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Topics - Sinergistic

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1
DF Modding / Trying to make uncaring dwarves for a military/sparta-esq fort
« on: November 10, 2012, 08:21:34 pm »
Hello,

I've got an idea for a fort that would be rather hard to pull off with the normal nature of dwarves making friends with everyone, and then getting depressed when one of those friends dies.

I'm looking to limit that behavior as much as possible. I haven't played Dwarf Fortress in a long time (got burned out a while ago), and there seem to be vastly more tags in the raws these days than I remember. I've started looking through the wiki, but there is a lot of information, and I was hoping that someone here who is already familiar with the changes would be able to point me in the right direction and answer some questions.

So, questions:

Can I change thoughts at all? I want to make "death of a friend" type thoughts give happiness instead of unhappiness. This would solve my problems quite nicely.

If I can't do that, can I emotionally stunt my dwarves so they don't form friendships in the first place, but otherwise function as normal dwarves?

If I can't do that, can I at least drastically slow down the friendship process so that they are formed extremely slowly?

Thanks for any help you may or may not be able to offer

2
DF Suggestions / [TRUE_MAGMA_SEA:1/0] - setting for a proper 'sea'
« on: May 13, 2010, 03:59:25 am »
This setting, in combination with [HAVE_BOTTOM_LAYER_1:1/0] and [HAVE_BOTTOM_LAYER_2:1/0], would alter the way in which the magma sea is generated.

Currently, we get some caves spanning multiple levels filled with magma, and then several z-levels of 'semi-molten rock'.

With [TRUE_MAGMA_SEA:1/0] turned on, about 3 to 5 entire zlevels would be dedicated to the magma sea, followed by the semi molten.

The first few layers would be open space, possibly raising to 3-4 zlevels of open space in certain places, but always maintaining a minimum zlevel of 1 layer of open space.

Beneath the open space would be a large, flat zlevel filled with magma. The end result would look something like:

_ - stone layer
_ - stone layer
. - open space
. - open space
7 - magma
7 - magma
# - semi molten
# - semi molten

or something to that effect.

3
DF Dwarf Mode Discussion / House Rules
« on: October 15, 2009, 01:18:36 am »
Apparently we don't have a dedicated topic for house rules yet (at least, nothing apparent on search).

I enjoy playing with various (and sometimes odd) house rules. They make forts fun (and sometimes 'fun'), and provide challenges that neither vanilla nor modded games can bring you.

So! What are YOUR house rules?
The objective of this thread is a central place for people to post their own house rules, so that players looking for new experiences have an easier time of finding new things to try out.

I AM AWARE OF: http://www.dwarffortresswiki.net/index.php/Challenge , this isn't quite what I'm after, since it defines a specific fort you need to build, rather than general (house) rules to follow while building any fort.

I'll go ahead and start off with a set I've found to be very satisfying:

In my last fort I used several 'house rules'...I found that they complicate things in an interesting and fun way:
- a maximum of 5 cage and 8 stonefall traps
- there must always be one main access into the fort that is not closed off.
- enemies may only be killed by siege engines or the military. Thus no drowning rooms, invader smashing bridges or other means of mass murder.
- moats must be at least 3 wide and 2 deep before enclosing something
- all moveable bridges need to to be 'powered'. Powered means that you may only raise or lower a bridge if it has an engaged (pulsating) mechanism next to its base (to the side or below). This means you need to construct a lot of complicated power transfer tunnels...it was a lot of fun to rout power all over my fortress while trying to keep access to the 'powersystem' as restricted as possible....
- I used the  goblin mod (neither the thoughest now the weakest goblins...somewhere in between). I was amazed how much this added to the enjoyment (combined with the 'open access')...I had to scramble to train up my military which led to a lot of overall urgency
- workshops: Must be powered (same as bridges) to allow a dorf who is better than 'novice' to use it (=unpowered workshops may only be used by novices or lower)
[...]
here is the link to the map archive if anyone is interested...
http://mkv25.net/dfma/map-2928-firegateofmenace

Post away!

