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Topics - Goran

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1
DF Modding / h4><><0I2|\|6 zee ex-egg-cutable
« on: May 01, 2010, 02:45:09 am »
This was done before to some extent via tweak, and should not be too difficult to figure out how for someone more versed in the mystic arts of coding.

Basically, I'd like to be able to change a few constants:

Namely:
- number of starting dwarves - which is currently a fixed number of 7
- number of skill points a dwarf might have at start - which is currently 10
- maximum skill a dwarf might have at start - which is currently 5

If anyone can give a hand to track down these constants within the .exe file and mess and point an adress to look at and play with via hex editor... c'mon, it will be fun for you too. :D

Please help.

2
DF Modding / Naked fortress
« on: July 20, 2009, 03:17:32 pm »
Probably like the most, I've been seriously annoyed with dwarves, esp. wrestlers leaving around clothing to clutter my forts. And I've come up with a solution...

NAKED DWARVES

I've butchered the entity_default.txt and deleted all clothing that is not a piece of armor. My dwarves and all immigrants start without clothes, and I cannot make any clothes. Clothiers can only make bags, ropes and sew images, while the leatherworkers make bags, quivers, backpacks and waterskins, plus sewing images. Occasional ranger or military dwarf still comes with leather armour, but it is not his property and can easily be substituted by something better and removed.

End results. No clutter, game goes FASTA(at least it seems so, since a 100+ dwarf fort with a dozen animals doesnt suffer any noticable speed loss, and I'm playing on original 40d)

Thus all my dwarves run around without any clothes, only the military wears their shining armour. Until the next release fixes clothes management, this is a neat fix to boost performance and reduce annoyance.

3
DF Modding / Question: possibility of larger graphic tilesets
« on: July 03, 2009, 02:08:42 am »
Given the recent ability of 40d12 to zoom out, would it be possible to create a new tileset with 32x32 or 64x64 tiles for close up view, which you could then zoom out as much as you wanted? If this would work for map tiles and would not affect menus it would be plain grand.

4
I've been thinking (and that is never a good sign) about life, universe, stuff.. and Dwarf Fortress...

I feel as though DF was more fun before... waaay back before it switched to 3d. As things stand now, aside from useless architectural wonders(you can build only so many pyramids), my forts feel more bland with every iteration.

I did even more thinking and I realized that fort maps are to blame. As things are now its too easy to powergame, simply because most stuff is instantly available. Most obvious powertool being open magma pipes.

And it gets worse, if you dont have stuff instantly available, it is most probably not there.

2D had much better progression with each feature representing a jump in development. First the underground river and flooding, then crossing the chasm, after the chasm magma and the begining of an advanced fort, and finally the horrors beyond the magma as the final test.

Thus, I feel there should be some steps of progression in current DF as well, something to present continuous challenges and achievements player must obtain to be able to develop further.

Perhaps a few tweaks in world generation, esp. soils and layers, combined with some form of digging restrictions might do the tricks.

Anyone else share the sentiment?

5
DF General Discussion / Worldgen cookbook
« on: July 15, 2008, 12:34:27 pm »
Share your worldgen recipes!

Here's mine:

Code: [Select]
[WORLD_GEN]
[TITLE:MEDIUM]
[CUSTOM_NAME:The plane of Cool]
[DIM:129:129]
[END_YEAR:1050]
[BEAST_END_YEAR:250:50]
[END_YEAR:1050]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:290:305:1600:1600]
[RAINFALL:0:100:100:100]
[TEMPERATURE:10:90:100:100]
[DRAINAGE:0:100:200:200]
[VOLCANISM:100:100:0:0]
[SAVAGERY:40:100:1600:1600]
[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:0]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:0]
[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:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:50]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVE_MAX_SIZE:1]
[MOUNTAIN_CAVE_MIN:200]
[NON_MOUNTAIN_CAVE_MIN:200]
[ALL_CAVES_VISIBLE:0]
[TOTAL_CIV_NUMBER:25]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

Important stuff:
 - elevation between 290 and 305 with maximum variance to create lots of small hills
 - rainfall, temperature and drainage to create all combos of environments
 - maximum volcanism with visible magma on almost all tiles
 - high savagery for more interesting biomes
 - maximum rivers, since i have no seas it substitutes with tons of rivers and lakes through the countryside
 - lots of small caves, hopefully more megabeasts. Going over 200+200 caves seems to freeze worldgen during history generation init

Bottom line:
 - tons and tons of interesting places to build forts at since almost every square has magma and water
 - due to subregion max being 5000, this recipe cannot be used on a world larger than medium
 - worlds tend to get elfed, not sure if its seed related or due to elves being overpower in history generation algorhytms.
 - the recipe should have zero rejects and as long as you do not increase the number of caves beyond this level it should work well. I've managed to generate one version with 400+400 caves, but attempts to repeat that led to game freezing during history init.

