

14
DF Gameplay Questions / Re: Underground Forest Won't Grow
« on: September 10, 2010, 05:01:01 am »
I've had a weird bug where large swaths (confined to one of the individual embark tiles) are completely barren despite being a biome that supports vegetation.  This desolation exists on all z-levels in that one embark tile, surface, caves, etc.  I can't replicate it so I don't know what causes it (and it could be caused by a mod).  Not sure if that's what you're dealing with.  Everywhere but these lifeless columns of the game function normally, and I don't get them all the time.

15
Tilesets and Graphics / Re: Ironhand's Graphics Set (little break)
« on: September 08, 2010, 09:03:03 pm »
Hmm, no more shiny water?
No. Much MORE shiny water. If I understand correctly, Ironhand is replacing the tiles for 1-7 with different water-tile symbols, which change/swirl as the water level changes.
This can be done since we are moving to true-type fonts: the game won't actually need these tiles to display numbers in the game.
Spoiler (click to show/hide)

While I'm not sure I agree with the idea of using seven whole tiles on fluid levels, I got to thinking:  are we sure the 1-7 fluid tiles aren't going to be displayed as numbers via the new truetype system?  I monitor this thread, but I didn't see this talked about, and I haven't seen mention of a place in the raws to assign graphics to the current fluid levels.

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