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Messages - tnuhnivad

Pages: [1] 2 3 ... 5
1
Tilesets and Graphics / Re: Nagidal's Classic ASCII tileset 24×24
« on: October 31, 2023, 03:59:43 am »
I just wanted to pop in and say that Nagidal's high resolution tile-set variants are by far my favorite tile-set. I especially like the octagonal wall variant these days. Thanks, y'all.

2
DF Modding / Re: Smaller In-Game Menu
« on: October 31, 2023, 03:36:17 am »
It works!

Spoiler (click to show/hide)

Extreme examples (DragonDePlatino's ASCII curses vectored 8x12 & 48x71) compared to the original map tile (Nagidal's ASCII 24x24)

Spoiler (click to show/hide)

I already had TWBT and DF Hack installed for multi level rendering. While I was aware TWBT's main use was separating map and font tile-sets it never occurred to utilize the feature for that specific use case. Unfortunately, despite removing the example dorf graphics from my game files they still appear instead of the standard ASCII dorf bubbles. I guess I gotta go make or find some custom dorf overrides! ;)

Edit; I just realized I can just simply gen a world with the desired high-res square tileset, then just change the font to a non-square smaller tileset, and load that world without enabling graphics. completely avoiding above issue and keeping pure ASCII

3
DF Modding / Smaller In-Game Menu
« on: October 30, 2023, 01:52:23 pm »
While browsing tile sets and mods for 47.05, I came across a pack by Dragonmaster13 some time ago.

http://www.bay12forums.com/smf/index.php?topic=168704.msg7645556#msg7645556

One of the tweaks in this pack shrinks the In-Game hotkey menu a bit. Dragonmaster13 states, it's "an old df trick" in the post.



I'd like to recreate this in my personal v47 files but, I cannot figure out how to replicate this. I reached out by PM and inquired about it some time ago but haven't got a response and they haven't been on the forums in over a year.

Anyone out there know how this tweak can be recreated?

4
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: October 30, 2023, 05:34:16 am »
<dorf> has been possessed!

I titled this param set Sifting Sand.

Legends Viewer:

Summary:
Spoiler (click to show/hide)

World View:
Spoiler (click to show/hide)

About:
Spoiler (click to show/hide)

How:
Spoiler (click to show/hide)

Elements:
Spoiler (click to show/hide)

World_gen.txt
Spoiler (click to show/hide)

Should work in v50+ also

5

The black screen bug on the main map with TWBT when exiting some menus such as Status (z) or Stockpile settings (s) seems to have been around for years, especially when calculation FPS dips down to or below graphics FPS.

This is the autohotkey script I use to deal with it. It basically sends "F12" a short time after you press ESC (1/10 of a sec), which forces a redraw of the main window just after the game exits the menu.

;---begin code---

#UseHook
#MaxHotkeysPerInterval 200

~Esc::
sleep, 100
Send {F12}
return

;---end code---

Has anyone found an updated way to handle this? This solution works but I'd rather not have to use a 3rd party program. I love my multi lvl ASCII 47.05 but this black screen issue is driving me nuts. Doesn't happn with TWBT_Legacy but, that cause some other issues for me.

6
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: January 25, 2023, 01:08:02 pm »
Desert worlds are evocative!

Thanks! I'm currently playing this world now trying to construct a obsidian and black/white glass mega spire.

7
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: January 19, 2023, 08:58:04 pm »
I've been working on a new world gen set. Also I learned it is really hard to get creative with the world gen sometimes with civ restrictions. I named this one Arrakis. Elves and tress are but a myth here. Water is very scarce although; civ restrictions and game-play elements there are still small lakes and rivers to allow for humans. Uncertain amount of other drainage to ensure civs place with crops. May get many rejections needs tweaking from someone more experienced than me.

Also I'm playing modded raws so the direct seeds may not work the same for you.

Summary:
Spoiler (click to show/hide)

World View:
Spoiler (click to show/hide)

World_gen.txt
Spoiler (click to show/hide)


If anyone is able to tweak this in order to never get civ crop placement rejections while having a minimal amount of water please do. Makes for some really cool spots where all the sand colors can meet at a single tile or two. I also noticed with world gen params of these non square dimensi0ns cause crashes frequently during gen and lead to a broken embark search function as it only scan terrain for half the map?

8
DF Modding / Re: Modding Dragons
« on: January 19, 2023, 05:40:36 pm »
Here are my modded Raws I'm using so far. In game testing I saw two Wyverns flying together around my embark briefly before leaving. Wyverns sometimes become deitys for civs. The base dragon template and cave wyrm I modified myself. the wyvern is modified from Enemy Post Assorted Creature Pack. There are many other creatures in EPACP pack I'm playing around with as well as some other modded dragon type creatures from elsewhere. The creatures are balanced in various aspects as size, cluster size, combat ability, breeding time, etc...

Dragon

Spoiler (click to show/hide)

Wyvern

Spoiler (click to show/hide)

Cave Wyrm


Spoiler (click to show/hide)

I'm playing this with the modular primal mod for prehistoric creatures in game as well as default one. I had the idea to put together a complete draconic fauna mod pack/animal husbandry drop in replacement mod?
still havent played much with intelligence aspects of some dragon.

