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Messages - Slitherrr

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1
Ah, thanks, I had completely missed it. It does work perfectly, cheers to that.

2
The auto-updater doesn't seem to be pulling any of the layouts--I'm stuck at .02. Are the layouts the same for .03-.07, or alternatively, could someone throw up a zip somewhere?

3
I just want to go on record as saying that thinking "rat man blood" isn't as good as "dwarf blood" or "human blood" is blatant racism.

Slightly more seriously, I don't see a problem with being that specific and getting random intelligent race results from that. Randomly generated world is random seems more like a feature than a bug.

4
Well, I think the point is more that if there's a non-mod solution, he'd rather take it on principal, especially when the non-mod solution is as simple as the one he's proposed.

5
Seriously tho, why not just mod cats not to be pets?

This has been answered:


What about modding them to be [AQUATIC][IMMOBILE_LAND]? That makes it automatic.

That's not a short path to walk down.  If you mod cats to be stationary and instantly air-drown, then you need to do something about the vermin.  And why stop there?  Besides - I'm not a fan of that kind of modding, unless it's to work around a bug.  (The only modding I do is to adjust the attribute and skill rates on dwarfs to be slightly more favourable.  And I was using a cutom reaction to create shells back when turtles were broken and still required.)


6
It's cool, but... i just generally pit my useless animals in a vertical mineshaft right inside the magma sea.

Pretty much 99.99% positive that, again, pitting doesn't work with pets. I could be wrong.

8
DF Modding / Re: Version Control for saves
« on: January 11, 2011, 12:18:34 pm »
Thanks for the tip. If I get any more information, I'll be sure to post it here (and simul-post on MagmaWiki).

9
DF Modding / Re: Version Control for saves
« on: January 09, 2011, 10:09:46 am »
I suppose not, then. Maybe I'll take a crack at it myself. Hacking data files isn't something I've a lot of experience with, so anyone who has any pointers, feel free to jump in here.

10
DF Modding / Version Control for saves
« on: January 07, 2011, 12:38:11 pm »
Has anyone done any work on creating a version-control wrapper for saves?

More specifically, is there any text out there that describes how the data files are constructed well enough that someone could write a wrapper for, say, git, that would allow multiple, simultaneous changes to a saved world be committed and merged together (including the ability to resolve conflicts)? I'm envisioning a system that would allow people to check out a save, make their own branches, play the world for a while, then commit and merge the branch back into the trunk, replaying the actions of that world, allowing for a truly multiplayer (albeit asynchronous) experience.

11
DF Modding / Re: Dwarf Therapist (LATEST 0.5.3 6/5/10 see first post)
« on: June 09, 2010, 08:34:07 pm »
Update on my troubles: I had a runaway ] at the end of my file. I removed it, and it works.

12
DF Modding / Re: Dwarf Therapist (LATEST 0.5.3 6/5/10 see first post)
« on: June 09, 2010, 08:11:32 pm »
This layout is insisting my instance of DF is closed. It seems to be detecting it alright, but it thinks the dwarves are all outsiders, and therefore invalid. Here are the pertinent lines in the log:

Spoiler (click to show/hide)

This is on Windows XP x64, 35.06 SDL, only change from pure vanilla (including tilesets, but not including game options) is a raws change to make hooves into shells.

13
DF Dwarf Mode Discussion / Re: I really hate chess!
« on: May 16, 2010, 11:57:58 am »

Quarto, Blokus, 3D Blokus, Cityscape, Twixt, Quoridor, Mancala, Master Labyrinth, ... I could go on and fill the page if I had the time. There are hundreds of nonluck-based games.

Connect 4, Tic Tac Toe, Othello, Chinese Checkers, Checkers...

14
Is it common to embark on areas with waterfalls? I find that intensely interesting.

15
DF Dwarf Mode Discussion / Re: I really hate chess!
« on: May 14, 2010, 11:19:40 am »
Ah, chess, the game of kings... Only existing game, where luck has no impact on game.

And Go is exactly the same way. Both are completely deterministic, insofar as the players' intentions can be divined. As a matter of fact, A Game of Thrones, Diplomacy, and a whole host of other games are exactly the same way. So, please, put some thought into your unqualified statements before you make them.

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