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Topics - Sorcerer

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1
DF Suggestions / Fortress Mode Flyer Pathfinding
« on: November 30, 2015, 03:02:51 pm »
Flying pathfinding could use a quick look in fortress mode, fliers will always try to utilize z levels even when their destination is on the same Z level, but will not fly into empty space.
Trees and branches however is a different story. Fliers will path into trees, realize they can't path down without climbing, and get stuck.
This is especially a problem when hauling, as they will drop whatever they were hauling as they move into the tree or roof.
While fliers require a ground path to be able to find a destination, they will move over walls and roofs using their flying, however, if for some reason a path update happens when the creature is an inaccessible place, the creature will get stuck, as it no longer have a valid path.

For most of these issues the creature will be stuck until they get another job, or get hungry or thirsy, upon which they will risk climbing down. 

This is primarily an issue for modded civilizations, but from the sounds of it, minor civs will be able to join your fort in the upcoming version, if that includes bat men and cave swallow men, then the above issue will apply.

2
Mod Releases / My Little Fortress - 2016 (DF 0.43.04) yay!
« on: October 06, 2012, 06:55:48 pm »

04/05/2017 - Downlod should work again now - yay!

Fixed some lizard related issues with the latest version and added some missing tags.
certain unicorns can now take up the mantle of princess so that pony society does not completely collapse if the worldgen Alicorn dies (which they tend to do)

02/02/2016 - Updated to 42.05 - Hooves all around!

Added several new intelligent creatures to the world
Temporarily removed flying until pathfinding issues are resolved.

There's currently an issue with generating starting positions for all the different civs, I recommend using a small or tiny world for now.

14/12/2015 - Updated to 42.03 - Vanilla Flavour added

Most of the fancy buildings and reactions have been temporarily disabled, focus going forward will be to add and improve interactions.
They are still available as .bak files in the raws, and are simply commented out of Entity_Pony.txt if you want to play with them.
The Fleece reaction to make faux leather has been moved to the clothier for now.

Other Updates:
Yak added
Cows, Donkeys and Goats added as minor civs
A lot of tweaking to civilization numbers
Removed flying from fliers as it was more trouble than it was worth.. hopefully pathfinding will be resolved now that you can get fliers in default fort mode.

Code: [Select]
24/07/2014-07/08/2014 - Tested in 40.06

Various planning/plodding along with reactions and interactions, some of the planned features can be found in the Elements of Harmony Planning Document.
Reworked Pony Skills quite substantially. the different skill rates of the pony types have been exaggerated a bit more and cutie marks are stronger in comparison.
a list of skill rates can be found alongside this changelog.


You can now identify ponies by their profession names, Lumberjack-> Earth Pony Lumberjack

Gems should be findable again

Military Castes and the pegasus ace fliers got innate morale bonuses


---

23/07/2014

Fixed Broken hooves not healing, tweaked pain from broken bones and bleeding a bit.

---

16-20/07/2014 - migrated to 40.04

Various Minor fixes, mostly feature planning.
Leather has been reduced to a single type, but I left butchery and meat in (for now) due to unforeseen issues with removing it.

---

15/07/2014

Modified pony bodies a bit again. should be less endless mouthpunching.
Added wings to griffons, because they have those...

14/07/2014

Tweaked Orientation tag a smidgen to share the love :)

13/07/2014 - migrated to 40.03
------------

Removed Animal Men
added chimera
modified creature_standard to include breezies, sea ponies and fabulously moustached sea serpents among other things.
fix chimera snake head being a head


12/07/2014 - bugfixing on 40.02
------------

Tweaked populations and starting biomes, added more breeders to changelings - tested OK, griffins and changelings actually breed now.

to do/next up:
Changeling Interactions
Leather/Meat





3
DF Modding / My Little Fortress - Fanon is Magic 1.2
« on: March 18, 2012, 02:34:19 pm »
My Little Fortress
- Fanon is Magic -
- 1.2.1 -

A My little Pony : Friendship is Magic mod for Dwarf Fortress 0.34.11

DOWNLOAD LINK
http://dffd.wimbli.com/file.php?id=5929

Based on Ponymod - My Little Fortress by Nidokoenig. All thanks go to him as this mod would not be here without his work.

FiM is for and bundled with 0.34.06 and the following utilities and mods:
Phoebus Tileset

Fanon is Magic is an attempt to make a MLP mod that has its grounds in the universe of G4/Friendship is Magic, as such the features included try to be as close to the show as possible, or at least not directly be opposed by canon.

