Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - PatrikLundell

Pages: 1 [2] 3 4 ... 753
16
I don't think A_Curious_Cat's statements are correct.

Note that my knowledge is based the pre Premium situation, so things might have changed, but I suspect they haven't.

Each cavern layer has its own biome, but Evilness/Savagery isn't part of a biome but applied on top of it, so if it includes an Evil creature it only shows up in the local biome if the governing world tile is Evil, but won't show up if it's Evil but the critter doesn't belong to the biome. However, there aren't that many things that are labelled as Good/Evil/Savage that can be included in the cavern biomes, but there are some. I believe there are restrictions to Blood Thorn and I believe Evil Eyes are tagged as Evil.
Savagery likewise carries through to the caverns, so you can have two visiting groups of critters in the caverns at the same time instead of the normal single one.

Thus, I would suggest modded critters for subterranean biomes would differ based on Evilness and Savagery if you were to try.

It can also be noted that Evil behaves differently depending on whether the Evil is a result of spreading from e.g. a Tower as opposed to if it was part of world generation. One thing that differs is that vegetation death always is 0 or 100% in spreading Evil, while world gen Evil can have any percentage in the 0-100% range. I don't know if there are other differences between "inherent" and "spreading" Evil.

17
Utilities and 3rd Party Applications / Re: DFHack 50.09-r2
« on: August 09, 2023, 04:08:16 am »
@Boltgun

Have you cleared out any conflict they are involved in?

I essentially haven't done anything with DF for a couple of years (still waiting for a playable version, first it was the mess left when the Premium tangent started, and then it was the removal of keyboard support), so the memory is rather fuzzy, but there's a structure that keeps track of conflicts and you could deal with invasion triggered conflict cascades by setting the conflict level in these structures to a non lethal brawl level rather than to the death. I suspect (former) enemies may still have such a lingering hostility structure.

18
DF General Discussion / Re: Future of the Fortress
« on: August 08, 2023, 02:50:37 am »
Regarding the character art intro, an idea might be to include it but default it to off, so players would have to opt in to get it, as opposed to the normal standard of having to disable intros you don't want. Those who miss the intro would mostly be assumed to be capable of enabling it, and new people interested in it would be able to turn it on after having gotten to know about it.

19
DF General Discussion / Re: Future of the Fortress
« on: July 22, 2023, 03:15:23 am »

1. Is still the case that the map rework is required before adventure mode? This means world generation is being reworked, right?

2. Do you plan to add ways to influence world generation beyond parameters? E.g. civ placement, a "pre history" terrain editor, a way to influence the chronology of creation, design a god to be worshipped, way to more precisely choose how many of each type of civ will be added etc.

:
(I know choosing the number of each civ for world generation can be done already by editing RAWs but it's cumbersome)
1. There have been some limited map handling changes with the Premium release, but the talk about separating the map into layers that can be loaded independently to facilitate adventure mode in particular (and enable new functionality generally) is part of the map rewrite and will not be connected to the current/near future adventure mode update. It's possible the map rewrite will enable new adventure mode stuff that might be performed in post map rewrite updates, but the same is true with other future changes, such as workshop restructuring and moving "terrain". It's a cycle of providing new functionality and making use of it.
Note that I'm trying to build upon Putnam's response, not contradict it in any way.

2. DF had a horrible mouse only map editor pre Premium (I don't know if it still remains, but it probably does), and there were a number of scripts that could be used with DFHack to modify terrain (they don't work post the Premium release because they haven't been updated to work with the new UI, and they don't have a chance to be modified to work post Premium until full keyboard support has been restored to DF. It's possible that a mouse only version could be implemented by someone interested in doing that, though).

Civ placement can be affected via RAWs as well (what type of terrain a race's civs can start in and expand to).

As far a I know the intention is to allow myth generation to use player supplied pre generated RAWs instead of generating new ones for parts of the process when provided, including using player supplied deity RAWs instead of generting ones. How this pans out and whether there will be restrictions mostly won't be known until the myth implementation is actually performed, though.

