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Messages - Jamini

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106
DF Community Games & Stories / Re: Nist Akath. Brethren of the Tundra
« on: February 11, 2009, 02:45:15 pm »
Well... that was a short military carreer.
 
Shame that spinal injuries never fully heal. :/

107
DF Community Games & Stories / Re: The Hall of Legends
« on: February 04, 2009, 05:35:44 pm »
Dear god man, that's insane.
 
Any objections to adding in FlareChannel?

108
*sigh*
 
Close... and yet so far away still.

109
Illiterate is male, I really need to get gender tags or something for the kids ><

110
DF Community Games & Stories / Re: {Succession} The Museum remade
« on: January 29, 2009, 12:33:25 am »
Mmm,

I like the idea of an interactive human town exhibit. Including a small tower-cap "park" would be cool to see as well. :)

Oh, and could you put me down for the second turn after Maggarg? (since it looks like we don't have anyone in the list at all) I would like to take another turn, just not too close to my previous one.

111
He's doing well. He hasn't really reached Frea's level of cooking yet, but as a Skilled Cook and a Competent brewer he still makes the vast majority of the fort's newer cooked meals.

As a side note, he is Illiet's lover. XD The two Chef's have been turning up the heat in the kitchen it seems. :)

112
DF Community Games & Stories / Re: The Hall of Legends
« on: January 28, 2009, 12:05:19 am »
No idea, you should check your spell-checker :)

113
12th Granite, Tirean's Log

Maggarg came into Mo... My office today with a combat report detailing an attack on Ukat and Glacies while they were north of the village today. Neither of them were injured, but I was informed that Fireheart managed to break his hand while bashing a goblin's helm in with the pommel of his sword, much to the amusment of Maggarg.

 One of Glacies hunting dogs was shot and killed in the crossfire, she seemed not to notice or care. I think she's already appropriated one of the puppies to be it's replacement. Likot knows we have enough of them.

13th Granite, Tirean's Log

The Village is in an uproar!

Elves have arrived at the south gate today, asking to be allowed in to trade with us. At first I was tempted to simply order them killed like Mother would do. By locking them away until they starve, or go crazy and eat eath other... whichever comes first. However, things are not that simple or easy this time.

On one side of me I have Ukat and Abod demanding I do my duty as a dwarf and order them all killed. Or even to strike them down myself, to prove that I am my mother's child and not some "Yellow-Bellied Halfwit", as Pete called me. They include most of the older dwarves, including Father and, I'm certain, Mother.

However, every time I try and make up my mind to kill them, Glacies and Feb give me a reproachful look. They tell me that I'm old enough to decide on my own, and insist that our parents are bias... or even simply wrong about these elves. After all, they say, these elves couldn't be the elves that drove our parents out of their home. They only offer us trade and friendship... why should we spit on that? Behind them they even have Echo, who's quiet words seem able to turn any argument that the other adults give back upon itself, throwing us all into even greater confusion.

To make matters worse, one of the elves simply refuses to stay in the depot while I make up my mind. He has introduced himself as Fael, and his dress and manners are very different from those of his breatheren. While they are effete , aloof, and overbearing, he is as earthly as any human I've met. Moreso than some of the merchants. His eyes are alert and interested as he constantly moves around our village, talking with my younger siblings and nephew. When he spotted our small plot of rope reed he told us how we could better cultivate the land there to improve our harvests, and he has offered a truely masterpiece quality bow to Glacies, who he constantly referres to as his "Wilds-Sister." Even Father has shown some surprise and gratitude to this elf.

Dear Likot... I feel as if the earth is the sky and the sky is the earth. I'm lost! If only mother hadn't hurt herself. If only the elves were as evil as the adults say! If only...

18th Granite, Tirean's Log
I've done it.

I've forbidden any dwarf from killing the elves, letting every dwarf here to decide for themselves how to deal with the traders.

Likot protect me, please understand mother!

25th Granite, Tirean's Log

The elves left bitterly today after Glacies attempted to trade a pine gauntlet stolen from their kin last year back to them. It's strange, from her report they almost seemed more upset about the fact that the armor was made from wood, than about the source of the gauntlet. Doubly so being it is of elven make, wear, and size and thus must have been crafted by one of their armorers. Even so, Glacies did manage to trade much of the old rope reed clothes that were piling up in the depot before they left. What little cloth and food we got from it was well worth the short time spent in the trade.

14th Felsite

Illiterate had his lucky thirteenth birthday today. He told us that he wanted to follow in Mom's footsteps as a mason and miner, and expressed some interests as a mechanic. Since mom is still out of the picture, I've decided to initiate him into the ways of Likot as a Priest, similar Mom initiated me. While he was reluctant at first, when I explained how much I really needed help keeping everyone else (incluing Glacies, who's legal position is equivilant to mine) in line he quickly capitulated.