Major Features:
Ponies in three castes + extremely rare alicorns.
Cutie Marks and detailed descriptions.
Applebucking and apple production.
Introductary research system that will be expanded later.
Weather factory that lets you build clouds and grow rainbows.
Griffons, Zebra, Buffalo and Diamond Dog civilizations.

For More details, please read the README file
https://docs.google.com/document/d/1H2mGAzbsS0Tg9xX1XeTEOS455y6fMdZOpMl6UdbupHE/edit

Alternative files described in readme are now available from here, will be included in next version.
http://dl.dropbox.com/u/3677116/alt%20files.zip

Released My Little Fortress - Fanon is Magic 1.2.1

Version 1.2.1 Changelog

Updated to DF 0.34.11
Fixed several game breaking bugs that have been left in for far too long, Thanks to Replica for help squashing them.

Old Changelog:
Spoiler (click to show/hide)

4
DF Modding / Hooves reluctant to stay attached to ponies.
« on: February 20, 2012, 07:58:28 am »
I had the solution to this problem at one point, but i can't seem to find it again now..
My ponies seem to lose their hooves left and right at the slightest agitation, they just DON'T want to stay attached!

Is this a problem with the hoof material or possibly due to the body plan? ponies use the default hooved quadraped bodyplan, but I've seen horses have the same problem in dwarf fortress.

5
DF Modding / Confound these ponies! (custom creature problems)
« on: July 16, 2011, 10:38:57 am »
Having some trouble with editing the My Little Fortress ponies. I'm trying to add a cutie mark to their hindquarters that thanks to the magic of tissue descriptors will show an assortment of random symbols drawn from a pre-generated list of "colors".. kind of a hacky approach but it was the only way i could get to work.

Now, this works pretty well as is, but the actual body file seems to be acting a bit weird, I've been testing back and forth for a few hours and only recently realized that the only cutie mark displayed (shows up on the description screen ingame) a raincloud, isn't even in the current list of colors.

I've gotten to the point where im pretty sure i need to define the cutie mark as a physical bodypart before coloring it (i guess i could just hijack an unused description token but meh)

So... enough backstory..

from body_pony.txt
Code: [Select]


[BODY:QUADRUPED_PONY]
        ...
[BP:CUTIE_MARK:cutie mark:STP][CON:RL][CATEGORY:CUTIE_MARK][RIGHT][EMBEDDED]
[DEFAULT_RELSIZE:10]

from creature_pony.txt

Code: [Select]
    [SET_TL_GROUP:BY_CATEGORY:CUTIE_MARK:HAIR]
[TL_COLOR_MODIFIER:PONYGIFT:1:PONYFLASH:1:PONYPILEOFBOOKS:1:PONYSHIELD:1:PONYPILLAR:1:PONYTHORN:1]
[TLCM_NOUN:cutie mark:SINGULAR]

and lastly, from errorlog.txt

Code: [Select]
*** Error(s) found in the file "raw/objects/creature_pony.txt"
PONY_LITTLE:FEMALE:Unrecognized Creature Caste Body Token: CUTIE_MARK
PONY_LITTLE:MALE:Unrecognized Creature Caste Body Token: CUTIE_MARK
PONY_LITTLE:FEMALE_PEGASUS:Unrecognized Creature Caste Body Token: CUTIE_MARK
PONY_LITTLE:MALE_PEGASUS:Unrecognized Creature Caste Body Token: CUTIE_MARK
PONY_LITTLE:FEMALE_UNICORN:Unrecognized Creature Caste Body Token: CUTIE_MARK
PONY_LITTLE:MALE_UNICORN:Unrecognized Creature Caste Body Token: CUTIE_MARK
PONY_LITTLE:FEMALE_ROYAL:Unrecognized Creature Caste Body Token: CUTIE_MARK
PONY_LITTLE:MALE_ROYAL:Unrecognized Creature Caste Body Token: CUTIE_MARK
PONY_LITTLE Color Mod Ending With (PONYTHORN,1) Was Not Used

6
DF Modding / Removing Leather Subtypes?
« on: June 25, 2011, 05:44:29 am »
Having hundreds of different leather types does get somewhat annoying, is there any way to make tanning a hide just make generic "leather" instead of "whatever leather"?

7
DF Dwarf Mode Discussion / Drink you damn dwarves! drink!
« on: May 23, 2011, 11:15:31 am »
So my current fort has a rather strange issue. I have over 200 assorted drinks in my food stockpile, yet most of my dwarves have blue thirsty arrows and i get announcement spammed that they "cancel give water: no water source" yet i have no injured in need of water. This happens whenever the map freezes over come winter, and its having a rather negative impact on my overall fortress mood. Any ideas as to what might be causing this?



