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Messages - Dirst

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2971
DF Suggestions / Re: Choosing speed or quality.
« on: August 21, 2014, 10:16:59 am »
I have no problem with the mechanics presented, though I'm a bit curious how this would play out among NPCs.  Dwarves value craftsmanship and Elves are immortal, so in worldgen and off-site pretty much everything Dwarven or Elven is going to be really high quality.  Goblins might all be wearing crap.  So far, so good.

Now we have an Overseer telling his craftsdwarf to just bang out some stuff quickly before the caravan comes.  His OCD starts twitching at every little imperfection that he doesn't have time to fix, but his sense of duty sustains him through it.

This has Unhappy Thoughts written all over it for creatures that value craftsmanship highly.  For goods like rushed armor that stay in the fort, it could become debilitating as he sees his crappy handiwork marching through the halls. He'll want nothing more than to take some time making proper armor and replacing all of that embarrassing stuff.

2972
DF Modding / Re: A Ghoulish Conundrum of sorts.
« on: August 21, 2014, 09:24:34 am »
Is the intent that being alone underground for too long causes the transformation?  You could give just about every intelligent creature a free action interaction that confers a syndrome with [SYN_CLASS:NOT_ALONE] with a suitably long duration.  Make another self-interaction that tries to turn the creature into a ghoul with immunity based on NOT_ALONE and the CAVE_ADAPT timer.

2973
DF Suggestions / Re: Alphabetize Raw Entries
« on: August 21, 2014, 09:18:17 am »
I'm bringing this thread back from the dead.

I know rawexplorer does it, but does anyone have any command line scripting-fu abilities that can help us use something like sed and regular expressions to alphabetize a set of raws based on their [object:id] [id:instance] instance's?

Update:
Well, RawExplorer author just got back to me and told me to be wary of object order dependencies.

So alphabetizing might be out of the question for some things...

Well, within an object the order can be vitally important (bodypart needs to be declared before it can be given an attack, etc.).  Across objects, I think the only serious dependencies are on creature variations like giant versions and animal men.  I could be wrong on that, but this solution would handle any known dependencies:

The game loads the raws in alphabetical order using the internal name on the first line.  A convention of putting variations in a later file than base creatures would automagically guarantee that dependencies are fulfilled.  For example:

creature_subterranean
creature_subterranean_variations

creature_myawesomemod
creature_myawesomemod_variations

2974
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 20, 2014, 05:12:32 pm »
I have a style question.  The mod I'm working on (which will eventually see the light of day, really it will) adds a bunch of similar workshops.  Twenty-four of them to be exact, such as Tribute to Granite and Tribute to Marble and Tribute to Shale and so on.  I'd like to give them shortcut keys, but out-of-the-way options like CTRL-SHIFT don't work.

Would it be easier for a player if I commandeered ALT-a through ALT-x of the Workshop menu, or just left them without shortcuts?  This mod is going to require DFHack, and that seems to want some of the ALT bindings.

Of course, if someone knows a magical way of making a submenu within Buildings or Workshops, that would solve the problem beautifully.

2975
So I made a nice monster, basically a better fighting, flying, smaller cave dragon. I used the cave dragon RAW as a basis, but changed it some. But I want my mountain dragon to look the same as the cave dragon. How do I achieve this?
If you want them to look identical, find out what graphic is being applied in your raw/graphics folder.

I think it's this one

Code: [Select]
graphics_magnut_next_underground

[OBJECT:GRAPHICS]

[TILE_PAGE:MAGNUT_NU]
[FILE:magnut/next_underground.png]
[TILE_DIM:16:16]
[PAGE_DIM:6:8]

(snip)

[CREATURE_GRAPHICS:CAVE_DRAGON]
[DEFAULT:MAGNUT_NU:2:6:AS_IS:DEFAULT]
[CHILD:MAGNUT_NU:3:6:AS_IS:DEFAULT]

(snip)

Make your own text file such as graphics_stagnatsoul.txt with that same header and that one CREATURE_GRAPHICS entry edited to use your creature's ID.  The AS_IS tells the game to use the colors in the graphic file (rather than the colors you assign in the CREATURE raws).  You can experiment with ADD_COLOR and tweaking your CREATURE to see how ugly the results are.

