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Messages - Amostubal

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136
Masterwork DF / Re: ☼Necromancers☼ Discussion of possibilities
« on: August 07, 2017, 03:17:16 pm »
So are you looking for tips or should we provide you with some functioning examples of Tower/Dungeons? I can do either but the example would likely take me a while if I were to be thorough with warlock-specific notes and such. I've started on the fort now, should be done by at most next week.

Yes I would love to see a write up on how this race works... because currently I've shot in the dark enough I'm mad at them... Additionally... I'm not use the system of MW 6.02 / DF 35.04 and honestly I just don't know what I'm suppose to be doing... I'm not even sure if I'm doing things right... It seems that some of the menus I use in 43.05 don't give me the same acurate data in 35.04, so yeah I feel like a complete newb in DF when I operate on that system.


137
Masterwork DF / Re: Dwarves turned into stone statues
« on: August 07, 2017, 03:10:14 pm »
permanent its not a curable thing... they have been turned to stone... congrats your the first player to report on some of the new additional !!fun!! things from ZM5 and others.  I think you can crush them or drop them down long holes if you want to let them die so you can replace them in your pop counts...

138
Masterwork DF / Re: ☼Necromancers☼ Discussion of possibilities
« on: August 03, 2017, 07:45:28 pm »
okay I'm back to work on the project... I need a walk through... I've started 3 warlock fort on ye olde masterwork and I just don't have a clue what I'm doing lol... I need to get to a full successful fort somehow before I really can say I understand what is in and out...

On the whole port over issue... its not easier... the warlocks easily contain some 20,000 to 50,000 lines of code(potentially) that will have to be reviewed and determined what did what... your pretty much either going to go ground up recreation of the warlocks or a lengthy search fix and replace of bad entries... and there is literally a whole different code system to accomplish half the tasks...  I'm not even sure if the magic part is even code effective...

If I can get to a fully functional fort and play it through for a few years... I can get a cooncept on how they actually function, then try and determine how they accomplish it and what is no longer available to 43.05...

I am every second I look at this closer to scrapping the project and going full rogue with either my own creation or just going on to some other project.

139
Masterwork DF / Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
« on: August 03, 2017, 07:23:04 pm »
https://puu.sh/x0mw5/60adcf6ce7.png What on earth is this bug?
I've booted this thing up, set my basic preferences for saves and such, enabled humans for fort mode, now every time I try and start dwarf mode my game crashes when loading " text characters "

yeah verify you are running 1.29... because thats the old bug in 1.23... and it was fixed in 1.24b...


140
Masterwork DF / Re: Every tile is maxed brightness/contrast. Need help.
« on: August 02, 2017, 07:41:40 pm »
yeah there was a massive memory issue in the 32 bit version of MDF... the 64bit version doesn't run into that issue... its pretty issue to fix either with LAA but the 64 bit version doesn't need it.

141
lol wow I just realized it was a human fort... I thought it was kobold lol... well generally a lot of the smaller or more squishy races end up with lower adulthood numbers... meh its a game... realistically I've seen cultured that married girls off a puberty, and generally speaking thats determined by environment... it doesn't bother me much as the younger they are considered adults the faster their civ expands and generally humans are expected to spread quicker than most.   I've rarely played any fort long enough for kids that were born in the fort to reach adulthood and never really paid it much attention... but I do find its funny that anyone would think programmers would have an issue with it...

side note when I said that the faster a race reaches adulthood affects the rate of civ expansion... I'm not kidding...  really the race adulthood age is the number one thing for expansion, with the ability to smelt metals being the second... lol.

142
Mod Releases / Re: Amostubal's Expanded Dictionary
« on: August 02, 2017, 07:09:40 pm »
this sounds wonderful, but when I click the download links on the first post, Dwarf Fortress File Depot says:

"Error.  The requested file listing does not exist."

--nomad_delta

I thought I had locked it... Interest never picked up and other work was more pressing... also I found it had some adverse affects on slower older systems that I refused to be a part of ... I removed the files from access when I discovered it.

locking the topic now.