20
DF General Discussion / Re: Future of the Fortress
« on: July 16, 2023, 02:00:22 am »
Hello. I am a novice and I have a problem that has been bothering me. How do dwarves write without pen and ink? I see dwarves writing in the library without the need for pen and ink. Will pens and ink be added in the future?
A lot of things are abstracted away in DF, and in the case of writing the production of the material written on can be considered a stand in for the complete set of things actually needed. It's somewhat similar to how workshops can produce things without explicit tools (or even materials for the construction of tools). Some aspects of the simulation may be expanded on in the future (I believe workshops will be overhauled at some unplanned point in the future). My guess is that the answer to the question would be that it's not impossible, but we'll see what happens.

21
DF General Discussion / Re: Future of the Fortress
« on: June 30, 2023, 02:59:53 am »
:
I made those relationship checks 10x as fast by just introducing a little caching, turning the checks from O(logn) to amortized O(1)--multithreading is an O(1) speedup, so improvements in algorithms will win just about 100% of the time, and this is a great example of that

Expressing strong support for Putnam here: When looking to make things faster, first try to improve/replace the algorithms, then retry to improve the algorithms, then again try to improve the algorithms. After that you may start to look for optimizations (and while doing that, keep an eye open for algorithm improvements).
It's also the case that an algorithm that was good once upon a time may become less suited to its ever expanding set of tasks as years go by, so a need to replace an algorithm isn't automatically a sign of a bad design.

22
DF General Discussion / Re: Future of the Fortress
« on: June 23, 2023, 04:31:32 pm »
Multi threading as a magic bullet has been raised and discussed many times. Firstly, it assumes the performance is constrained by the available CPU, rather than memory bandwidth, and secondly it assumes that the logic is independent so that the things run in parallel are not dependent on each other (path finding/motion collision is an example where you need to have a defined order, or at least logic, to avoid things passing through each other or ending up at the same location without potentially performing a collision check because nothing was there when you calculated it for both parties), and thirdly that the overhead of managing multiple threads is less than the gain of performing calculations in parallel. You can look at any bureaucrazy to see that additional management to control things in detail may well cause things to run slower with less resilience and at a higher cost to realize there are risks involved...

At least in the past, measurements have indicated DF is mainly memory bandwidth constrained, not CPU constrained. That doesn't mean there aren't potential improvements, but it may well be that restructuring the code such that calculations made on one set of data in memory before going on to load a new set of data and continue the partial calculations on that might be a better approach for some parts of the code. I'm not saying that's the case, only that it's a possibility.

23
DF General Discussion / Re: Future of the Fortress
« on: June 17, 2023, 01:26:43 am »
This is my first time writing here so please warn me If I do something wrong, thank you.

1- About myth&magic update, myth generator will create random people and creatures but how will you make their designs in game if they are completely random? I remember I saw something like ''lizard with exposed brain'' this could be easy since we have lizard design but how will you do every random creatures' design?
:

1. It's not random, but procedurally generated. This means there will be a framework that specifies the things that can be generated for each parameter and logic tied to that to produce the resulting abilities and properties when these elements are combined. It's definitely not trivial, but it's something that's been used by DF as a fundamental element throughout the development, so it's something Toady is very familiar with.

24
DF General Discussion / Re: Future of the Fortress
« on: May 05, 2023, 02:11:44 am »

1.Can we expect some adventure mode ai improvements after the update is out?
2.After the magic update, will there be the possibility of some people having powers based on their values and personalities?
3.Will we ever have procedural government systems?

2. Given that personality tied magic is a common trope, there should be a possibility of it appearing eventually. I'm not sure I've seen personal values based ones (but certainly organizations/sects/... with magic and an expectation ranging from expectation up to demand on their values, but then we're basically back to normal sphere based magic).
3. Ever is a very long time. It doesn't seem impossible or out of the bounds of the kind of things DF does.

25
@Aerth: Legends Viewer was able to use the vanilla Legends Mode exported files only for a limited view of the info, or that together with the information exported by the DFHack supplemental script for the more complete picture (but still not fully complete). The usage of past tense indicates it reflects the pre Premium release status, and doesn't indicate the future, in which I hope Legends Viewer will again be able to augment the game play.