4
I've recently started my own software pet project, and it's quickly becoming rather large. I was curious if toady had ever talked/written about being the sole (almost) dev for DF? I'm not sure on the correct terminology, but how does he 'manage' the code for DF? How does he plan out the additions and new features and make it mesh with the existing stuff? The structure of the code, basically. The... flowcharts/graphs/design docs. The stuff you do *before* you write any code.

Basically, looking for tips, tricks and suggestions for being the sole dev of a large project. I've quickly become mired in small things and I'm rapidly losing sight of my original goal. I don't intend to give up any time soon, but *argh*.

Regards,

5
DF General Discussion / Linux + AutoHotKey like program
« on: March 21, 2009, 03:30:29 pm »
Hello,

Has anyone who plays dwarf fortress on a linux machine been able to find a scripting language or program that can send virtual keystrokes to DF? Been looking for the last couple hours for something to do this, without much luck. Thought I had found what I want with pythons SendKey, but apparently that is windows only.

Thanks muchly to anyone who responds.

6
DF Modding / Scripting, SHIFT+ENTER and 40d9
« on: March 06, 2009, 05:35:53 pm »
Hello!

Has anyone managed to get shift+enter to work in scripts with 40d9? Every time I try and implement a (shiftdown)(enter)(shiftup) behavior in a script, the script runs fine, but DF doesn't seem to accept that it's getting sent a (shiftdown) command, and treats the (enter) as just one press, instead of the (shift+enter) press it really is. This makes building things with scripts really annoying, since I need to have to script press enter once for each construction.

For example, what I have to do to make the script work with DF:
Code: [Select]
Send("{UP 5}{LEFT}{u 2}{ENTER 5}")
Sleep(500)
Send("{UP 2}{LEFT}{u}{ENTER 5}")

And what I WANT to be able to do
Code: [Select]
Send("{UP 5}{LEFT}{u 2}{+ENTER}")
Sleep(500)
Send("{UP 2}{LEFT}{u}{+ENTER}")
{+ENTER} being code for SHIFT+ENTER (syntax may be slightly off)

7
DF Modding / Anyone done any modding to the shape descriptor?
« on: March 05, 2009, 03:45:32 am »
Not sure I understand what this does entirely, but if it does what I think, it comes into play with engravings and a few other things (artifacts?).

The current file is varied, but pretty mundane, so I got the bright idea to start adding in new entries. I added in helix/helixes, and then hit a brick wall about other things to add.

Anyone modded theirs? If so, what did you add?

8
DF Suggestions / init option - [FLUIDDEPTH:7]
« on: February 28, 2009, 03:45:40 am »
Request: An init setting that allows the user to define the fluid depth. Default/max = seven.

Problem: It would need a lower limit, because current fluid mechanics would start to break down around 4 or less depth, from what I can reason out.

For instance, if the scale of depth was 1-4; 1 = 'puddle'/evaporation, 2 = dangerous, 3 = over dwarf head and 4 = full tile.

Why: Well, this is kinda based on the belief that reducing the fluid depth system to something lower would improve FPS by reducing system load. If reducing the number of possible fluid levels wouldn't have an impact on, or if the impact would be to small to notice, this is kind of pointless.

(P.S. : [ARTDEFACE:YES/NO]

9
DF Modding / Removing clothing
« on: February 07, 2009, 02:44:57 pm »
Ok, been searching, haven't found anything definite, so here goes.

I want my dwarfs to be nudists (basically). I want to remove all the extraneous clothing from the game, like socks for example.

so...

I DON'T want to remove armor from the game.
I DO want to remove pig-tail socks, dresses, random-article-of-pointless-clothing from the game.

How do I do this? Is it as simple as just removing:
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]

Etc, from the entity file? What about [CLOTHING]?

Is there an easier way to do it?

10
DF Suggestions / Request/Thought regarding moving armies and the map
« on: January 21, 2009, 01:43:03 pm »
So, I've been browsing this forum, and the devlogs + devnotes and I haven't spotted anything like this, so here goes.

I was thinking about the world creator tool hidden away in the depths of DF, and how the army arc is looking to make armies move over the world map, and a thought occurred to me.

How will these armies interact with a fortress? Innocent enough question, really, but then consider this...

