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Topics - Qmarx

Pages: [1] 2
1
DF Dwarf Mode Discussion / Dwarven justice and thoughts
« on: March 16, 2012, 01:00:21 pm »
So, I accidentally accused a murder victim of his own death.  All my dorfs now have the thought
"was outraged at the bizarre conviction against all reason of the victim of a crime recently".

Which is pretty cool.  (though it would be nice if the actual murderer, who has the kill listed in his profile, didn't have the thought as well.  Some sort of 'was pleased he escaped justice' or something would be nice)

Does anyone know about other thoughts created through dwarven justice?

2
DF Modding / Carp mod (to make the vicious beasties vicious)
« on: April 05, 2010, 09:59:17 pm »
So, I decided to try to mod carp back to the point where they were surprisingly dangerous, but not megabeast status.

I think the edits strike a good compromise; fifty carp or so can inflict red wounds to virtually every part of a bronze colossus, and a single carp will omnomnom your fisherdwarves, but a strong military dwarf can still kill them by the dozen.

Trying to figure out how to stop them from dropping slade, though.  Might just have to make a custom carpamantine material.
Spoiler (click to show/hide)

3
So, The Survivors is the DwarFortressest novella I've read. 

Killer repeating crossbows - Check
Deadly Unicorns - Check
Every Soldier has a coupla war dogs - Check
Noble Pogroms- Check
Plains with quickly evaporating ponds - Check
Children becoming ultra-agile before maturity - Check
Player hasn't read the wiki, and is paying for it - Check
Healthcare bug: Dude refuses to get water for wounded, gets drafted and immediately is severely injured due to sparring - check

The initial population is a little high, so it's pretty obviously a reclaim (IIRC, there was a survey by seven people of the planet, of which six died before they abandoned it.)

Anyway, baen is giving away the book free on their website as part of their samples.  Check it out.

http://www.webscription.net/chapters/0743436016/0743436016___1.htm

4
Other Games / Wow, scribblenauts
« on: June 07, 2009, 06:44:15 pm »
Basically, it's a sandbox game where you have the ability to create any object you can name (well, without obscene content, of course), and solve puzzles.  And as far as I've heard, they're serious about the any in 'any object'.

It's like dwarf fortress were a platformer.  And had a team of people making raws for every noun in the dictionary.


It looks really promising and sandboxy

5
DF Suggestions / Gnus!
« on: January 01, 2009, 07:24:17 pm »
The dwarves of dwarf fortress need gnus!They need to witness the power of the bovidae!They could be as strong as current crossbows when/if they get balanced out.And when the gnus are set on fire,they release a unit of smoke(whats a wildebeest without smoke?).The dwarves carrying the gnus would need either pulleys or several stones,with gnupowder made with grass.You could also have the other races call them "Catoblepas".

6
DF Suggestions / Default ocean top layer is 3 instead of 7.
« on: October 10, 2008, 08:07:16 pm »
It would be nice if the top layer of the oceans had a default height of 3/7 instead of 7/7.  It would allow for all sorts of nice wading, and more realistic beaches, whale beachings, and the like without requiring much in the way of significant changes - the map borders and location defaults would need fixing, but not much other than that. 

7
DF Community Games & Stories / Dwarven Religion - The Five Pale Sisters
« on: August 02, 2008, 07:24:07 pm »
We have revered and feared the Five Pale Sisters for time immemorial - before even the beginnings of history.  Just as Armok (may our limbs be forever inventoried), brings judgment upon the unworthy among the nobility and peasantry alike, so do the Five Pale Sisters judge our kin.  But while Armok (may we be forever in the shadow of his beard) brings down his wrath upon those who oppress their fellow dwarves, the Five Pale Sisters' rage is extended to an entire fortress!  Those dwarves whose hubris extends beyond all reason, who gather great herds and claim massive areas as their own - those are the ones who the Five Pale Sisters judge. 

When the wrath of the Five Pale Sisters is aroused upon a fortress, terrible things happen.  The weather changes to an eerie calm, and the rains depart.  The winter ice will become eternal, and will not melt even on Midsummer's Day.  When that day comes, the very blood of the earth runs cold, and magma no longer gives our halls its heat or light.  Each moment becomes tormented, and every day stretches into an unimaginable eternity.  Such is the wrath of the Five Pale Sisters.

Each of these five vengeful deities must be invoked individually, or else your fortress will surely come to an end.