2976
DF General Discussion / Re: A long essay about dwarven military vs. RL
« on: August 20, 2014, 04:07:17 pm »
As someone said a while earlier, that's a weakness of the simulation, we're talking theory. However, for as long as cage traps consist of unbreakable pocket dimensions, bridges and walls are covered in mystical force-fields, and dragons are smaller than good-sized trees I agree that dragons ar enot dwarves' greatest foe.

If the besieged dwellers of the underground have no need to visit the surface, what need do the surface dwelling besiegers have to visit the underground? You guys are right, if I was a human general tasked with taking the territory of a fortress, I wouldn't commit suicide trying to take it. The course I see working best would be to bring the biggest and fastest artillery I had access to,  bombard the dwarves until their surface walls were broken down and they withdrew underground,then wall off the entrances to the fort and call it a day. I would hold the territory I had been sent to take and who would care if the dwarves are still there? If the idea is to take territory, their presence wouldn't be a problem.

In RL warfare you could just ignore most castles by staying out of catapult range and just wander the countryside.  It wouldn't be wise, however, because the castle can harass your supply lines and cause all sorts of other mischief that would take a siege's worth of effort to prevent.  Particularly Dwarves who tunnel effortlessly and don't worry about artificial embark square borders, it'd be nigh impossible to occupy the territory above without having all the troops succumb to paranoia that any moment the ground might open up or a river might change course.

This would however, be mostly an exercise in spite for Dwarves who don't actually need the surface to survive.  Tolkien's constructed mythology seems to imply that there were still Dwarves in the world; they just keep to themselves in the mountains.  And by in the mountains I mean literally inside them.

Edit: ninja'd by Deboche.

2977
Alphabetizing
I've been pondering this idea on how to alphabetize raws to address the issue of TC mods or mods that completely reorder the contents of the files.

It may be possible with regular expressions (sed, or python, or grep), but unfortunately, the solution I'm thinking of involves breaking comments that are listed right before an object would be broken apart from the next object... so, I'd rather just remove comments than try to parse them using some batch script.
A multi-line match for regular expressions should be able to scoop up everything between tags and associate it with the next valid tag.  The special cases are (1) the header up to the [OBJECT:FOO] token, (2) header comments after [OBJECT:FOO] but before the first [FOO:BAR] and (3) comments at the end of the file.  (1) and (3) should be easy.  We just have to pick a standard for (2), is it associated with the header or the first object?

2978
Highly detailed explanation

This is why I mentioned the idea of bookmarking an intermediate file, which fixes all issues with line numbers.  It does not perform well if two mods want to insert different stuff at the same point (it'd likely throw a false-positive conflict) and it completely craps its pants if the file is re-ordered, but it looks like it should be relatively simple and get us a fair percentage of what we need.

We can include a simple special case that two mods adding at the same point are not considered a conflict (important for adding custom buildings and reactions to entity_default.txt), but I don't think PE is looking to make the pinnacle of file merger technology especially if manifest files are adopted.  A manifest can declare dependencies and known conflicts and "recommended" load orders relative to other specific mods.

2979
DF General Discussion / Re: Forum help
« on: August 20, 2014, 10:02:55 am »
PTW :)

2980
DF Suggestions / Re: Improvements to embark points
« on: August 20, 2014, 09:24:01 am »
As GavJ mentioned, a set of pre-embark geology data deterministically gives you the same post-embark geology data every time (you can try this duplicating your saves and embarking in the same spot) although I'm not sure about creatures.  It probably uses the random number generator, but from a specific seed so that the same "random" numbers appear each time.  This could take longer than 5 seconds, though.  It might be useful to generate it in the background while the player is browsing the basic info.

I should clarify that when I said "generic layer information" I meant a level of detail that doesn't incorporate actual deposits, just what could be expected if all you knew was "sedimentary layer".  Would be a bit more useful if you knew "chalk layer".

