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Topics - mizipzor

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1
DF Modding / dfdigger
« on: February 20, 2010, 07:26:19 pm »
Background
A few years into the fort I always find designating all the trees to be cut down way to time consuming. Therefor I wrote this tool to do it for me.

Download link

How it works
The program scans the map for trees and designates a set number of trees, closest to the specified origin, to be cut down.

How to use it
I only tested this with DF D17. Download the zip and extract it to your DF folder. Consider backing up your SDL.dll should you ever want to remove it.

The dfdigger.exe program takes three parameters:

  • --max, which specifies the maximum number of trees to be cut.
  • --targets, which specifies the targets to designate set it to "9,10" (without quotes) to target trees (it can currently only handle trees but I plan to expand it handle stone).
  • --origin, close to which point trees should be designated in "x,y,z" format (without quotes), since we dont want dwarves running across the map for a tree.

You can use the dfposition.exe tool to find your position. In DF, press K to go into look mode, which gives you a cursor. Place this cursor close to where you want trees cut from, like your fort entrance. Run the position tool and it will output the cursor position in x/y/z format.

Included is also a bat file (cut10trees.bat) that you can look at if youre unsure on how to handle command line options for a program. Feel free to edit this. Every time you double click the bat file 10 new logs should be brought into the fortress.  :) Easy, easy.

How to remove it
Remove every file in the DF folder that was placed there during the extraction of the zip file. Make sure your backed up SDL.dll is restored.

2
DF Gameplay Questions / What tileset is this?
« on: August 29, 2008, 10:58:04 am »
http://i24.photobucket.com/albums/c5/Britich/1650x800df.jpg

Both the colors and the actual tileset interests me. Most colors Ive seen are far to saturated and/or bright/vivid. This one is more gentle and I want it.  ;D

edit: Could it be this one? http://www.dwarffortresswiki.net/index.php/Image:Isenhertz_v2_screenshot.png

3
DF Modding / Attribute tag rules file format
« on: August 29, 2008, 10:09:52 am »
Im working on a python script that parse all found creature files to find the creature tags and checks what parameters they have. That part is almost done, now I want to export the rules to a file to be used later to validate created creatures.

Im a bit unsure as to how to make the file format. There are no other attribute parameter types other than digit and string, right?

But what about the digits? Are they all in the same range, 0-255?

If both the above the statements are true, which would be perfect, then I think I would do something like this:

[NAME:a:a:a]

For indicating that the NAME attribute takes three parameters (at least I think it does, was a bit long ago I actually checked the files myself), all alpha/characters.

Any comments? Just wanted to bounce some thoughts.  ;D

4
DF Dwarf Mode Discussion / Goblins as the fortress guard
« on: May 05, 2008, 05:01:00 pm »
Its the first time I activate someone into the fortress guard. Maybe its the graphic set but all the guards use the same graphics as the goblin invaders! Why is this?

5
DF Dwarf Mode Discussion / Problem with dumping
« on: May 03, 2008, 06:24:00 am »
I have designated a zone as garbage dump [g]. But when I, through the stocks menu, designate items for dumping, nothing ends up in the garbage zone. What am I doing wrong?

6
DF Dwarf Mode Discussion / Deleting backup saves
« on: April 25, 2008, 12:03:00 pm »
I lost my fortress so now I dont need the backup saves anymore, but Im unsure which of the files I can delete without losing my world/region. Couldnt find anything on the wiki regarding the save files.

7
DF Gameplay Questions / game speed
« on: May 20, 2007, 07:15:00 am »
Is there a way to change (during the game) the speed at which the game runs? The first part of the game is mainly digging and quite boring, but when the challenge starts (read, my dwarfs starve to death) I want to take it slow.

8
I lost my last fortress due to the civilians rushing towards the seigers to pick up the loot. Topic about that here.

But there is no good way of shutting the fort tight (like with a bridge) since that would also stop the seigers from moving closers (into traps and whatnot).

The only thing left that I can think of is the "stay inside" order. I think I have an idea on how to use it. Between the civil fortress and the part with barracks/defenses is a small path outside, sealed from the rest of the world.

code:
 
                            ...........
                            .XXXXXXXXX.
                            .X.......X.
[civil fortress, workshops]  .X.<...<.X. [barracks, defenses, traps]
                            .X.......X.
                            .XXXXXXXXX.
                            ...........
. floor/ground
X wall
< stair down

By forcing the dwarves to go outside to reach the seigers, I can now keep them inside by enabling that order.

There are a however a few questions that I want to clear out.
Is there any megabeast/disaster/event that could take apart the constructed wall? Not counting me giving the dwarves order to do it.
Flying enemies (I think Ive seen some in the game, I could be wrong) can they fly down the stairs?

Any other comments?


9
DF Gameplay Questions / Dwarven economy; giving everyone work
« on: April 24, 2008, 08:00:00 am »
According to the wiki, if i understood it correctly, dwarves that cannot afford food or drink will take whatever cheapest at the moment (for free). My didnt however. One suggestions I got was that I didnt have any coins, I hadnt made any when the economy started.

Is the above true? Do poor dwarves get free food? And does having any coins in the fortress affect it?

Assuming the dwarves doesnt like socialism, I need to keep everyone working. One dwarf on every role and the rest drafted into the military seems like a nice point to start from. But I must ask, dwarves in the military get money (according to the wiki) for being so. But is it only if they are on duty? Or does squads standing down also get paid?


10
DF Gameplay Questions / The route seigers take
« on: April 24, 2008, 06:45:00 am »
When seigers are killed, my dwarves rushes to pick up the loot, only to be met by a storm of steel bolts.

In my next fortress I built a bridge to function as an airlock between the civilians and the seigers/defenders to prevent that from happening.

The problem is that when I raise the bridge (and thus shutting the fortress tight) the seigers stop in place and just stand there. When I lower the bridge they start walking again.

The only logical explanation must be that they are walking towards something specific in the fort that im, by raising the bridge, preventing them from being able to reach. Whatever it is, I must construct it outside the airlock.

My guess is that it is the trade depot. Or is it something else that makes the seigers hesitate?


11
DF Suggestions / irc
« on: May 20, 2007, 05:25:00 am »
I made a search on the forums for irc, no hits.  Am I the only one that enjoy that kind of chat? If not, my suggestion is we setup a #dwarffortress on freenode or something.

12
DF Suggestions / Starter build save
« on: May 16, 2007, 06:35:00 am »
Hi there, found this nice game a few days ago. I played (failed) a few dungeons so far and Ive found a starter build (if thats what you call the equipment/skills you give the seven starter dwarves) that I like. Only problem is that I think its tedious to type in all that stuff everytime I start a new game, which is often :P. I would like a way to save a setup so I can start games more quickly.

13
DF Suggestions / bigger screen
« on: November 04, 2007, 09:47:00 pm »
I would like the gameplay area to be increased, to have more tiles rendered to the screen. Or an option to "zoom out". Something like SIZEX, SIZEY in the init file. Would make it much easier to get an overview of the fort.

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