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Messages - Sinergistic

Pages: [1] 2 3 ... 25
1
Ahha! I kept searching the raws for NO_EMOTION and wasn't finding it, so I thought it had been removed/replaced with something.

I'll give [NOEMOTION] a shot, thank you. Content or happier dwarves that can't go berserk sound perfect for my purposes.

2
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

3
Thanks for the replies, how often is DT updated?

http://code.google.com/p/dwarftherapist/updates/list
http://code.google.com/p/dwarftherapist/downloads/list

Next question that can be answered with less than a minute of reading the first post, and clicking a couple links, please. >:(

4
DF Announcements / Re: Dwarf Fortress 0.31.09 Released
« on: July 10, 2010, 08:15:11 pm »
Wooooooo! Awesome! <3

5
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 29, 2010, 08:44:15 pm »
Can caged creatures break free from their cages in 2010?

For instance, having a dragon get lose after getting caught in a cage trap?

6
DF Suggestions / Re: Realistic skill levels for individuals
« on: May 13, 2010, 04:25:49 am »
Edit: Quoted somebody, but what I wrote didn't show up/get posted. Can't remember what it was, sorry.

7
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.

8
DF General Discussion / Re: New Q&A Site for DF
« on: October 23, 2009, 02:38:35 am »
Ya mispelled armok dude.......
Was a typo. Fixed.

I was talking to Captntastic though.


And I was pointing out the typo he fixed.
So about the site... hehe. Any opinions so far?

Well, it had a type that got fixed pretty fast... seems cool enough.

9
Quote
I've added the ability to specify in the world gen params the number of sky z-levels, the number of z-levels minimum between each layer (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom. It doesn't yet allow dynamic resizing but this should be enough for the requests I've heard about.


YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

I love you toady. This is going to be one of the best changes in the new version. I absolutely can NOT wait for this now.

10
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!

11
You wouldn't happen to remember which interviews and happen to have links to them, would you?  ;D

This is the only one I recall.

Awesome, thanks.

12
He's mentioned his planning process a few times in interviews.  He uses some office software to manage his design notes and plots, which amount to some gigantic files.  He also adds lots of comments in his code, but not what you'd call "good programming practices".  I don't know any more than that though.

You wouldn't happen to remember which interviews and happen to have links to them, would you?  ;D


13
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,

14
DF Modding / Re: Starting Money
« on: April 10, 2009, 10:49:07 pm »
try making the value of a default embark item like iron or steel or plump helmets ludicrously expensive, and then sell the relevant items. Afterwards you can then set the cost back to normal.

I tried this.  I set iron to 10000 value.  Instead of an iron anvil at embark, it gave me a steel anvil.  So I ended up with 3500 or so points instead of 1200.

Change both?!

15
DF Modding / Re: Dwarven runes tileset - a serious joke from Tigrex
« on: April 10, 2009, 10:45:54 pm »
Using a tileset like this becomes a challenge in and of itself.

Can you remember what is what?

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