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Topics - GRead

Pages: [1] 2 3
1
DF Suggestions / Expanded layer view in embark screen
« on: May 01, 2010, 08:16:29 am »
Pretty simple suggestion here; with the new abundance of layers, you can no longer see all the stone layers you have in a given embark. It would be nice to actually see all the layers you'll have available to you, especially in regions with numerous soil layers.

It could also be expanded to show how many Z-levels thick a layer is (oh yes! a site with limestone! oh wait. 2 z-levels of limestone.) this would also be handy to avoid surprise double-aquifers. If local regions ever develop (or already have?) pre-set minerals abundances, those could possibly be shown as well. Similiar to the previous feature of viewing underground features on the embark screen, these could be controlled by world-gen parameters for those players who don't want to sift through too much information, or want to 'delve blind', only receiving certain types of information for certain depths.

To preserve the integrity of the biome view, it would probably be important to move the details into another tab menu.

2
DF Suggestions / Magma crops
« on: April 28, 2010, 11:57:59 am »
So, we have these vast magma seas now, but aside from all that magma, and the occasional wandering creature, there's not all that much in them. So while thinking about shrubs and trees growing underwater, it hit me; why not have plants that will *only* grow in magma?

They should be more valuable than regular crops, to reflect the difficulty of harvesting them. They'll only grow wild within the magma sea, in squares of 4/7 to 7/7 magma. Once collected, in order to farm them, the farm must be placed on a muddy floor above 7/7 magma in order to feed the plants roots. Alternatively, the farm itself must be flooded with magma after planting, and drained in order to harvest. Plants farmed in this manner would not begin to wither until the magma was drained, to make farming them a bit more sane.

The magma plants themselves would mostly be processed to valuable food, booze and trade goods, but could also have unique properties. 'Magma reed cloth' could have a fixed temperature that would keep the wearer warm in even the most frigid environments. Magma tree wood would naturally have a magma-safe ignition point. There could be plants with strange extracts that burn and melt, or could be processed into unusual products, such as useable ash or even metal bars\gems.

And besides, what could be more dwarven than growing your food in magma?

3
DF General Discussion / How trustworthy is your dwarfs beard?
« on: April 19, 2010, 05:34:06 am »
Stumbled across this while surfing the net, and found it appropriate for DF.
So without further ado, I give you...
The trustworthiness of beards!
With a 'stache and goatee my beard appears to be rather trustworthy...

4
DF Suggestions / Naming conventions of contaminants and spatters
« on: April 13, 2010, 10:04:47 pm »
Following Foots suggestion on the bug tracker, I'm moving this over to suggestions:

Currently, the naming conventions for contaminants and spatters can get a bit odd. For instance, on a freezing tundra, pools of werewolf blood will become piles of werewolf frozen blood. Aside from fighting over the dominance of adjectives (like 'frozen' should be before 'werewolf') I would suggest the liquids in a frozen state continue to use liquid adjectives. So instead of a pile of frozen whatever, you would have a pool frozen stuff.

Anyone think of anything else that could do with a rewrite on the grammar front?

5
I'm not sure if this is a bug or just the way it works now, but my dwarves now use 2 units of coke for the pig iron and steel reactions at a non-magma smelter.

6
DF Bug Reports / [0.31.01] Peasant\Soldiers upset at getting a drink
« on: April 03, 2010, 05:03:24 pm »
When a Soldier goes off-duty to get a drink, sleep, or grab a bite to eat, they revert to civilian status; if they are a peasant, they get the bad thought: was upset at having been relieved from duty.

7
DF Community Games & Stories / Mishos Okbod, beach of the damned
« on: March 04, 2008, 12:14:00 am »
Seeing all the other community fortresses around makes me want to make one myself! It could also prove a good chance to brush up on the old writing skills.


So, to start off, the basics. This is where our most unfortunate dwarves will end up.
   

Bounded by the Creepy Gulf to the south and the Forest of Zealots to the north, their prospects are indeed grim! The seas crawl with the skeletal whales who shipwrecked them, yet their flight is impeded by the hoards of Undead Pachyderms that lurk in the dim foliage.

So who is with me? Who else will choose a chance at life over a certain death and make for the shore, abandoning the sinking Migrurudil to attempt to survive at Mishos Okbod; the beach of doom?

Choose your dwarves with care, ladies and gentlemen, for much hangs in the balance.

[ March 07, 2008: Message edited by: GRead ]


8
OK, so I had an idea the other day.

If you had all the resources you could possibly desire, what amazing structures would you build? A shimmering crystal city? The dreaded Iron Tower? Deep catacombs that spread beneath the very earth? a city of gold?

Of course, by modifying the raw files, you can have limitless resources of whatever type you desire. The caveat being, of course, that it removes allot of the challenge from the game, and really, it's not so spiffy cheating yourself a gold city you can't show off.

