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Topics - tnuhnivad

Pages: [1]
1
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?

2
DF Modding / Modding Dragons
« on: December 30, 2022, 02:42:44 pm »
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  :)

3
DF General Discussion / Advanced World Generation: "Garden of Conqueror's
« on: December 13, 2022, 01:34:47 pm »
Playing the steam release left me desiring to play the now 'classic' DF. Upon doing so I realized I never shared these advanced World Gen parameters I spent weeks or possibly months working on. I've probably spent more time messing around in advanced world gen than actually playing this game over the years I'd bet.

This parameter set has been designed to maximize available play area and generate tuned values of geography, civs, evil/good, beasts, cave params, etc... Often generates aesthetic and interesting terrain due to a higher variance. This is simply a template feel free to tweak it as you wish.



Spoiler (click to show/hide)

4
Can anyone tell me what's going on here and how I could fix this?


5
Utilities and 3rd Party Applications / Multilevel View and Rendermax?
« on: February 13, 2018, 11:24:35 pm »
I would like to make these two work together If it's possible. However, I'm running into issues, forgive me if these are dumb questions. I can't seem to get multilevel view to work. Using the command in df hack, with TWBT enabled, I get, "multilevel x is not a recognized command." Also, using rendermax - rendermax light -, I get, "file not found:data/save/arena1/raw/rendermax.lua" Do I need to download and install something else, like some config files? Which command for rendermax should I be using? If I try using rendermax commands on some other installs which have tilesets and I'll get crashes.

6
Tilesets and Graphics / Merging Meph & Vordak Graphics w/ Phoebus Tileset?
« on: February 09, 2018, 09:04:18 pm »
I really love the Phoebus Tileset, but, the creature graphics are just not so great IMO. So I've been playing with Meph's tileset pack lately and find the opposite to be true. I had the idea to merge the two through the latest LNP. I managed to make it happen by creating a new folder in M:\PeridexisErrant's Starter Pack 0.44.05-r02\LNP\graphics and merging the respective files. As well as replacing LNP's dfhack with Mephs custom dfhack included in his pack. Everything seems to be working and It looks just as I wanted! The animated grass, vordak's dwarves, the round tress of phoebus, etc. Only found two issues so far. The first being the creature graphics have a black background wheres playing with the standard meph pack creature graphic backgrounds become transparent to whatever tile is behind them. Does anyone know what I can do to make this change? Also, albeit very minor, the LNP show this new pack I put together as Phoebus x16. I guess because I used the phoebus original pack with the LNP as a base? So I have two phoebus x16's now under the LNP graphics interface menu. I figured out which one it is, but, wish I could change the name. If anyone knows any other problems that I may run into please let me know and how I could possibly fix them!  :)

https://gfycat.com/AdorableIlliterateIrishredandwhitesetter

Spoiler (click to show/hide)



7
DF Adventure Mode Discussion / Is adventure mode broken?
« on: February 07, 2018, 11:43:56 pm »
 Is anyone else having issues with adventure mode? I'll walk around lairs w/ cyclops, night creatures, vile freaks etc. and not get attacked at all. My followers won't attack anything.

8
DF General Discussion / Advanced World Gen: Tiered Difficulty Islands
« on: February 07, 2018, 06:36:34 pm »
TLDR; I've created a World Gen parameter that creates large islands, which, increase in difficulty as you move towards the center of the island.

So...
Spoiler (click to show/hide)

Often I'll get unique terrain features such as oasis style biomes in the center of the mountains and valleys which you can see in the screen shots included below. The lair concentration which contain the more deadly beast are much higher in concentration around the mountain areas. You can also see that my mountain and cave dwelling civs (dwarves and kobolds) have been, essentially, wiped from the world usually due to large beast attacks. The remaining civs and civ sites are ones that have maintained a position around the perimeter of the island. This tiered difficulty concept could be useful to many RPG experiences depending on how you may want to play.

Summary:
Spoiler (click to show/hide)

Civ and site placement overview:
Spoiler (click to show/hide)

World Gen Parameters:
Spoiler (click to show/hide)

9
So, I've gone a little dragon crazy...

I added a number of creature tokens to dragons specifically as I want my world to be populated extensively with them; a large region with a minimal amount of water to maximize playable area. You can examine my world gen params and dragon raws below.

