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Topics - exdeath

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1
DF Modding / Would this mod race be easy to do?
« on: September 18, 2021, 04:05:59 pm »
I was thinking about life games like altis life, or games that say it will try to be hyper detailed, like star citizen or earth 2 or the failed identity rpg.

While thinking about it, I was thinking about if a society made of gamers would work, I am talking about that because gamers dont play a game 24/7, while at real life people exist 24/7 (unless they die).
The question is, is a complex real life like game even work, since their society is made of species that "do nothing" most of the day?

Then some idea came into my mind, the idea of using dwarf fortress to test this. Dwarf fortress is a very complex/detailed game and could be used to see if this society would work.

Anyway, the race would be this:
1-Like humans but with those changes:
2-If at the future there is a chance higher than 0% that at this time, during the previous 24 hours, you spent less than 21 hours sleeping, the character will automatically sleep. (this basically means you need to sleep a min of 21 hours per each consecutive 24 hours).
3-You can set yourself to sleep, at any moment at any time. And can wake up at any moment you want while sleeping as long you follow rule 1.
4-While sleeping you don't dream but can know the amount of time it passed since you slept.
5-While sleeping you dont feel pain (but the effects of being hit still happen), cold/hot and you can't hear sounds.

Basically this race emulate a human that plays a game just for 3 hours a day, everyday. But unlike most game, the player character don't log out, and stay there at the game sleeping.

Would this race be easy to create?

2
Tilesets and Graphics / Synthwave pallete
« on: November 15, 2017, 01:04:13 pm »
Was doing some tests trying to do a synthwave pallete:

The first test is this. Reduced the amount of colors of an image with alot of synthwave colors to 16, using an image editor (irfranview). The result was not so good because of the lack of color variety to represent all DF colors..
Spoiler (click to show/hide)
An image with it:
Spoiler (click to show/hide)

If I got an image with equal amounts of all DF 16 original colors and used the same program (irfranview) and tried to convert this image to the previous 16 colors synthwave pallete, some of the original DF colors would be converted to the same synthwave pallete colors.

Because of that I decided to do a new test:

I decided to get the same image full of synthwave covers and use corel draw reduce it to a 64 colors pallete, then with the the previous image that contain equal amounts of DF colors, I used corel draw to convert this image pallete to the 64 colors synthwave pallete. Now each original DF color became a unique color of the 64 colors pallete.
PS:64 colors was the smallest number that would lead to each original DF color having his own unique color of the generated synthwave pallete.
Spoiler (click to show/hide)
An image with it:
Spoiler (click to show/hide)

3
I decided to test if the game would be able to handle 3x3 worlds and it worked.
To set the world size to 3, I used a program called cheat engine, that is basically like some gameshark thing for pcs.
I will use it to test if my pc will handle a 16x16 embark size, if the world is 3x3.
3x3 is the smallest size that follow the formula: size X or Y = 2^n+1 where N is integer and Size X or Y is odd

World Map image


Worlgen parameters used to do the 3x3 world:
Code: [Select]
[WORLD_GEN]
[TITLE:MINIMAL POCKET WORLD]
[CUSTOM_NAME:3x3 world]
[DIM:17:17]
[EMBARK_POINTS:10000]
[END_YEAR:2]
[BEAST_END_YEAR:9999:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:25:25]
[RAINFALL:0:100:25:25]
[TEMPERATURE:25:75:25:25]
[DRAINAGE:0:100:25:25]
[VOLCANISM:0:100:25:25]
[SAVAGERY:0:100:25:25]
[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]
[POLE:NONE]
[MINERAL_SCARCITY:99999]
[MEGABEAST_CAP:1]
[SEMIMEGABEAST_CAP:1]
[TITAN_NUMBER:0]
[TITAN_ATTACK_TRIGGER:0:0:0]
[DEMON_NUMBER:0]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:0]
[WEREBEAST_NUMBER:0]
[SECRET_NUMBER:0]
[REGIONAL_INTERACTION_NUMBER:0]
[DISTURBANCE_INTERACTION_NUMBER:0]
[EVIL_CLOUD_NUMBER:0]
[EVIL_RAIN_NUMBER:0]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_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:250]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:100]
[LEVELS_ABOVE_LAYER_1:100]
[LEVELS_ABOVE_LAYER_2:100]
[LEVELS_ABOVE_LAYER_3:100]
[LEVELS_ABOVE_LAYER_4:100]
[LEVELS_ABOVE_LAYER_5:100]
[LEVELS_AT_BOTTOM:100]
[CAVE_MIN_SIZE:1]
[CAVE_MAX_SIZE:500]
[MOUNTAIN_CAVE_MIN:0]
[NON_MOUNTAIN_CAVE_MIN:0]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:5]
[TOTAL_CIV_POPULATION:-1]
[SITE_CAP:-1]
[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]

And the Save:
https://www.4shared.com/rar/XixawjSBca/region4.html


INGAME PIC


PS: Before you ask, if you want use the program cheat engine to create larger maps, yes you can do it.
Its possible to do it, DF handled 513x513, dont know if it can handle larger sizes.

4
Tilesets and Graphics / Random Color Scheme Generator
« on: October 25, 2015, 03:38:08 pm »
Random Color Scheme Generator is a program that generate random color schemes for dwarf fortress.

THE DOWNLOAD
Version 1.8
http://www.4shared.com/file/0B3tDz6Ace/colors.html

How it works?
PS:THIS IS IMPORTANT TO MAKE SURE YOU KNOW THE IDEA BEHIND THIS PROGRAM.

Default Dwarf fortress color scheme follow some rules:
1- A color can be made using the value 0 with or without 128.
2- A color can be made using the value 0 with or without 255.
3- A color can be made of the value 192 (this is the average of the values that doesn't appear on both rule 1 and 2 [128 and 255]).

The idea of my program is to select a new random value to each R, G and B of each color. The new random values range were  selected in a way that its still related to the "DF color rules".
The entire point is that you can just open the program, roll some random color scheme with it and with that, spice up your DF with your own personal color scheme, that is not so different from original, following some logic and probably have some quality.

How it REALLY works?
First the program will select one of the 4 randomization rules (more will probably be added later):
PS: When selecting the R, G, B value for black, each rule has 16.5% chance that the new value will be an random value between 0 and 7 instead of the randomized value. This extra rule exist because using colorfull colors to black usually result in a shitty thing.

THE RULES:

RULE 1:
Spoiler (click to show/hide)

RULE 2:
Spoiler (click to show/hide)

RULE 3:
Spoiler (click to show/hide)

RULE 4:
Spoiler (click to show/hide)



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

5
Tilesets and Graphics / Problem with my own tileset
« on: December 25, 2014, 08:37:54 pm »
I am trying to create a tileset for the first time (basically creating the garamond font tileset) and this happens when I use the tileset:



What can be the problem????

Tileset I am talking about

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