143
lols... I'm ancient... 12 is not a young age for engagement or marriage for humans, It was good enough for 1000s of years... I'm not personally interested... but I still remember when I was 12 being informed by my great grandmother that she had married her one and only husband at 12, 2 months after her birthday, she was his 3rd wife, the first died in childbirth, the second to disease, he was 31... the modern age of under 18 is to young, is really a modern convention. People's attitude towards it is rather a forced out rage added since it became law.  A common effect in human history is that when a law is created, added, enforced, removed etc.  the generation that is present is out raged about it, but in 20 years it becomes the "common sense" to the the next generation.  Pre WWI it was common for women to be married off at 10 to 14, and men to be required to continue to work for their father up until their late teens.

In human history generally ages are pushed to older as a requirement for more time to be invested in training increases, so as education needs and population size increase, ages are pushed toward 18+, such events occurred during augustus ceaser, in spain in the 1200s, in greece 200 BC, etc and such events usually preceded a culling of the group (plagues, wars, etc.).  As population size decrease and skills needed becomes more primal/survivalist in nature... we end up with ages being pushed toward puberty (10-14), such as it was in the americas from throughout the western expansion of the country up to the events that led to WWI. 

So here's a thought experiment:  how many generations do you think it would take before humans revert back to such a level again?  Possible examples of such events that may evoke it: nuclear war, environmental collapse, in the negative and in the positive, new "colonies" say on the moon or mars?   Personally I think that as the amount of skill needed becomes centralized into a specific set of "survive skills" such "places and events" will revert to lower and lower standards, not because they want to, but because they will need to, for survival. 

So yes I can see that some may have an aversion to it... but I think its only an aversion, because they were given a law to make them be averse to it.  kobolds are marrying at 5 and 6 years old... OMG!!!!  blah.

144
Masterwork DF / Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
« on: July 15, 2017, 07:55:09 am »
You sound like a genuinely nice guy Amos, but this effort, in my opinion, is wasted. Toady has declared his codebase his own, doesn't want open source contributions. Whilst we can mod it through memory hacks, it doesn't seem like his intention to release control.

There are better games.

+

Now that's fine if that's your cup of tea, but it's not much fun when you realize the limits of what can be modded in this game. It was just a heads-up, that passion and keenness is a poor thing to throw a blanket on, but perhaps a 'been there, done that, and got frustrated' kind of reply I guess. Running around finding memory addresses and tweaking things via DFHack, when the author could just expose an API or functions, is utter pain.

Sorry for the offtopic.
I can understand your frustration. However I feel that you are neglecting the main contribution Toady made by creating this phenomenon of DF.
He never asked for any assistance nor did he demand money for playing the game. He's the one in charge and he's the one who has the vision of how the things should work.

Obviously you may have your own views on some things but the thing is: you're mixing commercial games with the one being made on a pure enthusiasm.
Look at the *nix OS family. Which one should I use - Gentoo, Mandriva, Fedora, Debian, Ubuntu or some other? Which fork? Which version?
This chaotic structure is very typical for any decentralized coding. Although it may be very flexible it serves different purpose of utilizing system resources.

Here we have a work of art with quite a natural desire of the author to keep the rights of authorship to himself. Being named on the main screen is the only reliable thing Toady gets in return for his constant wok (I'm aware of contributions but we all know the nature of them not being a reliable and stable source of income).

Long story short. We all appreciate community work here (bug reports, solutions, software extensions, etc) but nobody forces you to do this. If it troubles you and leaves you frustrated - then just quit doing that, as simple as that. Save your energy, enthusiasm and morale for something that makes you happy.

------

Back to the topic.
Thank you very much, Amostubal, for keeping Meph's and Toady's works up-to-date.
I recently felt the urge to have MDF installed (after a typical break of ~2 years) and now I'm enjoying the struggle with FUN like back in the old days.

Thanks Dave!

I agree toady is never going to share the glory for his game and he rarely takes anything from the modding community and puts it into his game...  but I see his game as more of just an engine... like unity, just with more game mechanics permanently installed.  Take a look at some of the zero DF mods out there that toss all the original game raws and tries to replace everything except the exe...  You can make a lot of changes within the confines of the game...

another note...  I don't care for most of the crap commercially produced.... I've been taking a vacation for the past "month" with my oldest son... we've played 4 major game titles... in order:

1.  dragonage: inquisition - Too many game play options, abilities, crappy content; for a quick hard crap ending,  100hrs game play(hard mode) to complete all quests and side quests, with no feeling of reward at end, really we turned it into a story book game by replaying it in newbie mode and running the conversations in 10hrs and just to get a better ending. The best part of this game was discovering how many broken/incomplete map content we could discover.  really why give me the option to jump if jumping isn't really necessary to play the game...  The only reason we played this one so much was that it did draw you into the characters and story early and made you invested in finding out how screwed up your bad advice messed up a bunch of medieval characters... Really the best moment in the game... near end I found out that like the second or third time I talked to 1 character I had set her on the path to be a ruthless evil killing machine... making killers while trying to get approval for love... I actually would say this game is a solid 7/10 if and only if you avoid all side content and all the BS crap: play it in newbie mode, avoid all the additional content, play it as if its an interactive story book, avoid any fights you don't need, most of the game isn't worth messing with. done.