I've done things such as make dragons meaner by adding, berserk, prone to rage, and carnivore tokens. I gave them some scale color modifiers and eye color modifiers. I've improved their ability to breed in the wild by increasing frequency, pop size, and clutch size, as well as added some baby and child tags. I have given them the ability to learn, speak, and intelligent tokens. I also added the power token which has lead to some very interesting events on some test world gens. I've come to like this more formidable form of dragon I want them to be the dominant life form in my world. I'll include some screen grabs of some notable events where dragons have led civ armies and large groups of followers into battles. I've also given them the ability to fly despite their lack of wings, which, brings me to my question.

I wish to add actual scaled wings to the surface dragons which are large in size that could be damaged in battles effectively losing their ability to fly. I've looked at some other creatures with wings, but, can't exactly copy and paste since I want to do things like scales etc. I'm not sure how to add this.

Also, if I can, if anyone knows how to, add some genetic variation to the dragons as well so that one may trap and breed selective colors etc. I've seen this in the raws with some other creatures but don't know how to implement it in this case.

If you know of any game play conflicts that may arise by mixing such creature tokens, please, let me know.

Dragon Raws
Spoiler (click to show/hide)

Test World Gen
Spoiler (click to show/hide)

10
DF Dwarf Mode Discussion / Advanced World Gen "finalizing sites..." crash
« on: February 01, 2018, 02:06:25 am »
I'm attempting to make a very large world with little ocean area to maximize playable area, very long history 800+ specfically for generating lots of dragons to reach full size, large amount of megabeast and many semi's. My param's are as follows...


[WORLD_GEN]
   [TITLE:TEST GEN]
   [DIM:257:257]
   [EMBARK_POINTS:1504]
   [END_YEAR:2]
   [BEAST_END_YEAR:300:80]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:0]
   [ELEVATION:35:400:3200:3200]
   [RAINFALL:4:100:400:400]
   [TEMPERATURE:25:75:400:400]
   [DRAINAGE:0:100:400:400]
   [VOLCANISM:0:100:400:400]
   [SAVAGERY:0:100:400:400]
   [ELEVATION_FREQUENCY:2:1:65:50:35:25]
   [RAIN_FREQUENCY:2:1:25:50:50:1]
   [DRAINAGE_FREQUENCY:2:50:40:20:10:1]
   [TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
   [SAVAGERY_FREQUENCY:2:50:35:25:15:5]
   [VOLCANISM_FREQUENCY:2:1:1:1:1:50]
   [POLE:NORTH_AND_SOUTH]
   [MINERAL_SCARCITY:4500]
   [MEGABEAST_CAP:15000]
   [SEMIMEGABEAST_CAP:5000]
   [TITAN_NUMBER:225]
   [TITAN_ATTACK_TRIGGER:0:0:100000]
   [DEMON_NUMBER:69]
   [NIGHT_TROLL_NUMBER:69]
   [BOGEYMAN_NUMBER:69]
   [VAMPIRE_NUMBER:69]
   [WEREBEAST_NUMBER:69]
   [SECRET_NUMBER:200]
   [REGIONAL_INTERACTION_NUMBER:69]
   [DISTURBANCE_INTERACTION_NUMBER:69]
   [EVIL_CLOUD_NUMBER:69]
   [EVIL_RAIN_NUMBER:69]
   [GENERATE_DIVINE_MATERIALS:1]
   [GOOD_SQ_COUNTS:0:0:0]
   [EVIL_SQ_COUNTS:100:500:2500]
   [PEAK_NUMBER_MIN:0]
   [PARTIAL_OCEAN_EDGE_MIN:0]
   [COMPLETE_OCEAN_EDGE_MIN:0]
   [VOLCANO_MIN:0]
   [REGION_COUNTS:SWAMP:0:0:0]
   [REGION_COUNTS:DESERT:0:0:0]
   [REGION_COUNTS:FOREST:6000:0:0]
   [REGION_COUNTS:MOUNTAINS:0:0:0]
   [REGION_COUNTS:OCEAN:5000:0:0]
   [REGION_COUNTS:GLACIER:0:0:0]
   [REGION_COUNTS:TUNDRA:0:0:0]
   [REGION_COUNTS:GRASSLAND:2000:0:0]
   [REGION_COUNTS:HILLS:2000:0:0]
   [EROSION_CYCLE_COUNT:500]
   [RIVER_MINS:350:350]
   [PERIODICALLY_ERODE_EXTREMES:1]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:5000]
   [CAVERN_LAYER_COUNT:3]
   [CAVERN_LAYER_OPENNESS_MIN:75]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:25]
   [CAVERN_LAYER_WATER_MIN:50]
   [CAVERN_LAYER_WATER_MAX:100]
   [HAVE_BOTTOM_LAYER_1:1]
   [HAVE_BOTTOM_LAYER_2:1]
   [LEVELS_ABOVE_GROUND:15]
   [LEVELS_ABOVE_LAYER_1:15]
   [LEVELS_ABOVE_LAYER_2:5]
   [LEVELS_ABOVE_LAYER_3:5]
   [LEVELS_ABOVE_LAYER_4:1]
   [LEVELS_ABOVE_LAYER_5:2]
   [LEVELS_AT_BOTTOM:1]
   [CAVE_MIN_SIZE:50]
   [CAVE_MAX_SIZE:150]
   [MOUNTAIN_CAVE_MIN:69]
   [NON_MOUNTAIN_CAVE_MIN:20]
   [ALL_CAVES_VISIBLE:1]
   [SHOW_EMBARK_TUNNEL:2]
   [TOTAL_CIV_NUMBER:15]
   [TOTAL_CIV_POPULATION:15000]
   [SITE_CAP:1500]
   [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]