8
Welcome one and all to this introductary course in dwarven warfare, if this lesson is popular i might be persuaded to make more!

Edit: Changed the text under the barracks designation in light of recent clarifications :)

There are many people that are having some problems getting their little dwarven army to behave, and i cannot blame them,
the interface isn't exactly what you would call intuitive, and the bugs havent exactly been helping either.
BUT, there is still a rumour going around that normal training is broken, and that the only way to train is via danger room. This is false, my current fort has a twenty dwarf strong legendary army trained without the use of danger rooms or caged goblins.

This will be a VERY basic tutorial, so some of the more experienced people might groan a bit.

I started out a quick fort just to show how this will work, i'll just be building a barracks and equipping my dwarves with brought gear.



Bringing some basic copper gear (note that i realized halfway through this that i had forgotten any means of getting a bed, so i restarted, so you might see some different dwarf and squad names further down, ignore this.. this never happened)



Step one is to set one of your dwarves as a militia commander through the (n)obles screen.
The dwarf i chose had a few skillpoints in hammerdwarf and teacher, something i have done alot lately since it seems to really speed up training an early militia.


Now open the (m)ilitary screen, and press (c) to create a squad using the commander as their leader
you will now be prompted to select a uniform, you can edit these yourself, but that is outside the scope of this particular tutorial.


Add all the dwarves to the squad, leave the screen, unpause and go back. if you press (e) you should see a green weapon rack on the side of some items, these mean that that item is currently assigned to that dwarf, a missing rack means there are no available items that fit the criteria of the uniform. You can use the keypad to scroll through the dwarves to make sure all of them have their proper weapons.
You can also use the equipment screen to assign specific items to dwarves, but that is again, outside the scope of this tutorial


Back on the military screen press (s) for schedule. This is where we will set up what your dwarves will do, and when. Start by clearing all the orders by pressing (x) on each month. then press (o) to start a new order. (note than you can give several different orders on the same month, more on this later)


Cycle through the different available orders with (o) you want the one called training. The important thing here is to reduce the MINIMUM number of dwarves required to follow the order (+ and - to change). In this example i use two, if this number is too high dwarves will stand around waiting for the correct number of people, and will stand around doing nothing while doing so. This is the minimum number however, so more can join a demonstration, they are just not required.
IMPORTANT: You finish an order by Shift+Enter pressing escape will clear the order


To avoid burning out my recruits, i usually start off with a 2 months on 1 month off schedule. As dwarves in the military has a tendancy to train themselves to death trying to follow your orders, this is a safer alternative (and they'll still train in the barracks in their offtime if they feel like it)


Now comes the time to activate your squad. On the military screen press (a) to open alerts, arrow down to select Training/Active then press right and enter to set the squad to this alert state.

Note  that you can set up several different schedules for different alert states, for instance, you can have all your military dwarves automatically station in the killing hall while all your civilians run for the bunkers, all at the press of one (or a couple at least) button!

Your dwarves should now activate, if you don't already have a barracks (a bed, armor stand or weapon rack is required to make a barracks) you may need to deactivate your military and have them make the preparations.


Here is one i prepared earlyer. The important thing to note is that i have attached the squad to this barracks, this is now their home and they will spend their idle time here. If you prefer a people's militia that are armed and ready to fight if needed, but also do actual work, you can't assign them a barracks.
Also note the three letters behind the squad, this lets you know that the squad will (T)rain or store their (I)nduvidual Equipment and s(Q)ad Equipment. (Note that i have never seen dwarves actually store any equipment in the barracks if they don't have a designated bed with their name on it)



When you unpause (if you havent already) you will see your squad happily running towards their barracks, and if you've done everything right, and you haven't encountered any silly bugs. you should soon have your reward



That should do it!
If anything is unclear, let me know and I'll update the tutorial accordingly
Feedback is welcome!

9
DF Dwarf Mode Discussion / Dwarf Fortress: Tales of Grief and Suicide
« on: February 12, 2011, 12:14:40 pm »
Today i bring a terrible terrible tale of grief from the young fortress of Highrock.
Tobul and Bemul were drafted into the fortress militia as soon as they arrived to the fort in the spring of 453, as they had no exceptional skills to speak of they would serve as the base of the labor force. They had arrived in the same migrant caravan and had as such taken not of eachother, they spent most of their breaks together. Their friendship soon grew into a romance, and they announced their wedding later that fall.