The first can be placated by the calming of waters.  The damming of rivers pleases her, and she will provide you with her favor, so long as you dig no channels and pump no water.

The second is pleased by the destruction of the unholy.  Those who cower in fear of ambushes, and those who mine the ore adamant, yet refuse to face its guardians - both will know her wrath until their sacred and bloody task is complete.

The third, She-who-finds-paths, is susceptible to flattery.  If you widen the halls of your fortress, such that three dragons could walk abreast, and engrave upon them tales of her greatness, she, too, will lift her curse.

The fourth, whose beauty was stolen by Shroler when the world was young, wishes to hide her shame.  Avert your eyes when you pass her shrines, and lower your cap when you pass her temple.  Though your vision may be obscured, she will surely give you peace

The fifth's hand can only be stayed by sacrifices.  Slaughter enough animals, and she, too will lift her curse.  Cats are anathema to her - avoid her wrath, and do not allow them to multiply.

Performing these rites will lighten the burden, but once cursed by the Five Pale Sisters, no fortress is entirely free.  Seek, then, to avoid their wrath.  Heed my warning, claim not the lands of others, reach not beyond your grasp, grow not your ranks beyond our Civilization’s Power United. 

- an excerpt from "Jreengus Prevention - the Burdens and Responsibilities of Nobility", published by Tulon Zaledrith, Chief Philosopher of the Mountainhomes.

8
DF Suggestions / Dwarves reassigned when current job disabled
« on: July 23, 2008, 10:40:22 am »
As a way to avoid the irritation (and happiness penalty) of draft/undraft when you want a dwarf to stop doing a job right now, I would like to propose the following change to how the job system works:

When you change the labor preferences of a dwarf, it rechecks the current job against what the dwarf has active.  If the current job is no longer allowed, the dwarf changes to "no job".

Even though jobs choose dwarves instead of the other way around, it still shouldn't be too difficult.  And it would make it much easier to, say, get the fortress broker to broke once in a while.

9
So, I find a really nice site.  Aquifier, volcano, sand, all civilizations, a brook, the works. 

I embark, and find that the volcano isn't breaking through to the surface.  Well, that's not a problem.  I channel the top of the mountain randomly for a while, but eventually get fed up and use 3dwarf to look around.  I find the underground magma (there's the red liquid texture), and notice that aside from the volcano, there's a cave river and nothing else.


I dig into the mountain, and eventually find where the volcano should be.  Except digging into the side reveals one of those circular chasms (with the appropriate message for discovering a chasm).  No lava in sight.  Exporting *this* map to 3dwarf creates a map with no magma showing in the chasm.


So, are volcanoes supposed to go extinct during worldgen?  It would be really neat if true, but there should probably be distinction between active and extinct volcanoes in that case.

Here's a picture of my exact location,

and here's my seed data:
Code: [Select]
Created in DF v0.28.181.39c.

[WORLD_GEN]
[TITLE:GLASSLIDE]
[SEED:3528688553]
[HISTORY_SEED:2252898000]
[NAME_SEED:2583712320]
[DIM:129:129]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[END_YEAR:1050]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:15:100:200:200]
[SAVAGERY:0:100:200:200]
[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]
[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:12]
[OCEAN_EDGE_MIN:1]
[VOLCANO_MIN:150]
[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:2080:3:3]
[REGION_COUNTS:HILLS:2080:3:3]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:1]
[TOTAL_CIV_NUMBER:20]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:0:0:4080]
I have a savegame, if you want it.

Sorry to be such a bother with all these bug reports... I wish I could be more helpful.


EDIT: Well, looks like it was either an issue with 3dwarf (I could have sworn it showed magma in both) or I was just lax and wasted everyone's time.  Sorry.

10
Just did a little comparison...

When you first get to the main menu after starting up dwarfort.exe the program takes up about 13 mb of RAM (13,712 kb according to task manager).  I played a while on the game, then saved and returned to the main menu.  Once there, I checked the memory usage again.  This time it was 52 mb.

Having noticed this, I decided to do another test.  Cycling in and out of the "create new world with parameters" window increases the memory use slowly but steadily.

I know optimization is a little later, but this might explain why DF keeps locking up my system - I save often when playing, and it might keep inflating the memory requirements.

11
If you start to plan a workshop, such as a butcher's shop (b-w-u), and then press space to go back to the list, then press F1 to zoom to your wagon point, immediately choosing a workshop to place will return you back to where you most recently had the workshop plan cursor.  Moving the screen in any way before choosing the workshop prevents this.