So, in light of all this, the Idea I had was this: What if there was a community world, where everyone cheated like crazy. The idea isn't just a community fortress with claimed dwarves, or even a succession game where you pass around the keys to the fortress: The Idea is a succession world. Everyone joins in with the knowledge that we'll be modifying the reactions to give ourselves boatloads of free materials, and then we take turns building crazy ruins, vast cities, enormous necropolis', anything else that strikes the mind really. Then, when it's all done, the world will be open for adventuring in and looking at the things everyone else has wrought.

It's not really about challenging yourself, it's certainly not about story: no more than a little blurb about the place you've built is really necessary. It's about building, building that amazing structure you've always wanted to build but weren't prepared to wait for 50 years of caravan deliveries to get the materials just to build the first floor.

Does this Idea interest anyone?

---edit---
Apparently so! Adding a roster to the front page here and getting this thing rolling.

code:
 1:Ricemastah - Done?
2:Mech#4
3:Boksi
4:THLawrence
5:Torak
6:Niaba
7:GRead
8 :Devath
9:Elitay
10:

As THLawrence noted on page 2, there are some important things to consider:
1: In order to maximize compatibility, the world will be genned in Vanilla DF; worlds don't care so much if you have raw entries they don't, but they care very
much if you're short on them.

2: Cheat. Cheat like crazy. The idea is to build an awe-inspiring structure, but it's also to do it in a reasonable amount of time. to facilitate this, mod the reactions raws to create free materials without fuel. It may be helpful to have a seperate install of DF for this, so you don't mess with the raws you'll be playing with otherwise: all modifications will have to be to the basic reactions, as the world won't recognize any new additions.
Example: You can go into the adamantine reaction and change it to produce 100 rock crystal and 100 pearlash without any input reagents. you cannot go into the reactions and create a new entry that makes 100 rock crystal and 100 pearlash.
Other things include utilities like Companion or setting your dwarves speed to 1.

3: Keep your init in mind when creating the fortress; just because you or I turn off temperature and caveins doesn't mean other people will. so try to avoid messing with the settings to make an ice fortress in the sahara or a tropical paradise where Nist Akath once stood. Floating cities may fall from the sky for some people, and magma might suddenly melt your golden floodgates.

4: Traps are currently buggy. Try to avoid using the default mechanism-traps, *especially* cage traps.

5: Lengthy progress reports are unnecessary, but if things are taking awhile you should probably let everyone know you're still alive and working.

Thanks to everyone for contributing so far! here's hoping we can work some of the kinks out of the succession world concept.

[ May 23, 2008: Message edited by: GRead ]

[ May 23, 2008: Message edited by: GRead ]


9
DF Modding / New race displays dwarf tile
« on: April 04, 2008, 06:49:00 pm »
Title says it all; I'm working on a little mod project and the new race, which I had intended to show up as 'B's, shows up with the dwarf tile instead. After a bunch of work I've gotten them to gen up as an independently playable civilization and all their various traits come up fine, but the tile seems to default to the dwarf tile.
Here is their code:
code:
 
[CREATURE:BEASTMAN]
   [NAME:beastman:beastmen:beastman]
   [Tile:'B'][COLOR:0:0:1]
   [BUTCHERABLE_NONSTANDARD]
   [INTELLIGENT][LIKES_FIGHTING][CANOPENDOORS]
   [PREFSTRING:belligerent nature]
   [BODY:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:
        ORGANS:2HEAD_HORN:HUMANOID_JOINTS:THROAT:
        NECK:SPINE:BRAIN:5FINGERS:3TOES:MOUTH]
   [MAXAGE:100:125]
   [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [ATTACK:MAIN:BYTYPE:LHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTYPE:RHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]
   [CHILD:8][BABY:1]
   [SIZE:8]
   [DAMBLOCK:2]
   [EQUIPS]
   [FAT:3]
   [ALL_ACTIVE]
   [STANDARD_FLESH]
   [SWIMS_LEARNED][SWIM_SPEED:2500]
   [HOMEOTHERM:10067]
   [CRAFTSMAN_NAME:craftsbeast:craftsbeasts]
   [FISHERMAN_NAME:fisherbeast:fisherbeasts]
   [HAMMERMAN_NAME:hammerbeast:hammerbeasts]
   [SPEARMAN_NAME:spearbeast:spearbeasts]
   [AXEMAN_NAME:axebeast:axebeasts]
   [SWORDSMAN_NAME:swordsbeast:swordsbeasts]
   [MACEMAN_NAME:macebeast:macebeasts]
   [PIKEMAN_NAME:pikebeast:pikebeasts]
   [BOWMAN_NAME:arrowbeast:arrowbeasts]
   [PERSONALITY:ANGER:10:60:100]
   [PERSONALITY:IMMODERATION:10:60:100]
   [PERSONALITY:EXCITEMENT_SEEKING:20:70:100]
   [PERSONALITY:ALTRUISM:0:50:80]
   [PERSONALITY:MODESTY:0:35:70]


Any reason they might be displaying weirdly? I know 'B' is a valid tile; beakdogs already use it, and I know multiple creatures can share tiles, Elves and Elephants are both Es. Is there something I'm missing?