As Shonai_Dweller said, it might be possible to modify the DFHack supplement to export some or all of the data DF hasn't yet restored, but it's likely a waste of effort for something that's likely to be restored before too long.

So, the DFHack export functionality triggers the vanilla one as well as adding additional info its own script collects (ideally DF itself would export that info as well, as the DF team is much less likely to misinterpret the data than the DFHack community is. I wouldn't be surprised if the vanilla exports would eventually grow to include things the DFHack supplement provided (and probably will provide again once things are back to normal)).

26
DF General Discussion / Re: Future of the Fortress
« on: May 04, 2023, 01:27:39 am »
> 50.08 notes: Allowed most water-based jobs that use buckets to use partially-filled water buckets in addition to empty buckets.

Which jobs can't use partially filled buckets?

I could not tell you, for they will only fail to if I didn't find them
I interpret that to mean that detection of any bucket using water based jobs that fail to use buckets partially filled with water are to be considered as bug report worthy.

27
I've managed to update the script to mostly work with the Premium release. The help key doesn't work as the keyboard support was removed. A work around to bind it directly to the question mark was introduced, and while it doesn't work, it also doesn't prevent the script from being parsed.

Extremely limited testing on a save with books in it. I didn't see any problems in that very limited test. The script may be based on an old version, as the revision was old, for some strange reason.
The contents of the link on the first page has been updated.

Edit: The updated version was based on an old version. 0.21 is based on 0.19, with the same (?) limited set of changes. The help key still doesn't work.

28
DF General Discussion / Re: Future of the Fortress
« on: April 30, 2023, 01:50:54 am »
@cliff987: I thought I was poking fun of myself... I apologize if people think it was directed at them.

Once keyboard support has been restored, assuming key rebinding is supported, it might be possible for interested parties to come up with a way to create a "classic" key rebinding tool that recreated the old bindings as much as possible. However, it might be tricky to change UI movement keys "back" if it isn't possible to bind the "same" function to different keys in different contexts.
Also, I personally think it's probably better to bite the bullet and relearn a new scheme rather than relearn a set that's partially new.

29
DF General Discussion / Re: Future of the Fortress
« on: April 29, 2023, 12:34:54 pm »
I apologize if this has been asked, but will there be an option for legacy controls? I can't really play the new version. Too many years with the old. I know that's a me problem, but figured might as well throw my two bits in.
There are a few reasons for why restoration of keyboard control won't use the same key bindings:
- The keyboard controls were very inconsistent (a number of different schemes for what was essentially the same control action used in different places), and that's rather messy for newcomers and not great overall.
- Functionality has been shifted around, so some new functionality isn't really the same as any of the old ones. Binding the old key to to something that's sort of the closest to an old usage isn't exactly great.
- When restoring keyboard control (it was intended to be almost entirely scrapped last summer) for a new audience provides an opportunity to not only consolidate "the same" actions to use the same keys throughout, but also to reshuffle keys bindings to keys that make more overall sense currently, rather than using whatever free key that sort of could be connected to some new functionality when that was added.

Will it be a pain to relearn keys? Yes.
Will it result in usage of muscle memory that's no longer correct for years to come? Yes.
Will it be better in the long run even for dinosaurs like me? Yes, unless the ability to form new memories have failed, in which case the game will probably be unplayable anyway.

I think it will be possible to change the key bindings, but I suspect it won't be worth the effort unless you need to because your (non US) keyboard doesn't provide a reasonable access to some keys (like everything that's used to "build" composite characters out of a modifier and a base character, like e.g. î on mine, where the circumflex isn't printable with a single key press, at least with normal keyboard processing routines).

30
DF General Discussion / Re: Future of the Fortress
« on: April 19, 2023, 07:05:31 am »
Any hope that export legends functionality will be added to Steam version?
The convention used on the forum is to mark questions to Toady in Lime Green to make it easy for him to find the questions when it's time to answer them (you can update your post to do that, rather than add a redundant post).

As far as I am aware, the reason the XML export is missing is that it was one of the things that had to be cut to get the Premium release out in a timely manner, but as far as I know it's intended to be restored (it's currently missing in both the Classic and Premium version, regardless of Premium version vendor).

Pages: 1 [2] 3 4 ... 753