The ceremony was brief, but beautiful. We had it in the middle of the cathedral as the sun passed overhead, lighting the thin stained-glass windows that covered the skylights and sending images of the "Dance of fire and earth", or the courtship of the godess Likot by the great dragon Ziril, flitting across the silvered floor in an intricate dance that seemed more alive then we did as the images played across the congregation. Accompanying the art was the hymn, Aniltulon. Everyone except Echo sang, our voices rocking the walls of the cathedral with their strength and conviction.



the Profiles of Rigwief Eshan, and Miss Wizard Eshan


114
DF Community Games & Stories / Re: What makes a story popular?
« on: January 27, 2009, 10:58:09 pm »
The lifetime of a successful community fort in Bay12.

1. Birth. - First, someone needs to be interested enough in some facet of DF to write a story/community fort. Namely, the author needs to have something to write about: Absurdity, poor luck, hilarity, (il)logic, ambition, an unusual quirk, or an idea for a plot/storyline. Many community forts die because they simply are not interesting to their author.

2. Youth. - This period of a community fort's lifetime/story is the most tenuous and least rewarding for any story. Many of the more popular fortresses in the community games section were not so popular when the fortress was under a year old... or even when they reach their second page (That would be the fourth/fifth for you folks with the standard post display settings).

The author needs to care for their story during this vulnerable time, when very few people have read the story and reader comments are few and far between. People simply do not want to read a short or poor story, and a lack of (recent) posts is indicative of a rarely updated or poorly-written tale. If you keep you're thread updated regularly and interesting to read, more people will pop in to watch and sign up to join your fortress in ever-increasing numbers. I also must stress: You as the author need to communicate and respond to your readers. They will love the attention you give them and keep coming back for more. You're not a first-rate bestselling author (or if you are, pretend you are not!), and your readers are not scattered across the globe and internet. Spending time with your readers and learning what they like, or would like to see, can improve your writing and enjoyment with your story overall.

Out of everyone who reads your story, eventually you will garner a group of loyal followers who enjoy your story enough to check in on a regular basis for an update (be it daily, bidaily, weekly, or greater). As you get closer and closer to maturity expect more people to post in your thread expressing their likes, dislikes, and calling for participation. During this time, I also cannot stress enough: You need to talk with your readerbase. Developing a go

3. Maturity.

Once a story starts getting into 3-4 (8-20) pages the author is normally into the full swing of things. At this point you can step back and take things at a slower pace without causing a full-blown panic over a late update. This doesn't mean you can neglect your thread, but at this point short of totally disappearing for weeks on end, you can normally pick things up with a good-sized update and expect people to respond. Very few stories get this far, and those that do normally survive onward to Old Age and Death barring the death or incapacitation of the author.

Example: Ulolgeshud, The Last Fortress

4. Old Age.

In this stage of your stories life it has gone above and beyond what you expected of it, and has created a wonderful artifact that menaces with spikes of text and is banded in sentences and paragraphs. Like a dwarf (or good wine) your tale only gets stronger and better with age, as plot intricacies are revealed and some of the smaller climaxes in the tale have passed. By now you know where you want to go with it, and are halfway there already: marking your passing with your personal flair (it could be a new thing, or something developed while you were writing).

Example:  Nist Akath

5. Death

All living things die, the same applies to written works as well. Eventually you have reached your final climax, the big reveal, demons overtake the world, an elite goblin axeman thrashes your entire fort, or your fort tantrum spirals and is slaughtered by a pikemaster-cum-cheesemaker with a mooing cow chip in his shoulder. The big thing to rememer when the end comes: Let it come! Finishing a good work at the right time can create a true classic, something to be remembered forever in the Hall of Legends as a true work of art ... at least until a random server wipe kills everything in the bay12forums forever.

Example: http://www.bay12games.com/forum/index.php?topic=25242.100

115
DF Community Games & Stories / Re: The Hall of Legendary Stories
« on: January 27, 2009, 10:53:36 pm »
That would be fine.

Modified the title, because this sounds cooler. Tell me what you think.

116
That is morbidly depressing.
 
I'll be updating tonight.

117
How about 1 Silver, with silver pipes and a silver corkscrew (I think I can do that) surrounded by 2 Native Gold/Tetrahedrite levers on each side? :)
 
Behind it I can have a pipe stockpile with silver/gold/copper pipes representing different length pipes?

118
Of course, it could also be that I'm impatiant and have a memory that occationally forgets important facts... like the fact that you don't get a Mayor until your fortress population has reached 50 souls.