10
DF Modding / Mod compatibility w\ Vanilla DF
« on: March 28, 2008, 01:45:00 pm »
Just a quick question;

If I've created a world that uses mods, changes\additions to the reactions, etc. etc., and someone with Vanilla DF tries to adventure in it, what happens?
Do they crash?
Do they run fine until they run into one of the new items and then crash?
Do they run fine and the new items disappear?
or does it all go down without a hitch?

Didn't find the compatibility of the two addressed prior so thought I'd ask.


11
DF Dwarf Mode Discussion / Difficult Start Locations
« on: March 20, 2008, 09:26:00 pm »
Ok, so I've been playing arround recently, starting allot of little forts to look at biomes more closely, and was curious to know what people think of as the most difficult, dangerous, unique, etc. etc. starting locations they've found. I'm thinking generically mind you, no truly unique sights like a certain seed for a 25 GCS cave funplex.

Strangely enough, one of the most ultimately dangerous start locations I had recently was sinister; a sinister savannah I'd picked for its perceived calmness in my search for Sliver Barbs to found my dark cult. Well, I found the sliver barbs, but I also found a near endless supply of harpies, beakdogs, and grimelings that managed to grind my 7 starting dwarves to dust before immigrants arrived. Kill the two harpies? 3 beak dogs show up. Kill them? 3 harpies. they go down? 5 beak dogs on the map!
Eventually the two legendary miners slipped up to a single beak dog and were torn apart when the rest of the pack arrived; the 5 beak dogs went on a rampage and finished the fort off.

Granted, the title of most dangerous wildlife probably goes to undead elephants, but in a way I think their fearsome prowess makes them much less dangerous: while they are massive killing machines, they also get treated with allot more respect. Fewer dwarves die inadvertently to them than they do to lesser threats you'd confront more readily.


12
DF Gameplay Questions / Sliver Barbs
« on: March 19, 2008, 02:08:00 am »
I've heard about sliver barbs, used to make black dye, and would very much like to get my hands on some. Unfortunately, I have been unable to find any on the evil maps I have played so far. Is there any specific way to find them? The wiki only lists 'nonfreezing evil' and either I'm very unlucky or it's more specific than that.

Thanks!


13
DF Gameplay Questions / FPS Drops Mysteriously
« on: February 19, 2008, 03:07:00 am »
Ok, I've been trying to figure out what's causing this for a couple days now, to no avail:

Without fail, either right before or right after autumn of the second year, my forts FPS drops by about 50. Up until then it's just fine, 10, 25, 35, 45 dwarves all moving along at a nice 60-80 FPS. Then suddenly and without any apparent warning it drops down by about 50 FPS. even when I disabled immigrants, autumn of the second year dropped the framerate from 180 to 130 (only allowed it that high to be able to detect any differences)

I have absolutely no clue what's causing this and was wondering if anyone knew anything; I've tried maps with and without magma, with invasions on and off, no running water, no water at all, tried an island, no immigrants, no temperature... It doesn't seem to be tied to traders either, it's kicked in both before, during, and after traders arrive. the only constant is that it seems to be arround year 2's autumn.

I've been loving dwarf fortress but I haven't really been able to accomplish anything yet, with any fortress that has even a couple immigrants grinding to a halt suddenly. Any ideas?


14
DF Gameplay Questions / Fort taking forever to save
« on: February 11, 2008, 10:40:00 pm »
Hey,
I've been playing DF for a little over a week now and have been having a blast, but just ran into a problem; I started a new fort on a map with a magma vent and a river, and while it plays just fine, it takes the better part of 15-20 *minutes* to save. None of my other forts have had this problem, and it's a little disappointing; this fort is otherwise my ideal location.
Does anyone know why the game might be taking so long to save? There are several pages of wildlife (most of them pure fish) but since they don't seem to be impacting game speed I figured they weren't really the cause of the problem.
If anyone knows anything that could help it would be great; thanks in advance!

15
DF Gameplay Questions / Can saves be spliced together?
« on: March 24, 2008, 09:05:00 pm »
Ok, looking at the save folders, I am curious of something: Can you splice two worlds together?

Specifically: Let's say you create a world with seed x. and then you copy it\regenerate it so you have multiple world x's, we'll call them A and B. if you start forts in worlds A and B and then finish them, is it possible to splice them into each other to have both of the forts in a single world? I see region files in my active worlds vs. a fresh world, but am unsure if they could be ported to another world of the same seed to plant that fort there.


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