12
I mean, REALLY inefficiently.
For example, if
Code: [Select]
______
....._
....._
....._
....._
....._
______
Is designed for channeling, the order of the tiles to be channeled goes from 0 to 9 with this order:
Code: [Select]
02468_
....._
....._
....._
....._
....._
13579_
And then continues down the right edge from top to bottom.

It's like the pathfinding isn't paying any attention to y distances.

13
DF froze up my computer when I tried to save after getting a possessed mood.  The save apparently didn't finish or something, as I have an empty "current" folder, the game won't recognize the region1 folder as a save folder.  I'm glad I have a seasonal backup, although apparently it didn't backup when I changed from spring to summer...



Here are the contents of the log files
Code: [Select]
*** STARTING NEW GAME ***
** Loading Fortress **
Bomrek Shedimlogem has become a Planter.
Šzum Kosothstettad, Farmer cancels Prepare Lavish Meal: Job item lost or destroyed.
Bim Lash‰dkol, Farmer cancels Butcher an Animal: Needs butcherable unrotten nearby item.
It is now summer.
Construct Bed (6) has been completed.
Bim Lash‰dkol, Farmer is more experienced.
Fikod Likotlensham, Glassmaker cancels Make large, serrated green glass disc: Needs sand-bearing item.
Zasit Bimkun, Lye Maker cancels Make Raw green glass: Needs sand-bearing item.
Fikod Likotlensham, Glassmaker has been possessed!
Zasit Adilthibam, Peasant cancels Store Item in Stockpile: Job item misplaced.
Ast Kƒkdalducim, Fisherdwarf is more experienced.
Code: [Select]
loop path fail: <same square> dwarf,Collect Sand,46,33,24 -> 47,61,22: Id #6045:Path Goal Get Empty Sand Bag:Station Mill Building at 56,159,22
loop path fail: <same square> dwarf,45,153,22 -> 42,26,22: Id #5968:Path Goal Seek Station:Station Mill Building at 43,26,22
loop path fail: <same square> dog,47,163,23 -> 55,159,22: Id #5890:Path Goal Seek Station:Station Owner at 66,42,24
loop path fail: <same square> dog,47,161,23 -> 55,159,22: Id #5890:Path Goal Seek Station:Station Owner at 66,42,24

I suspect that it might be messing up because of some strange interaction with Winamp (I had issues in 38c when winamp was active), but I hoped the new version of DF would have corrected that... DF's sound is turned off in the init file, Winamp is the latest update, my drivers are the most recent ones available...
Anything else you need to know?  I can upload the partial region1 save if you tell me where/how.

14
So, I start up the new version, pretty snappy, set it up to "create world now", and it has only one reject before making a new world.  Nice.  It goes through the next one with no problems, until the game decides to crash at year 117...
Error log only says "Impoverished Word Selector"

Lemme enable reject logging, see if I can get more data...
EDIT: All it says is "The Infinite World, region1: Not enough high altitudes after shift up"

Incidentally, save\current has region snapshots, but nothing else.  Want them?

EDIT: Um... reran the "create world now", it created the same world, but didn't crash.  ugh.  Intermittant faults are the worst kind.
Here's the world params.
Code: [Select]
Created in DF v0.28.181.39a.

[WORLD_GEN]
[TITLE:MEDIUM]
[SEED:1712315520]
[HISTORY_SEED:597538120]
[NAME_SEED:4276379864]
[DIM:129:129]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[END_YEAR:1050]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:200:200]
[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]
[GOOD_SQ_COUNTS:25:251:503]
[EVIL_SQ_COUNTS:25:251:503]
[PEAK_NUMBER_MIN:12]
[OCEAN_EDGE_MIN:1]
[VOLCANO_MIN:3]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:1040:3:3]
[REGION_COUNTS:MOUNTAINS:2080:2:2]
[REGION_COUNTS:OCEAN:2080:1:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:2080:3:3]
[REGION_COUNTS:HILLS:2080:3:3]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[TOTAL_CIV_NUMBER:20]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:2080:4160:2080]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:2080:4160:2080]

15
Couldn't find a "meta forum" forum, so I figured that this was the closest thing to bug reporting... anyway, the curses forum has a link to the curses arcade, which doesn't exist anymore...

http://www.bay12games.com/curses/index.htm

Where should I go to check out those games?

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