It is customary in highrock, that the militia partake in some training with arms and armor, Bemul showed great prowess in the yearly training sessions, and cought the eye of the militia commander, who was looking into expanding the active military. He rushed home to his wife with the great news, he was going to be the captain for the newly formed Bravo squad! Tobul smiled back and gave a little announcement of her own.

While it is not unusual to see dwarven women carrying their babies into battle, it was somewhat frowned upon in Highrock, the two previous cases of births in the active squad had resulted in the mother being relieved from active duty until the kid was grown up. Tobul would have none of it, she had worked too hard to join the ranks of Bravo squad, she would not be relieved from duty simply because she and Bemul had decided to start a family.
In the end he got her way, she was not discharged from bravo company, and went on to fight a number of small skirmishes, with her daughter Mafol clutched to her chest.

Then, in the summer of 455, tragedy struck.
The alarm sounded across the fortress, goblins had been spotted by the river. Bemul roused his troops, but realized to his dismay that one of his troops were missing, his wife was not there... She had gone to fetch water for a wounded soldier, and had not returned.
Bravo squad rushed to the river, and drove off  the mob of goblins surrounding a dwarf on the ground.
Bemul himself picked up his wounded wife and started running back to the fort.
"I.. couldn't save her" Tobul wheezed "i couldn't save our daughter..."
and she closed her eyes, never to open them again...

Tobul did not take the death of his wife and daughter well... Two weeks later he was found in the cistern of the fort, he couldn't take being apart from his family anymore...

10
DF Dwarf Mode Discussion / Veteran Care
« on: February 06, 2011, 05:55:56 pm »
Im playing some Wizard Tower atm, and just had a wizard single handedly save my tower from a goblin ambush by going martial on their asses with magic.
She survived the ordeal, but not without suffering massive damage, including the loss of both her lower arms, and her ability to grasp items.
Thanks to the wonders of an actually functional hospital zone (which still baffles my mind) she's made a full recovery, but due to the loss of her arms, she can no longer fish.
I looked around and found a position in my fort that didn't require arms to do, the archivist position, which she happily ran off to do.

The problem comes when she wants  to eat or store items in her room, as i get spammed with "cancels job store owned item: too injured"
anyone have any clever solutions to this that doesnt neccessarily include placing her under an atom smasher?

11
Disclaimer:
Most of this experiment would not be possible within a reasonable human life/attentionspan without the awesome dwarf therapist so mad props to chmod and whoever figured out the new memory locations and all that stuff. :D


So! I decided to try my hand at the new features of 0.31 get in as deep as possible and see what could be done.
First and foremost i created different castes for my dwarves, these are simply pre-configured skill selections (set up in DT) And a small set of rules.
 Each dwarf would get one caste, usually based on what skills they were most proficient at when i set it up. In the event of a marriage across castes, the wife and non-working children would be set to the husbands caste unless the wife was already legendary in a skill, at which point the husband would be elevated. Also, if a dwarf were to get legendary in a skill outside his cast, he would be transferred to that caste instead, again bringing his family along.

I set up the castes as follows:
Casteless - No jobs, only hauling and cleaning, the main workforce as most of the other castes don't have hauling active
Soil Caste - All harvesting and processing jobs as well as butchering and tanning
Wood Caste - All Wood related jobs, including potash making and wood burning
Gem Caste - All Crafting Jobs
Stone Caste - All stone related jobs, but i haven't really started engraving the fort yet
Iron Caste - All metalwork and furnace operating
Gold Caste - All administrative workers, (if your name is purple you are DEFINATELY gold caste) some may have other jobs if they feel like it

I set up burrows which pretty much means the different castes mostly keep to themselves, they work and eat together, only when they're off duty, those who have access (Gem -> Gold) will hang out in the main hall.
The casteless use access tunnels which, while they have a higher move cost (thanks to traffic areas), are about as fast as using the main walkways, but since they only have burrow access to the "longer" route, they will use those instead, so the higher ups won't have to deal with the filthy sobs.

The Result of this experiment? So far i've had eight inter-caste marriages and only one out of caste in three years of play. The higher ups are extatic while those forced to wallow in the mud (casteless only get a sleeping dorm, soil caste get small rooms with just a bed) are less happy. but aside from a few job cancellations the fort was running smoothly with well over a hundred dwarves.. that is.. until the goblins came and steamrolled my ill prepared military. Going to try this again tho, might even have some pictures then :P

12
DF Dwarf Mode Discussion / Prep for surgery! stat!
« on: April 03, 2010, 01:40:40 pm »
Has anyone actually gotten their surgeons to actually do anything outside washing the patients? i've had one dwarf bedridden for almost a year now with a doctor looming above him, using the surgery skill.. but nothing appears to be happening.