I've tested extensively altering one thing at a time to make sure it works then add in another change I want and so on so I don't go to generate such a long history to run into issues. Everything was working just fine until I started cranking up the megabeast, semis, and titans. at which point the world gen will make it all the way to "finalizing sites..." at which point the application doesn't necessarily crash but hangs endlessly. Can anyone pin point or help me understand why this is occurring? I've included a screen shot below.

https://i.imgur.com/zRuaRqo.png

11
DF Gameplay Questions / Advanced World Gen "finalizing sites..." crash
« on: February 01, 2018, 02:02:43 am »
I'm attempting to make a very large world with little ocean area to maximize playable area, very long history 800+ specfically for generating lots of dragons to reach full size, large amount of megabeast and many semi's. My param's are as follows...


[WORLD_GEN]
   [TITLE:TEST GEN]
   [DIM:257:257]
   [EMBARK_POINTS:1504]
   [END_YEAR:2]
   [BEAST_END_YEAR:300:80]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:0]
   [ELEVATION:35:400:3200:3200]
   [RAINFALL:4:100:400:400]
   [TEMPERATURE:25:75:400:400]
   [DRAINAGE:0:100:400:400]
   [VOLCANISM:0:100:400:400]
   [SAVAGERY:0:100:400:400]
   [ELEVATION_FREQUENCY:2:1:65:50:35:25]
   [RAIN_FREQUENCY:2:1:25:50:50:1]
   [DRAINAGE_FREQUENCY:2:50:40:20:10:1]
   [TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
   [SAVAGERY_FREQUENCY:2:50:35:25:15:5]
   [VOLCANISM_FREQUENCY:2:1:1:1:1:50]
   [POLE:NORTH_AND_SOUTH]
   [MINERAL_SCARCITY:4500]
   [MEGABEAST_CAP:15000]
   [SEMIMEGABEAST_CAP:5000]
   [TITAN_NUMBER:225]
   [TITAN_ATTACK_TRIGGER:0:0:100000]
   [DEMON_NUMBER:69]
   [NIGHT_TROLL_NUMBER:69]
   [BOGEYMAN_NUMBER:69]
   [VAMPIRE_NUMBER:69]
   [WEREBEAST_NUMBER:69]
   [SECRET_NUMBER:200]
   [REGIONAL_INTERACTION_NUMBER:69]
   [DISTURBANCE_INTERACTION_NUMBER:69]
   [EVIL_CLOUD_NUMBER:69]
   [EVIL_RAIN_NUMBER:69]
   [GENERATE_DIVINE_MATERIALS:1]
   [GOOD_SQ_COUNTS:0:0:0]
   [EVIL_SQ_COUNTS:100:500:2500]
   [PEAK_NUMBER_MIN:0]
   [PARTIAL_OCEAN_EDGE_MIN:0]
   [COMPLETE_OCEAN_EDGE_MIN:0]
   [VOLCANO_MIN:0]
   [REGION_COUNTS:SWAMP:0:0:0]
   [REGION_COUNTS:DESERT:0:0:0]
   [REGION_COUNTS:FOREST:6000:0:0]
   [REGION_COUNTS:MOUNTAINS:0:0:0]
   [REGION_COUNTS:OCEAN:5000:0:0]
   [REGION_COUNTS:GLACIER:0:0:0]
   [REGION_COUNTS:TUNDRA:0:0:0]
   [REGION_COUNTS:GRASSLAND:2000:0:0]
   [REGION_COUNTS:HILLS:2000:0:0]
   [EROSION_CYCLE_COUNT:500]
   [RIVER_MINS:350:350]
   [PERIODICALLY_ERODE_EXTREMES:1]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:5000]
   [CAVERN_LAYER_COUNT:3]
   [CAVERN_LAYER_OPENNESS_MIN:75]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:25]
   [CAVERN_LAYER_WATER_MIN:50]
   [CAVERN_LAYER_WATER_MAX:100]
   [HAVE_BOTTOM_LAYER_1:1]
   [HAVE_BOTTOM_LAYER_2:1]
   [LEVELS_ABOVE_GROUND:15]
   [LEVELS_ABOVE_LAYER_1:15]
   [LEVELS_ABOVE_LAYER_2:5]
   [LEVELS_ABOVE_LAYER_3:5]
   [LEVELS_ABOVE_LAYER_4:1]
   [LEVELS_ABOVE_LAYER_5:2]
   [LEVELS_AT_BOTTOM:1]
   [CAVE_MIN_SIZE:50]
   [CAVE_MAX_SIZE:150]
   [MOUNTAIN_CAVE_MIN:69]
   [NON_MOUNTAIN_CAVE_MIN:20]
   [ALL_CAVES_VISIBLE:1]
   [SHOW_EMBARK_TUNNEL:2]
   [TOTAL_CIV_NUMBER:15]
   [TOTAL_CIV_POPULATION:15000]
   [SITE_CAP:1500]
   [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]

