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Messages - xaldin

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1
Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: February 25, 2018, 11:05:25 am »
When it comes to search profile saving, I'm considering an active implementation, i.e. save and load actions (or export/import, or whatever names seem suitable given available command keys, etc.). The data would be saved into a file with a fixed name, so if you want multiple profiles you'd have to juggle that by renaming the files.

That would be everything I had envisioned or need honestly.

2
Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: February 24, 2018, 07:06:59 pm »
Amusingly the scenario you outline is kind of what I do just with world copies. I build a copy with Scout on it that I embark, look around, abandon then do again until I find a spot I like then go and embark on the pristine world.

So yeah notes probably a bad idea, thought more about it myself and went 'oh that could go horribly wrong'. Still I kind of like the ability to import/save queries. Even if it is just 'remember last one done' would be excellent in my opinion.

3
Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: February 24, 2018, 04:31:00 pm »
Ok fair enough on that. How about these ideas: 

Saving your search criteria for import that way I don't have to redo all the various criteria each time? 
Marking the tiles with auto created notes so that the results are effectively saved if you embark once? It'd keep one from having to redo the search or manually go mark all possible spots first before embarking.  Only one would be needed per 16x16 I think.

4
Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: February 24, 2018, 12:57:24 pm »
Awesome sounds like you have everything for the old volcano search function that used to exist.  Now for another idea: Is it possible to add nearby feature to the finder? Meaning say only show me sites that show goblins near, or sites that show a necromancer tower near?

5
Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: February 24, 2018, 10:43:07 am »
One of the purposes of this thread is to pick up suggestions for improvements...

I haven't played DF before 0.40.X, so I have little idea of what they looked like. I don't know off hand how to locate volcanoes, but it ought to be doable. Magma pipes can probably be located, but I don't know how precise the info on depth is. A guess would be that the info is what the highest cavern reached is, rather than an actual depth in Z levels.

A true designated volcano I would think would be like finding streams or other map level objects since they show up on the world map themselves.
 
Non designated volcanoes and instead looking for high magma would be the hard one. Caverns and magma aren't always linked it appears. Some of that may be the weird world gen parameters I put in so needs validation from others. I can find magma below the 3rd cave system on some maps and above the first on others. Volcanoes can sometimes be way above the ground level and other times top out below it. Once in a blue moon it used to be possible to find one that opened at the surface level itself but that has gotten super special rare now if they even happen anymore. 

Obsidian surrounds the magma pipes; that may be a detection method if the magma itself is hard to detect. That may be easier to target than the liquids.

6
Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: February 23, 2018, 07:20:27 pm »
This is a really nice utility. I don't suppose there is a way to add volcanos/magma within a certain range of surface into it?  I miss being able to search on criteria with volcanos from the older versions of DF. Particularly I recall finding surface or near surface magma more frequently with that.

7
DF Modding / Wagon relocation
« on: February 19, 2018, 04:14:23 pm »
So I'm sure we've all had a lousy wagon location at least a few times as play goes on. Is there any way to teleport/move/relocate that wagon non destructively?

I've tried autodump (empties the barrels which is problematic) I can't seem to teleport it as it isn't a unit.  Are there any options in DFhack or similar?  Even something that modified the placement pre-embark would work.


8
Thanks for the information about the flow calculation. It makes a lot of sense now. Still doesn't match up perfectly all time but that's ok, it is close enough for functionality.

I don't tinker with perfect world utility typically since I cannot really manage it very effectively. Shortcoming on my part that as a tool it has never really clicked with me for usability. I still find it easier to get the DF world gen to manage the general world I want easier. I don't typically have problem getting the basics I want, I'm using yours to 'tweak' it in sense of weather, river, and somewhat geo level editing for more N material. Some of it I've figured out some I haven't.  If I could ever figure out how to combine tools to get the perfect embark it'd be awesome but for now I get 'close' and try to work with it with your script primarily.

9
Been tinkering with running this and manipulating the areas I'm going to embark in. Quite handy in some ways and in others hard to figure out. For example sometimes when I adjust the rivers they really do expand as expected, others they don't. The formula doesn't seem to be always accurate (flow/40000*46) I've had it off as much as 4 tiles in either direction at times.

The area that really fascinates me though is the geo level manipulation. More than a few embarks I go 'that'd be awesome if only it had (more) N'. This tool actually presents the possibility that could be adjusted.

I wonder if it can be stretched to point of making almost custom embarks for a more scenario based gameplay within the bigger active world. Meaning I get the embark of my dreams but rest of the world is dynamic.

10

To be honest I find this thread odd, it seems to have been written by a person who either has only the most rudimentary understanding of the game or is just being a troll.

Or someone who never has been desperate for dwarves and only got 2 in the first migration waves. Seriously, I stay at 0 idlers, please show up I have 10x tasks to dwarf ratio here. It's happened to me for the last several games and I'm really tired of it. Please send me your dwarves. I don't care if they're potash makers, I will on the job train.

11
DF Dwarf Mode Discussion / Raiding sites
« on: January 23, 2018, 04:04:53 pm »
Has anyone been attacked/retaliated against by a necromancer tower that would otherwise be out of range because you sent dwarfs to raid it?  I'm interested in if that is a thing or if I still have to embark in a tower range to see necromancers attack at all.

12
DF Dwarf Mode Discussion / Re: Planepacked(?) food
« on: April 26, 2015, 12:07:57 pm »
I like how the chef exeptionally minced ale.

This is a thing that happened before- can't remember what triggered it but it's in since at least 34.x .

I've heard people refer to dark beers that could be eaten not drunk but that really is something when you can mince it up.

13
DF Wiki Discussion / Re: Obtaining a dump of the wiki
« on: April 04, 2015, 11:09:08 pm »
Has anyone found/use an offline wiki reader on the Ipad that works with the data from the DF wiki? I've been trying for ages to find a way to read the wiki while on planes/traveling/etc from my ipad.


14
DF General Discussion / Re: The most horrible way to die?
« on: April 03, 2015, 09:52:06 pm »
Gonna go with: being slammed across the ground so hard in combat that the ground gelds you and subsequently bleeding to death.

How in the hell...

Stolen from another thread:

Spoiler (click to show/hide)

I won't lie. I cringed and crossed my legs.


15
This tool is actually rather amazingly handy. I started messing around with it recently and finding it very useful. It could stand ability to edit the configuration in the interface and maybe some other tweaks but seems to be working quite effectively. Hope to see more on this in the future.

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