Still, I'll feel better when I see Glacies pop out her second child. :/

Edit: After a little probing with companion, it appears that migrations have no effect on when a group receives a mayor.

119
Quote from: Init File
[POPULATION_CAP:200]
Change this to turn sound off.

[SOUND:ON]

The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.

[VOLUME:255]

Change this to skip the wonderful intro movies.

[INTRO:ON]

This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.

[WINDOWED:PROMPT]

This is the size and font for windowed mode.  Changing to 800x600 and the 800x600 font might make you happier.

[WINDOWEDX:640]
[WINDOWEDY:300]
[FONT:Jami_new_16x16.bmp]

Full screen info.

[FULLSCREENX:800]
[FULLSCREENY:600]
[FULLFONT:Jami_new_16x16.bmp]

If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.

[BLACK_SPACE:NO]

Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the "raw/graphics" folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of September 2008, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets.

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:400]
[GRAPHICS_FONT:Jami_new_16x16.bmp]
[GRAPHICS_FULLSCREENX:1280]
[GRAPHICS_FULLSCREENY:800]
[GRAPHICS_FULLFONT:Jami_new_16x16.bmp]
[GRAPHICS_BLACK_SPACE:YES]

This is the dimensions in tiles of the display grid.  Minimum x is 80.  Minimum y is 25.  Maximums are 200.  Make sure the window size or full screen resolution matches the grid/tile size if you don't want the display to be squashed or stretched.  The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window.  FULLGRID is used in full screen mode, whether graphics is on or not.

[GRID:80:25]
[FULLGRID:80:25]

Change this to YES to only refresh portions of the screen that need to be refreshed.  This can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen.  The number refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit.  PARTIAL_PRINT only works on certain systems, so you might have to disable it again if you notice your display isn't working properly.  Fixes are being investigated.

[PARTIAL_PRINT:NO:2]

Change this to YES to keep the DF window on top of your other windows.

[TOPMOST:NO]

Change this to YES if you want to see an FPS counter at the top left.

[FPS:NO]

Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.

[FPS_CAP:100]

Use this to set the maximum graphical frame refresh rate during play.

[G_FPS_CAP:50]

This sets the applications vertical synchronization behavior.  Changing this to ON can impact your FPS if your G_FPS is high.  The other options are ON and DEFAULT.  DEFAULT uses whatever settings you have your system at in general.

[VSYNC:OFF]

Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.

[TEXTURE_PARAM:NEAREST]

Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.

[PRIORITY:NORMAL]

Change this to NO if you don't want to have the mouse involved at all.

[MOUSE:YES]

Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.

[MOUSE_PICTURE:NO]

Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.

[AUTOSAVE:NONE]
[AUTOBACKUP:NO]
[AUTOSAVE_PAUSE:NO]

Set this to YES if you want it to save the game when you start a new fortress.  If AUTOBACKUP above is set to YES, it will also create a copy of this new save.

[INITIAL_SAVE:NO]

Set this to YES to make Dwarf Fortress start paused whenever you load an active game.

[PAUSE_ON_LOAD:YES]

Set this to YES if you want Dwarf Fortress to show the warning window on embark as a confirmation even if there are no issues.

[EMBARK_WARNING_ALWAYS:YES]

You can change these to ALWAYS and NO.  More restrictive world parameter settings override these.  ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).

[SHOW_EMBARK_RIVER:FINDER]
[SHOW_EMBARK_POOL:FINDER]
[SHOW_EMBARK_M_PIPE:FINDER]
[SHOW_EMBARK_M_POOL:FINDER]
[SHOW_EMBARK_CHASM:FINDER]
[SHOW_EMBARK_PIT:FINDER]
[SHOW_EMBARK_OTHER:FINDER]
[SHOW_EMBARK_TUNNEL:FINDER]

Use these options to remove features from the game.  Permitted values are YES and NO.  Removal might speed the game up in the case of temperature and weather.

[TEMPERATURE:YES]
[WEATHER:YES]
[ECONOMY:YES]
[INVADERS:YES]
[CAVEINS:YES]
[ARTIFACTS:YES]
[ZERO_RENT:NO]

Change this to YES to output the reasons for world map rejection into a file.

[LOG_MAP_REJECTS:YES]

Change these numbers to make the embark rectangle start at a different size.  The format is (EMBARK_RECTANGLE:<width>:<height>).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.

[EMBARK_RECTANGLE:3:3]

Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.
The format is (PATH_COST:<high>:<normal>:<low>:<restricted>).

[PATH_COST:1:2:5:25]

Alter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container).  The default options are very aggressive.  STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap.  The others control how many tiles are removed for each combination type for any match at all.  For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap).  Values from 2 to 1000 are permitted.  Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.