13
DF Dwarf Mode Discussion / Dwarves, the ultimate badasses
« on: April 03, 2010, 11:41:45 am »
I have a miner, her name is goldie, on account of her gold-colored eyes and frizzy golden hair... She's a legendary miner, and as will soon be discovered, legendary badass..

I got a bit careless with my strip mining the surface for usable materials, and subsequently, dear goldie got trapped in a small cave-in. She lay on the ground, with two broken legs, a broken right wrist, two broken ribs, and a pierced lung.

A young dwarf rushed out to haul her back to the hospital for diagnosis, but before he got there, she had simply gotten up, swapped her pick to her left hand, and continued mining. The young peasant was not discouraged by this and actually DRAGGED her back to the hospital, where Ol' Doc had a look at her.. yep.. compound overlapping fracture of the right arm was going to need setting and immobilization.. the legs were pretty bad too, and the broken rib would require surgery

But goldie would have none of it, she simply got up and left, leaving the doctor dumbfounded.

*Ol' Doc* cancels set bone: patient not resting

14
some rather grisly tales to share today.

My fort was still in the early years of development, and i didn't have much of a defense force, a small squad of champions and a few crossbowdwarves. Lately the violet xelics had been restless, doing a fair share of raiding on the few caravans that dared approach the fort. We were down on hard times, there was little food left, and the few barrels of booze we had were human and elf brands.. nothing suited for a dwarf. Bodek was a previous commander i had split from the rest of the champions to rest off some previous injuries, but she was back on duty... alone.. when a squad of xelics attacked! My other soldiers were ordered to get the crap out of the booze stockpile and assist at the walls, but by then it would surely be too late? i watched the battle unfold.. she dodged one blow, another, struck back and killed one xelic, and another, she dodged their blows masterfully and reinforcements were on their way.. then she tripped.. it didn't take more than a few tics for the three remaining xelics to take full advantage of her mistake. The blood was everywhere.. limbs flew this way and that, as a hail of arrows flew from my parapets. the xelics quickly succumbed to the onslaught, broke and ran. leaving bodek a shattered husk of a dwarf in their wake.. she was alive, barely, but clinging on to life, what remained of it.. both her legs were off, her left arm at the shoulder, her right at the elbow. Her eyes too had been gouged out.. and somehow she survived. She was carried back to her room, which i promptly expanded, engraved and filled with awesome.. she deserved that much at least

My second tale also concerns those nasty violet xelics.Gryphonbanner A fairly new fort had attracted far too much attention by digging out a fairly extensive gold vein. It had far too many migrants and far too few defenses. The expedition leader Urist had just been appointed mayor, something he was happy about, but he had little faith in himself and his ability to lead such an outpost. The first thing he tended to was defenses, if worst came to worst they would simply shut themselves into the mountain using a massive door (read: raising bridge) He had personally tended to the construction and rigging of the door.
Then came the alert! ambush! the trade depot was under attack, the elven caravan was already dead, and several dwarves were amongst the casualties as well! The militia was roused.. they charged forth from the tunnel to meet the vile xelics... and were cut down to the man.. the enemy swarmed down the corridor.. there was only one option.. shut the door!
The order was given and Urist ran to pull the lever personally... the pulled with all his might.. and it came off in his hand... rock mechanisms lay strewn out before him.. there was no familar thunk of the door.. only silence... and then screams
he ran! downwards.. downwards he had to get away (or had to go down to the lower level and construct a wall, same difference)
he ran into a newly dug out area and struck on a particular weak spot of the tunnel behind him.. the path behind him was blocked..(or he walled himself in, same difference) he was safe... safe and alone... He only dared outside a few days later.. he slowly crept up to the meeting hall.. but already he could smell the stench of death.. he was alone... the only survivor, out of over sixty dwarves he was alone... he fell down to his knees.. and cursed the heavens...


15
DF Dwarf Mode Discussion / Ffffffuuuuuuuu....
« on: May 16, 2009, 06:02:20 pm »
So I've been playing DF all day... only.. i haven't done any actual playing.. I've just been generating worlds and searching for "that perfect site", the side that has everything i need, in the right spot, with a nice open ground for welcoming sieges, room to build my fortress upwards without having 20+ levels of nothing but ramps. And ofcourse, magma, water and a pit to throw it in afterwards... and flux would be cool.. and maybe some sand?

Anyone have any good ideas how to just... you know.. get started? instead of trying in vain to find the perfect spot? i seem to recall this is what made me eventually stop playing the last time

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