9
DF Modding / Re: Modding Dragons
« on: January 19, 2023, 05:07:29 pm »
From Another thread:

I want my tweaked large scale continent gen to be dominated by types of dragons. Maybe 75% Dragons and 50% cave dragons or somewhere around those %'s in terms of relative beasts/location.
One would set the dragons to [FREQUENCY:100] and to appear in every type of biome. And set other animal frequencies to lower. (dragon:100, lynx:1, wolf:1, parrot:1, emu:1, frog:1 etc... total sum of freq = 200 ish)

Get a good code editor (Notepad++, Crimson Editor, Emerald Editor) and start editing your game's raws...
(find string in all files: FREQUENCY)
Cannot change the dragon stuff in worldgen-init-file.

10
I want my tweaked large scale continent gen to be dominated by types of dragons. Maybe 75% Dragons and 50% cave dragons or somewhere around those %'s in terms of relative beasts/location.
One would set the dragons to [FREQUENCY:100] and to appear in every type of biome. And set other animal frequencies to lower. (dragon:100, lynx:1, wolf:1, parrot:1, emu:1, frog:1 etc... total sum of freq = 200 ish)

Get a good code editor (Notepad++, Crimson Editor, Emerald Editor) and start editing your game's raws...
(find string in all files: FREQUENCY)
Cannot change the dragon stuff in worldgen-init-file.

AWESOME; thank you, I'm going to try this. I found 'Enemy Posts Assorted Creatures Pack' and borrowed/modified dragons, cave, dragons, and added various dragon types. I use Notepad++ for everything but MS Vstudio has a nice DF raw/mod checker add-on

11
I noticed not so many folks with MacBooks know that DF can be run using full capabilities of their Retina screen, i.e. when tiles don't get artificially scaled up 2x. In order to do that, set GRAPHICS_FULLSCREEN(X/Y) to match your native screen resolution and press F11 to go fullscreen after loading DF. The problem is of course, since the DPI is so high, everything becomes too small and uncomfortable to play. I found that using the 30px version of Duerer tileset HaterSkater published in http://www.bay12forums.com/smf/index.php?topic=142083.msg5777391#msg5777391 works perfectly, tiles visually become the usual size while looking super sharp and extra gorgeous.

If you like me, prefer playing with huge tiles, would it be in order to feel the game on a completely different level or just concentrate on building very compact fortresses, you can blow up the 30px version of the tileset to 60px using the nearest-neighbor algorithm (you can do that with "convert in.png -filter point -resize 200% out.png" with ImageMagic) and also optionally use the original 15x15 version of the tileset for text (via TWBT) drastically shrinking the right sidebar. This is certainly not for everyone but you can give it a try. I only wish there was a simple way to fill the 60px version with the original 15px hatch.

Thanks! I'm really wanting to figure out this smaller sidebar trick; I'm going to try this

12
DF Modding / Re: Modding Dragons
« on: January 01, 2023, 10:21:56 pm »
Yeah, in Legends Viewer on the summary page scroll on down past the historical figure population figures and at the bottom you'll find "Underground Populations". Cave Dragons are in there. They're not like Megabeasts (like regular dragons) which are (I think) all historical figures.

Nice, ok so it does work. I compared another similar world gen and it would seem the [Ubiquitous] tag tripled the cave wyrm population

13
DF Modding / Re: Modding Dragons
« on: January 01, 2023, 08:59:30 pm »
When the game generates creature populations for each region tile it draws from the pool of suitable creatures. When it draws cave dragons you'll get 2-5 in that tile. Not all suitable tiles will get them. These are the pools drawn from when spawning creatures on the borders of your fort.

You can increase the number in each tile by editing [POPULATION_NUMBER:2:5].
You force the game to put them in every suitable tile by giving them [UBIQUITOUS].

Sorry I meant just in world Gen in particular. I added the trainable and child tags to cave dragons and dragons. However, [UBIQUITOUS] didnt seem to generate any more or less cave dragons. I just gen'd a massive 1500+ yr world and there was only one cave dragon ever in the world.

Cave dragons seem to be 'born' in later years of world gen as legends viewer utility would have me believe.
You may be just looking at the historical figures (cave dragons that killed or were killed by other historical figures or who went on rampages.)
The actual cave dragon population is probably quite a bit higher.

(For example, just whipped up a quick 90 year old world and the actual cave dragon population is 51246).

Sorry if this is obvious but how can I see what the actual population is?

14
DF Modding / Re: Modding Dragons
« on: January 01, 2023, 07:16:35 pm »
When the game generates creature populations for each region tile it draws from the pool of suitable creatures. When it draws cave dragons you'll get 2-5 in that tile. Not all suitable tiles will get them. These are the pools drawn from when spawning creatures on the borders of your fort.

You can increase the number in each tile by editing [POPULATION_NUMBER:2:5].
You force the game to put them in every suitable tile by giving them [UBIQUITOUS].

Sorry I meant just in world Gen in particular. I added the trainable and child tags to cave dragons and dragons. However, [UBIQUITOUS] didnt seem to generate any more or less cave dragons. I just gen'd a massive 1500+ yr world and there was only one cave dragon ever in the world.

Cave dragons seem to be 'born' in later years of world gen as legends viewer utility would have me believe.

15
Hello,

I have this world gen param in DF 47.05 that I've been working on for a while. One gameplay aspect I wish to add to my genereated worlds is more Cave Dragons and 'regular' dragons. I have noticed Cave Dragons are relatively rare and running world gen at enough length to allow for some 'regular' dragons to reach maximum size or close to it often causes what few cave dragons which gen'd with the world to die during world gen.

I want my tweaked large scale continent gen to be dominated by types of dragons. Maybe 75% Dragons and 50% cave dragons or somewhere around those %'s in terms of relative beasts/location.

I'd also like to add a few intelligence aspects to dragons if anyone has experience with this or can recommend mods or pages maybe I missed please do.

Thanks  :)

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