2. Assassin's creed - Twitch twitch twitch twitch twitch.... 10 hrs and I was tired of it. 

3. Warframe - rather rewarding and fun gameplay... didn't take me long to figure out the controls and crafting... but you had to be online and you had to find others to play with to accomplish most major tasks... Lots and lots of gear crafting, i hate the timers, I hate the grinding... think 10 hours maybe 20...

4. Skyrim, enough said....

other than this we whipped out the old favorites... metroid, super metroid, super mario {1 2 3}, super mario world, super mario wii, guitar hero {1 2 3 world tour, aerosmith,, metallica}, zelda {1 3 ocarana, majora, skward, and shadow}, along with several others, lol.  not including the board games.  Honestly  I've been really busy .... but back to that subject...

Honestly If I'm paying for the game I don't really care much for the mod packs... besides people want to charge for them and shit and I'm not interested.  But I really find most modern games to be too short, before they become completely boring or their errors become glaringly obvious.  Even top rated games to me are crap.  Most games today rely too much on their graphics to dazzle, and if you take that away they wouldn't get a 3/10 from me.  That's why this game makes me so happy, I can make it the game I want to play.  I mean it... I play till the game hits 0 FPS death or I get undead fire men...

anyways next month I plan to be back 100%,  see all of you there.

145
Masterwork DF / Re: [Orcs] Bonemeal and bonemold
« on: June 30, 2017, 09:01:05 am »
the old thread is still valid for 1.28 and really needs a bump to get it nearer to the top of the list.

146
Masterwork DF / Re: Sentient creature body parts/skeletons
« on: June 30, 2017, 09:00:01 am »
yeah Its a problem I've tried to get around more than once... Basically any fix to make them usable, requires a DFHack and the race to eat babies...

147
Masterwork DF / Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
« on: June 30, 2017, 08:56:27 am »
additionally I posted a how to github here:
http://www.bay12forums.com/smf/index.php?topic=164688.0

for aspiring modders of MDF.

148
Masterwork DF / Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
« on: June 30, 2017, 08:54:39 am »
A new version is up and operating.  1.28 saves should work in 1.29 but only new worlds in 1.29 will have fixes that 1.29 provide.  Have Fun!

149
Masterwork DF / How to utilize the Github to send in fixes, etc.
« on: June 28, 2017, 09:06:37 am »
So I know a few people don't know how to use github... I'm going to go through it real quick right here.

First off we have a github organization here:
https://github.com/Modified-MW-DF

you need to create your own account on Github:


Follow the steps to get your own account then return to our organization.  From there click the link to modified-mdf.


on the next page, look in the upper right and click where it says Fork:


after answering the popup it will send you to your own fork:


Now then from there click Clone or download and the Open in Desktop:


that should give you the download for Github Desktop.  Install it.

Now then in Github Desktop, you can directly clone your fork onto your desktop: (you will have to login to your github account before you can get this option)


After doing all of that,  It may take a moment for the clone to be created locally on your system...
You should have a screen that looks like this in github desktop:


And thats all you need to know about how to github, fork, clone, sync, and pull.  send me updates.

150
Are guilds implemented as castes? I have no clue what DT does with those, but it's unlikely that it has something to do with the memory layout unless it works as you're expecting in older versions of DF.

I'll echo a point I made above: while the DT build you have may work for you, if it's a 64-bit Windows build, chances are that it won't work at all for a number of other players.

yeah the build I have works fine for everyone except this one point...  Now that I think about it, I remember scraping it from peridex probably around DFHack 43.05 beta 2.  I was looking for a working one for my personal build of MDF around then, so I had it when I put MDF 1.24a|b together....  This one thing is the only issue that it has.

Yeah guilds are operated through Caste switches in MDF and they worked as far back as 40.xx as far as I can tell, Its only in 43.05 x64 that we have complaints about this one thing.


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