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Messages - GreyGoldFish

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Mod Releases / Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« on: February 14, 2021, 08:55:30 am »
Taffer, are you going to be updating this mod for v0.47.05? If not, that's perfectly okay! I'm just wondering.

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Mod Releases / Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
« on: August 20, 2020, 09:30:36 am »
Taffer, you're a godsend! By far my favorite release of your mod until now, and I can finally play Dwarf Fortress again! :P

It's a shame about throats, though, hopefully one day Toady will take care of that, just like you said.

Thank you so much for including the expanded dictionary and woolly-limbed dwarves as optional addons, by the way, I really appreciate it.

Cheers!

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Mod Releases / Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
« on: July 30, 2020, 02:14:43 pm »
Hey there! I'm eagerly awaiting the next update, but I don't blame you for taking your time. I agree with nuking the idea since it sounds like more trouble than it's worth. However, I beg you to consider making wooly-limbed dwarves optional as I don't like that design and would appreciate it if I could have the dwarves I'm accustomed to and still play with this lovely mod.

Thank you for all your work so far, Taffer, and I wish you the best! :D

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Mod Releases / Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
« on: June 27, 2020, 09:19:02 am »
Hey there! This is definitely my favorite mod, ever, I would kill to have it added by Toady, but as a developer myself, I can understand how he doesn't want to stray from his own creative vision of the game.

That said, there are some things that kind of irk me and that I wish that I could turn off, like having hyphenated or words with spaces in names, for example. World names especially end up looking really funky with the expanded dictionary in my opinion, though I agree that it definitely adds more variety than just having "The Windy [Blank]" every time!

All in all, love your mod and I wish you all a lovely day/evening!

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https://dfhack.org/builds/ hmm, that seems to be having troubles. You can try using the dfhack from one of the packs http://dffd.bay12games.com/category.php?id=18

Thanks! I couldn't find any packages that were compiled with the plugin, though. My problem is that I need to compile the plugin with DFHack, since it's not just plug and play like TWBT, for example.

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This sounds fantastic! Does anyone know if this works with 47.04? I've been trying to compile DFHack without success these past few days, something to do with Cmake not being able to find my VS 2015 build tools, so if anyone was able to successfully compile DFHack with this plugin would you kindly send me a copy?

Cheers!  :D

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DF Modding / Re: What's going on in your modding?
« on: February 26, 2020, 03:17:20 pm »
Uh, wow! It seems that I am incredibly out of my depth, then! I guess I should focus on simpler stuff right now since I'm just getting started, but I'd really like to implement some form of dwarven tech.
primitive electricity with copper wires instead of axles,
Can't. Can make battery items in a workshop though.

-realistic electricity generation with steam engines
could use coal item plus water bucket to output charged battery item.
instead of electrocute, a battery using workshop can cause a gas leak of syndrome.

-pistons that can move walls
absolutely impossible. Can move water with automated floodgates.
(also impossible: invader dismantles wall.) Can make an immobile GOLEM creature that has push-a-creature interaction.
We have retracting and raising drawbridges.

-blunderbusses
just a renamed crossbow with more damage

-music boxes
new musical instrument, doable, a hurdygurdy
Spoiler (click to show/hide)

You've given me some really useful tips, though! Thank you :)

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DF Modding / Re: What's going on in your modding?
« on: February 26, 2020, 04:01:42 am »
I'm in the brainstorming/design phase of my mod, but since I don't have any experience with modding DF, I'm not quite sure about the feasibility of my ambitions. Basically, I want to add Dwarven tech to DF, such as primitive electricity with copper wires instead of axles (electrocute your dwarves for lots of !FUN!), realistic electricity generation with steam engines, pistons that can move walls, blunderbusses, music boxes, clocks, and other complex mechanical crafts, etc.

If the dwarves of DF are anything like their players, then they should have access to so many more ways of automating and making their lives easier besides magma and minecarts!

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DF Modding / Re: How did you get started modding?
« on: February 26, 2020, 03:43:28 am »
I decided to change siege triggers. This was back in 40.x when sieges were often getting lost, so the more encouragement the better. I realised how simple it was and slowly began adjusting little things (beards for humans, natural bow skills for elves, etc) until I had a nice set of raws that I wanted in every game. It's as simple as an advanced options menu.

Then that escalated into new races, playing with body parts and such and eventually a vague sense of lore regarding how my worlds work which I update and play each new version of the game with.

Mainly I'm intetested in making interesting balanced worlds rather than games in which fortress mode itself is nicely balanced (fortresses die in spectacular unfair ways in my worlds. Ha ha). Right now, necromancers aren't getting enough breathing space in 47.x because of my preference for very crowded worlds and Towers don't survive very long. Working on modifying my edits to find a nice balance again without having to generate even bigger worlds.

Dfhack I haven't got round to learning. For the simple reason that I haven't had to use it yet to achieve what I want to do. Lack of ambition? Perhaps...
I will learn it when I simply must have a certain function for my worlds and raw tweaking doesn't give me enough functionality. In the meantime it's kind of nice not to be tied to its release schedule and I can just update as Toady brings out new releases and see what happens.

Can't wait to throw my critters at Mythgen and see what it comes up with.  :)

I must say, that's quite glorious indeed! So from what I understand, you make the mods for yourself first and foremost?

Not depending on DFHack does sound nice, I simply don't know whether or not my current project is ambitious or not since I can't quite gauge its feasibility right now. What I do know is that after some research I can say with some amount of confidence that no one has made a mod like this before.

Cheers!

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DF Modding / How did you get started modding?
« on: February 26, 2020, 02:04:46 am »
Hey there! I'm a fellow Dwarf Fortress addict, and so far I've mostly been a Fortress player, but recently I've taken an interest in modding the game, so I'm curious as to how you wonderful people started modding! I've read the modding guide on the wiki, and while I believe that I have a grasp on modding raws now, I saw that DFHack can be used to increase the modding capabilities of the game, but I'm not sure how.

Anyway, thank you for reading, and I wish you a lovely day/evening!

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DF Dwarf Mode Discussion / Why do you play Dwarf Fortress?
« on: January 02, 2019, 09:39:37 am »
I've been playing DF on and off for around 6 years now (albeit only really making any progress in the most recent 3 years). I've always been a fan of complex games like Cataclysm: Dark Days Ahead, which I used to play on the school's computer EDIT: and Caves of Qud, how could I forget! These days, a question popped into my head: "why do people play these games?" And so here I am, asking the question of why do we play Slaves to Armok: God of Blood Chapter II: Dwarf Fortress Fortress Mode? (quite a mouthful, eh?).

I'll start:

  • Building things just the way I want, but having to organically adapt my design as new situations come up. Also, when my designs work, it's very satisfying to see it all come together (i.e. designing the most elegant dining hall, over and over again).
  • The challenge of having to manage the dwarves' immediate needs while also taking care of future issues, such as sieges or trading with other civilizations.
  • Collecting a bazillion of finished goods and obsessively collecting wealth and artifacts (gotta love me some fungiwood anvils).
  • How sometimes you just have to invent a solution that wasn't planned by the devs (i.e. the double slit method).
  • EDIT: Something I've never seen in other games... for us the game is hours (or perhaps days?) of gameplay, while for the dwarves months, years pass as you play. I don't think that there's any other game that simulates the passage of time like this, without going too fast or too slow.

Thank you beforehand for answering, and I wish you all a good 2019.

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