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Messages - Goran

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1
DF General Discussion / Re: Worldgen cookbook
« on: January 21, 2015, 10:19:31 am »
40.24

I have made a combo that I like in every aspect but one.... goblins do not spawn.

Code: [Select]
[WORLD_GEN]
[TITLE:SMALL REGION]
[DIM:65:65]
[EMBARK_POINTS:10000]
[END_YEAR:100]
[BEAST_END_YEAR:100:60]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:300:301:3200:3200]
[RAINFALL:0:100:3200:3200]
[TEMPERATURE:125:125:0:0]
[DRAINAGE:0:100:3200:3200]
[VOLCANISM:80:100:3200:3200]
[SAVAGERY:0:100:3200:3200]
[ELEVATION_FREQUENCY:4:1:0:0:0:1]
[RAIN_FREQUENCY:4:1:0:0:0:1]
[DRAINAGE_FREQUENCY:4:1:0:0:0:1]
[TEMPERATURE_FREQUENCY:2:0:0:0:0:1]
[SAVAGERY_FREQUENCY:4:1:1:1:1:1]
[VOLCANISM_FREQUENCY:4:100:0:0:0:1]
[POLE:NONE]
[MINERAL_SCARCITY:100]
[MEGABEAST_CAP:10]
[SEMIMEGABEAST_CAP:10]
[TITAN_NUMBER:1000]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:0]
[NIGHT_TROLL_NUMBER:5]
[BOGEYMAN_NUMBER:5]
[VAMPIRE_NUMBER:5]
[WEREBEAST_NUMBER:5]
[SECRET_NUMBER:5]
[REGIONAL_INTERACTION_NUMBER:5]
[DISTURBANCE_INTERACTION_NUMBER:5]
[EVIL_CLOUD_NUMBER:0]
[EVIL_RAIN_NUMBER:0]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:300:0:0]
[EVIL_SQ_COUNTS:30:0:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[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:1000]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:100]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]
[CAVERN_LAYER_WATER_MIN:10]
[CAVERN_LAYER_WATER_MAX:10]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:1]
[CAVE_MAX_SIZE:1]
[MOUNTAIN_CAVE_MIN:10]
[NON_MOUNTAIN_CAVE_MIN:10]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:20]
[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]

What did I mess up? What is preventing goblins from spawning civilizations in this world?


2
DF Modding / Re: Engravable constructed walls/blocks/bricks
« on: July 16, 2014, 09:50:03 am »
2. Turn the constructed wall into a natural wall (by editing the tile type), smooth it, then change the tile type back.

Would it be possible to make a script to turn all constructed blocks into natural formation to remove the number of items in the fort? Advanced forts sometimes have thousands or even tens of thousands of rock blocks that are used up in various constructions. If these could be deleted and the constructions replaced with natural walls, floors, stairs and ramps, that would be awesome. Being able to engrave them would be even more awesome.

3
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 12, 2013, 03:11:34 am »
Would it be possible to do a script which would turn constructions into rock? Games with a lot of constructed buildings get sluggish, and I expect they would work better if they had a few thousand stone blocks that were used to build the dwarven city be turned into natural rock formation and the items deleted. Just a thought, I have no idea how this would work out or if it would affect pathing, temperature, indoor, outdoor and stuff. But it would be a neat way to clean up the fort.

4
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 25, 2012, 12:37:42 am »
Since I completely lack the skill to make any sort of utility for DF Hack (my programming skills are still somewhere in early '90-ies) I would suggest one and cross my fingers someone sees the advantage in making this one.

I would like a utility which would parse the map and convert all artificial constructions into natural stone formation. I expect this would heavily improve FPS and stocks management since advanced forts can have thousands, if not tens of thousands of stone blocks forming megaprojects, walls, etc..

Plus, it would be ueber cool, since you could then engrave these surfaces as well. And much much less clutter.

I have no idea how difficult this would be to make, or if possible at all, but I can hope.

Thanks to anyone who takes this into consideration.

Goran

5
DF General Discussion / Re: Update features?
« on: January 11, 2012, 01:57:35 pm »
Is it really coming out tomorrow? Or I misunderstood the announcement on main page?

6
Modding shall give the ultimate solution to vampire woes.

Milkable vampire dwarves.

The only thing that can top this is dwarven vampire cheese.

7
Not actually modding, but there is a way to speed up existing forts. DFhack has utility to delete stuff. So you could cut down on number of items and tasks to gain a few FPS. IE. if you have a lot of mined stone, you could delete it, or tossed clothing, or whatever your fort could do without.

8
DF Modding / Re: Dwarf Therapist (LATEST 0.5.3 6/5/10 see first post)
« on: June 06, 2010, 03:34:43 am »
Any plans on the horizon to add anything army related? At least a sort function with list of military skills.

The reason I personally need a utility like Dwarf Therapist is to sort out my dwarves by military skill to see who's hot, who's not, and plan out my squads and commanders. Labour I pretty much set on immigration wave.

Cheers.

9
DF Modding / Re: Turning Scales into Shells?
« on: May 13, 2010, 01:50:26 am »
Modify one of your domestic animals, or available wildlife to have shells as body parts, then butcher them.

Check the modding folder, IIRC, you need to make three entries to the creature definition so it give shells when butchered.

10
DF Modding / h4><><0I2|\|6 zee ex-egg-cutable
« on: May 01, 2010, 02:45:09 am »
This was done before to some extent via tweak, and should not be too difficult to figure out how for someone more versed in the mystic arts of coding.

Basically, I'd like to be able to change a few constants:

Namely:
- number of starting dwarves - which is currently a fixed number of 7
- number of skill points a dwarf might have at start - which is currently 10
- maximum skill a dwarf might have at start - which is currently 5

If anyone can give a hand to track down these constants within the .exe file and mess and point an adress to look at and play with via hex editor... c'mon, it will be fun for you too. :D

Please help.

11
Plump helmet men images are easy to find on the internetz


12
you can circumvent underground construction by spawning obsidian walls with dfhack.

13
Please expand with bones, shell, horns, ivory, teeth and skulls.

14
DF General Discussion / Re: Toady!!
« on: April 20, 2010, 12:26:31 am »
The new military is much more complex, but it also has much greater potential. Its just that it needs some polish to get rid of a few concept breaking bugs, the most obvious ones involving training not working properly and use of proper equipment. Once that is settled, military management is made of win.

15
DF Suggestions / Re: Nginx, terror of the deep
« on: April 18, 2010, 02:22:52 pm »
Definitively sounds Lovecraftian.

Perhaps an aspect of Nyar?

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