Now share yours!

6
DF Suggestions / Studding designation
« on: July 12, 2008, 09:08:44 am »
It would be nice is studding could be managable in some way. Since metals are a finite strategic resource I'd rather not waste them on unimportant stuff. Basically, I'd prefer to be able to designate what my artisans should stud with metal, or decorate with bone, shell, gems, etc. Thus my steel armour would get studded with platinum, my swords encrusted with gems and my bins, barrels and mechanisms... not.

7
DF Modding / Reaction... silk?
« on: January 03, 2008, 12:25:00 pm »
I've been playing with reaction files a bit and after getting a mood on my legendary dwarf who wanted silk and could not get any on the map I was playing and with no caravan in sight I hoped to be able to cheat my way to it via an alchemic reaction in the smelter.

The problem is... I can only get boiling silk which kills whoever is unfortunate enough to go pick it up and then evaporates into thin air.

Any way to mod silk as material not to do that?

And also... any ideas how to mess with cloth and leather materials to cause them to evaporate(thus getting my fortress rid of abandoned clothes)?


8
DF Dwarf Mode Discussion / How clean is your fort?
« on: November 03, 2007, 03:45:00 am »

Alright, I've had it with neverending blood everywhere, unless someone mods in vampire snails to clean my hallways I want it turned off. There's blood everywhere, it goes up and down the stairs, my dining hall, bedrooms. Kobold blood omnipresent and unvanishing.

If I cannot clean it, is there a way to turn it off?


9
DF Gameplay Questions / Rewalling with windows
« on: September 02, 2007, 04:36:00 pm »
As soon as I hit magma I set up a magma glass furnace and set a perpetual production of green glass windows, with time these stack up and I start rewalling my fortress in green.

Since it is not covered in the wiki... can monsters break windows and do windows contain magma?

Anyone else doing intensive work to turn their fortress green? Right now I have a marvelous idea to hollow out the entire mountain put it on supports made of glass blocks and rewall it with windows. Anyone done it so far? How did it work?


10
DF Gameplay Questions / Channels = memory leak/lag?
« on: September 02, 2007, 04:25:00 pm »
Not sure if its just me but... does anyone else experience massive slowdown after digging extensive channel network?

Basically, my game bogs down if i dig large channels, first I thought it was related to dwarves count so I tweaked immigration caps, but I've had a fort with 160 dwarves and no channels go much faster than a 20 dwarves fort with a large moat at entrance.

Now that I look back, pretty much every fort I've abandoned due to game bogging down to standstill I had played with 'ultimate' channel designs.


11
DF Suggestions / Labour management screen
« on: August 12, 2007, 03:41:00 pm »
Since I have not found anything similar to deal with making labour management simpler, I'd formulate my suggestion to add a menu to adress the issue.

Basically, it would be somewhere between the unit screen and individual labour screen. And would serve to issue orders what occupations what dwarf would pursue and give general information on how many are doing what.

Now, how I have envisioned it...

code:

Dwarf Name | Miner | Woodcutter | Carpenter...
Total:     |   1   |     2      |     1    ...
-----------+-------+------------+----------...
Grumpy     | Prof. |    Nov     |  (Nov)   ...
Bashful    |  (-)  |     -      |  (Prof)  ...
Dopey      | (Nov) |    (-)     |  Legen   ...

Now, the screen is kinda like an excel sheet and the 'freeze' command is used at the upper left '+', so when you scroll down, the profession names and total statistics remain on the screen, while when you scroll left and right, dwarf names remain on the screen.

Now, you could use this one screen to toggle work preferences for each and every dwarf, just manouver to the dwarfs row and profession column and use the return key to toggle his work preferences.

In the example I made Grumpy is working as a proficient miner, Bashful and Dopey are not, although Dopey is a novice miner. Grumpy and Bashful are working as woodcutter as well, Grumpy is a novice woodcutter and Bashful has no skill yet. And Dopey is the only guy working as carpenter, although all three possess skill in carpentry.

The total stat emphasizes how many are performing a specific chore so its easy to keep track of labour balance between various professions, which should come very handy when you get to a population of 200 dwarves.

Since all this data and mechanisms are already in the game, it should not be difficult to add, and would, IMO, do much to reduce the amount of menus one has to go through when the need for micromanagement appears.


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