Imagine I use the world creator tool to gen myself a world that is split in half by water, connected only by a tiny isthmus. One side of the world would be 'good', the other would be 'evil'. The idea being that all the evil/warlike races (modded or otherwise) end up on side of the world, and all the good/mostly peacful races end up on the other.

This would mean that any army trying to get to the other side would need to pass through the tiny isthmus I mentioned earlier. This would probably lead to a bunch of battles in the field, but that isn't what I'm after.

What I imagined/dreamed of being able to do, was to start a fort on this isthmus in a location where there was no way around it. Any army trying to pass through the isthmus would HAVE (logically, anyway) pass through the area my fort occupies (Imagine a 2x16 fort, with oceans bordering the shorter sides of the rectangle).

So how would armies moving over the map interact with my fortress in this case? Would they appear on one side of my fortress map and move to the otherside, before disappearing (and continuing to move to where they want to be on the world map) or would they just magically skip over my fortress until arriving at their destination?

I'm NOT talking about getting sieged all the time, bonus though that may be, I'm talking about just seeing an army of goblins marching by my fort to go pillage some soft, chewy town on the good continent.

Then, if I wanted, I could attack said armies of goblins in transit, maybe make them rout, maybe lose everything. Maybe build a massive wall with a single opening and see how long I can repel the 'invaders' (seigers and moving armies alike).

Thank you for your time.

11
DF Gameplay Questions / Do seigers ever stop coming?
« on: January 14, 2009, 01:01:57 am »
OK, so I've been a lot of sieges and ambushes, almost one every season or so.

Recently, I got my first local leader. Until this fort I had generally played with invaders off because I like building things (it's like a giant lego box, really) instead of playing 'real' DF. However, my current fort needed goblins in order for it to be authentic, so invaders:on it was.

So, local leader. He just arrived, and I got curious. If I capture him/kill him, is that it? No more sieges? Or will they keep coming, looking for vengeance? Will more local leaders arrive?


12
DF Modding / Making civilians not scared of anything?
« on: January 09, 2009, 05:02:07 am »
Is it possible to make it so civilians don't spaz out when around hostile creatures? I'm trying to make a dungeon with a bunch of tiny cells containing chains, and after I installed the first few victims residents, my dwarfs started having a hard time putting the rest in, because they kept running away from the chained up residents. I eventually put my residents back in cages and installed some doors, but I didn't plan on having to use doors (I was going to leave them all open/maybe install some bars+levers) so it looks like I'm going to have to deepen all my cells to 3x1 (from 2x1) in order to fit the door and allow the chained up resident to roam without opening the door.

I just added [NOFEAR] to my dwarfs, but I didn't notice any difference, unless a regen is necessary for that to take affect. Thoughts?

13
So, I spent several hours genning worlds and looking for the site I wanted (glacier + a magma pipe + sand + aquifer + a flux that wasn't marble) and I thought I had finally found the one I was looking for when I stumbled over this site:

Spoiler (click to show/hide)

However, upon arriving at the site, there is no white sand layer where indicated. The map matches up perfectly with what I was shown on embark, except the white sand layer has been replaced by the shale layer underneath it.

I can upload my save (unembarked) if requested. (I am using the Goblin Family mod + 3 new reactions + a couple changes to cats)

Edit: whoops,  :-[ I have the wrong section. I'm sorry :(

14
DF Dwarf Mode Discussion / I can't decide what to do with this
« on: December 23, 2008, 04:21:37 pm »
So, I finished turning this...

Spoiler (click to show/hide)

into this...

Spoiler (click to show/hide)
Spoiler (click to show/hide)

And now I can't decide what I want to do with it :(

I was thinking of having things like sewers sticking out the side, spewing magma and water into holes in the ground far below, where it would be recycled into the system, but beyond that, I'm just flat out of ideas :/

SO! I came to you, resident forum dwellers, what do you think I should do?

15
DF Gameplay Questions / magma versus glass floors
« on: December 22, 2008, 06:51:01 am »
I had an idea for a 'fun' project, basically encasing some clear glass rooms in magma.

I know that constructed walls will be fine, but what about constructed floors?

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