Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mephansteras

Pages: 1 ... 1079 1080 [1081] 1082 1083 ... 1102
16201
DF General Discussion / Re: Best names.
« on: July 16, 2008, 09:01:52 pm »
The Oaks of Silkiness -- Elves
  *** Ruled by Caraca Sunnyinched the Ivory Failure ***
    ---FALLEN---
    --- This Civilization has crumbled ---

Failure indeed. Maybe he should have moved faster?

16202
DF General Discussion / Re: New utility: ParseDFLogs
« on: July 16, 2008, 08:50:50 pm »
Yeah, it doesn't handle the difference between single and plural. Haven't put in the extensive logic that would be required for that, since there are so many creatures to keep track of and they don't all use the basic s on the end for plural.

Still, it's better then trying to keep track by yourself.

16203
DF Dwarf Mode Discussion / Re: Elves sieging... again
« on: July 16, 2008, 07:13:54 pm »
They probably don't, yet, because Toady hasn't changed much in Fortress mode yet. But, yeah, if they win and the fortress is destroyed you shouldn't find any bodies afterwards.

16204
DF Gameplay Questions / Re: Oh your gonna love this
« on: July 16, 2008, 05:50:15 pm »
Yeah. It actually makes a difference, especially now. Each civ can have different relations with the other races, as well as different resources. So if you know for a fact that the area you're in doesn't have any flux, you can pick a civ that is in an area that has flux.

16205
DF General Discussion / New utility: ParseDFLogs
« on: July 16, 2008, 05:27:07 pm »
I'm really interested in all the new world-gen wars and whatnot, but found going through the region1-world_sites_and_pops.txt and whatnot files to be kinda difficult. So, to help myself out, I made a little perl script to parse them and give me a summary of the various races and civs out there.

It's not perfect, but it helps quite a bit while I try to search through the legends for interesting stuff. It's also good for my modding tests, since I can see how the various races are doing, and how well my new megabeasts and semi-megabeasts are doing.

You will see:
Each Civilization, with overall ruler. Each site in that civ, with the local ruler. A summary of every entity in that civ.
A summary of every civ, by race
A listing of every Ruin
A listing of the total populations of cave critters
A listing of the total populations of civilized creatures

For the entity lists, it now tries to handle merging the single creature listings in with the overall listing. So a single Human for a civ will get added to the Humans listing. It works ok for everything I've got, but modded in creatures may have issues.
Right now, follows a few basic rules.
Anything ending in -f becomes -ves (such as Dwarf to Dwarves)
Anything ending in -man becomes -men (except humans)
Anything ending in -i or -s is left alone (such as Dyansauri)
Anything else is pluralized to -s.

You can get it here: http://dffd.wimbli.com/file.php?id=299

Version history:
1.0: Initial version
1.1: Fixed a bug with civs without Kings (such as humans in the currant version)
1.2: Added in a listing of all ruined sites
1.3: Added in code to deal merge single entities in with the multiple groups.

Here's some snipits from an output file (From my mod, so it has extra races in it):
Spoiler (click to show/hide)


EDIT: Let me know if you have any issues with it, or if there is some information you'd like that it isn't giving you.

16206
DF Gameplay Questions / Re: Oh your gonna love this
« on: July 16, 2008, 05:09:14 pm »
You can choose which dwarven civ you start as, but not which race. Although it's easily moddable to let you play as Elves, Humans, Goblins, whatever.

16207
DF Suggestions / Re: Quick Suggestion: Export Any Legend Page to Text
« on: July 16, 2008, 05:05:39 pm »
As a stopgap, though, that's not a bad suggestion.

Heck, I'd be happy with an option to dump the whole Legends entry out into a plain text file that I can parse for now. The eventual hyperlinked thing will be awesome when it's done, but for those of us that are ok with a 60mb file dumped out it'd be a good beginning step.

16208
Another way to expand out on the various surnames would be to allow dwarves who get to legendary (or maybe just create artifacts) replace their last name with something related. So, if a dwarf created an artifact iron mace, he could become Urist IronMace. Or something like that.

16209
DF General Discussion / Re: Best names.
« on: July 16, 2008, 04:31:51 pm »
The Demon ruler of a dark fortress: Osta Ruthlessdemon the Flickering Fiend

He really doesn't try to hide what he is.

16210
DF Dwarf Mode Discussion / Re: Never a War Without Goblins
« on: July 16, 2008, 03:50:08 pm »
I'll have to play with this tonight. I wonder if you can get multiple civs to attack you in this verison?

16211
Cool. I'll have to play with that when I get home from work.

Thanks!

16212
DF General Discussion / Re: Future of the Fortress 4
« on: July 16, 2008, 03:21:37 pm »
Yeah. There is a whole thread on this subject here: http://www.bay12games.com/forum/index.php?topic=5928.0

16213
Toady has shown some screen shots where you can see the controlled area for each civ. Anyone know how to do that? I'm sure it's around and I've just missed how to do it.

16214
DF Dwarf Mode Discussion / Re: Metal Bar Wealth Creation
« on: July 16, 2008, 03:17:59 pm »
Part of the issue of a lot of the alloys is that the number of inputs is off.

Bronze, for example, is only 10% tin. So the inputs should really be 9 copper bars and 1 tin bar for 10 bronze bars. I'm not sure about the others off the top of my head, but I'm pretty sure very few alloys are ever 50/50. Realistic percentages would probably really change the value added for a lot of them. Of course, in reality you can have a lot of variance in the percentages as well, but I don't think we need to go that far.

16215
DF Dwarf Mode Discussion / Re: Never a War Without Goblins
« on: July 16, 2008, 03:13:36 pm »
Yeah, they have the AMBUSHER tag, which means that even their invasion forces will be sneaky. It's pretty nasty.

I haven't played any real length of time with the new version yet, so I was wondering if anyone had figured out what the various stuff on the embark screen meant. I've seen [blank], WAR, ------, and NO TRADE.

I think [blank] just means friendly and WAR is obvious. But what about the other two? I'm thinking NO TRADE shows up with my evil modded races that are friendly with the dwarves but don't have any trade tags, maybe?

Pages: 1 ... 1079 1080 [1081] 1082 1083 ... 1102