I've tested extensively altering one thing at a time to make sure it works then add in another change I want and so on so I don't go to generate such a long history to run into issues. Everything was working just fine until I started cranking up the megabeast, semis, and titans. at which point the world gen will make it all the way to "finalizing sites..." at which point the application doesn't necessarily crash but hangs endlessly. Can anyone pin point or help me understand why this is occurring? I've included a screen shot below.

https://i.imgur.com/zRuaRqo.png

12
DF Gameplay Questions / Advanced World Gen - Dragons -
« on: January 31, 2018, 06:49:10 pm »
Looking for input of creating a massive world with extensive history for the sole purpose of having many large Surface Dragons. Currently my world gen has been  cooking since last night and left to  run while I'm at work. My parameters include 6000 mega beast caves, 7000 semi megabeast caves, 300 Titans, only 10 civs, almost no ocean tiles, high drainage for lakes, high river points, weighted elevation ranges, etc. Ive input the history to gen until 66% of total beast population has been wiped. I did this so I could potentially get an extensive history with many full size dragons which may go undetected breeding together etc but placing many other beast and a small civ count to limit the chance that dragons are killed or that other beast are killed instead. Last I checked my world was around year 1300 and that was almost 5 hours ago. Anyone have any ways I could improve the odds my worlds have a higher dragon population count that survives 800+ years?

Also is there a more active and current thread for discussing advanced world gen stuff besides the world gen cook book thread?

13
DF Gameplay Questions / Volcano Embark Design Ideas
« on: January 17, 2018, 10:19:27 pm »
I'm getting tired of doing the same square designs. So I started a fresh fortress, Here are some screen grabs of my embark area. https://imgur.com/a/RYTIy I really want to do some sort of floating fortress above the magma with supports stretching to the edges of the volcano opening spanning multiple z-levels. I saved the world before doing anything so I can always go back If I want, but, Ive started a design already a few levels above the magma layer. Would like to hear what others would do with this embark.

14
Suddenly, my fortress came to a halt. I had some monsters slayers wonder into a cave before I could block it off. They wondered for a bit and then became thirsty and hungry and started to endlessly spam these errors absolutely killing my frame rate. I tried removing the walls blocking the stairs to the cave, designating water sources within the cave, but, their behavior didn't change and neither did my frame rate. Luckily after a while the went missing. Problem solved I guess. Then all my dwarves started spamming the same errors. I tried removing and re designating all my zones and stockpiles to no effect. Can some one tell me whats going on with this? I do not wish to lose this fortress as I have many hours invested. I'd like to upload images to this posting but cannot figure out how.

https://imgur.com/FGil3I2
https://imgur.com/55bekvW

15
I found a large group of Plump Helmet men in my 3rd subterranean layer and can't seem to figure out how to get them to join my civ! I think this would be super cool! Can anyone tell me how I could achieve this?


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