2981

This still doesn't do a good job with re-ordering things.  To get that, you'd probably have to nuke the vanilla file completely and replace it using a different filename.  The launcher would detect that one mod's changes got deleted by another, but absent some advanced raw-aware logic it just isn't possible to merge the two.  That advanced logic comes... later.
We've been talking about this in the abstract, but is there a test case of two mods that we'd like to be able to merge with one doing complex reordering, and the other adding or removing stuff? At the very least we need to make sure that we properly detect that the mods can't be naively merged.

Spacefox did a lot of tidying up inside the gem raws in DF2012, but since the vanilla raws are now tidier I'm not seeing the same kind of re-organizing.  Still could use the 2012 versions a test case.

2982
DF Suggestions / Re: Procedural metallurgy
« on: August 19, 2014, 11:52:26 am »
Unfortunately the properties of real-life alloys aren't just the average of the properties of the components.  Atoms of different metals have different electrostatic interactions, so mixing them changes the crystalline structure of the resulting alloy.  The crystal structure has a big effect on the overall properties of the metal.  For example, some alloys are less dense than the average of their components because the atoms become more spread out to accommodate the differences between the two elements.
One striking example of this is solder.  An alloy of 63% tin and 37% lead has a lower melting point than either component and fully retains tin's ability to dissolve gold (rather than some average of tin's and lead's).

Metallurgy is complicated, which is why the non-Dwarves don't get to have steel.

2983
As to what Button was saying about the merge conflict:

http://www.bay12forums.com/smf/index.php?topic=142295.msg5586461#msg5586461
Quote
"Oh, those should be able to merge well enough together one after the other. I mean, from a logic perspective. Obviously merge tools tend to be... a little simplistic."

The fact that we could have just "added those lines on top of each other" means that could be an option to present the user.

I think the reason that happened is because one mod added 1 line, and the other mod added say 5 lines to the same spot.  Both mods/patches read the original location of that FILE AS BLANK.  Since we are only ever merging two mods at a time, since VANILLA is always our base.  If both lines expected a blank spot (can be read from patch file), and they found something there (in the case of merge conflicts).  It's safe to assume that we CAN ADD BOTH PATCHES, ONE ON TOP OF THE OTHER.

Actually, you know... now that I think about it.  Our base files don't have blank spots.  So what's happening is... their is a token mismatch.  At that point we can introduce logic on how to deal with token mismatches.  It's probably one mod realizing another mod wrote to that spot.

This is the problem I was trying to fix a bunch of posts ago by doing two passes.  Slip in bookmarks where each change is supposed to occur secure in the knowledge that no lines will actually move, then perform the actual changes at those bookmarks which could move things around quite a bit.

This still doesn't do a good job with re-ordering things.  To get that, you'd probably have to nuke the vanilla file completely and replace it using a different filename.  The launcher would detect that one mod's changes got deleted by another, but absent some advanced raw-aware logic it just isn't possible to merge the two.  That advanced logic comes... later.

2984
DF Modding / Re: How do I force some reactions to fail?
« on: August 19, 2014, 10:34:35 am »
It's worth noting that stuff that is produced by a permitted reaction isn't usable by your civ during worldgen.
Actually, some things are - specifically, it examines available reactions in order to determine what types of leather your civilization can make (when it iterates across creature materials, it looks for reactions that take those materials and produce SKIN_TANNED).
The famous example of this is steelmaking.  All Dwarven civs have access to steel in worldgen, and you can always bring along a steel anvil on your embark.  Even if the civ has no iron (and no iron anvils).

2985
DF Suggestions / Re: Improvements to embark points
« on: August 19, 2014, 10:19:47 am »
I agree with GavJ, though I'm not sure what you mean by X% accuracy.

What I meant about pre-embark information is based entirely on prospect's behavior.  It gives different numbers pre- and post-embark (and the former are marked as estimates).  Since it's a cheat tool, I can only assume the lack of detail is because fine details aren't set in stone until you embark.

When reporting generic layer information, it should come with summaries based on accurate math using blind projections (that is, based on the raws, not any specific knowledge of that particular site).

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