[STORE_DIST_ITEM_DECREASE:20]
[STORE_DIST_SEED_COMBINE:1000]
[STORE_DIST_BUCKET_COMBINE:1000]
[STORE_DIST_BARREL_COMBINE:1000]
[STORE_DIST_BIN_COMBINE:1000]

Change this to YES to disallow pets from coffin burial as the default option.

[COFFIN_NO_PETS_DEFAULT:YES]

This controls the display of areas that are far below outside.  The format is SKY:<character>:<foreground color>:<background color>:<brightness>.  The <character> can be either an ASCII tile number or a character in quotes, like '#'.

[SKY:178:3:0:0]

As above, for inside/subterranean areas.

[CHASM:250:0:0:1]

This controls the "IDLERS: <number>" that is displayed in dwarf mode.  You can set it to TOP, BOTTOM or OFF.

[IDLERS:TOP]

You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.

[POPULATION_CAP:200]

This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.

[BABY_CHILD_CAP:100:1000]

If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.

[VARIED_GROUND_TILES:YES]

If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.

[ENGRAVINGS_START_OBSCURED:YES]

If you get annoyed by seeing items like *<*sword*>* you can
get rid of the outside ** by setting this to NO.

[SHOW_IMP_QUALITY:YES]

Set this to YES to display fluids as numbers indicating depth.

[SHOW_FLOW_AMOUNTS:YES]

If you'd prefer to have it show the history behind every engraving you view in dwarf mode, etc., then set this to YES.

[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]

This controls the number of milliseconds that must pass before a held key sends a repeat press to the game.  You might need to adjust this.

[KEY_HOLD_MS:150]

This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.

[RECENTER_INTERFACE_SHUTDOWN_MS:0]

This controls "more" in adventure mode.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the "more" prompt.

[MORE:YES]
[DISPLAY_LENGTH:23]

Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.

[ADVENTURER_TRAPS:YES]

Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view.

[ADVENTURER_ALWAYS_CENTER:NO]

This controls the up/down views in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).

[ADVENTURER_Z_VIEWS:UNHIDDEN:9]

You can use these to say how nicknames are displayed in each mode
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL
[NICKNAME_DWARF:REPLACE_ALL]
[NICKNAME_ADVENTURE:REPLACE_ALL]
[NICKNAME_LEGENDS:REPLACE_ALL]

These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.

[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:0]
[BLUE_G:0]
[BLUE_B:128]
[GREEN_R:0]
[GREEN_G:128]
[GREEN_B:0]
[CYAN_R:0]
[CYAN_G:128]
[CYAN_B:128]
[RED_R:128]
[RED_G:0]
[RED_B:0]
[MAGENTA_R:128]
[MAGENTA_G:0]
[MAGENTA_B:128]
[BROWN_R:128]
[BROWN_G:128]
[BROWN_B:0]
[LGRAY_R:192]
[LGRAY_G:192]
[LGRAY_B:192]
[DGRAY_R:128]
[DGRAY_G:128]
[DGRAY_B:128]
[LBLUE_R:0]
[LBLUE_G:0]
[LBLUE_B:255]
[LGREEN_R:0]
[LGREEN_G:255]
[LGREEN_B:0]
[LCYAN_R:0]
[LCYAN_G:255]
[LCYAN_B:255]
[LRED_R:255]
[LRED_G:0]
[LRED_B:0]
[LMAGENTA_R:255]
[LMAGENTA_G:0]
[LMAGENTA_B:255]
[YELLOW_R:255]
[YELLOW_G:255]
[YELLOW_B:0]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]

As you can clearly see from my init file:

[POPULATION_CAP:200]
 
 This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.
 
 [BABY_CHILD_CAP:100:1000]
 
I am nowhere NEAR my popcap.
 
Crist folks I've been playing for over a year now. I've worked on multiple mods and I have my own custom tile sets, graphics sets, and resolutions for them. I know EXACTLY where and how my popcap works (including the little quirks like it only takes effect after sucessfully meeting with a dwarven cave liason/dwarven caravan,  that popcap is a soft cap that can easily be broken with a single migration, how deaths effect migration (Adding in flavor text was awesome for it, Thanks Toady.), how population caps do not work when you have under 20 dwarves, and how loosing one of your original seven triggers an early migration that can arrive before your first caravan. Please accept it when I tell you, it's not my init settings.

120
DF Bug Reports / Re: [40d9] Animals breeding inside cages
« on: January 23, 2009, 01:51:54 am »
Animals in cages do not breed, pregnant animals put in a cage CAN give birth while in the cage.

Whenever I move my resident war dog population from one cage to another, I normally have 2-3 seasons of births to deal with. Does wonders for my bone and leather industries though. :)

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