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526
DF Suggestions / Re: Instant Resizing of Rooms
« on: July 13, 2008, 02:59:54 pm »
What happens if the maximum room size is huge, though?  I suppose since rooms currently have to be inside, this prevents the problem from happening unless the player has dug out a huge area, or doesn't have any external doors.  It couldn't occur outside where there are few natural walls.  But it could happen (or some rooms could be designated outdoors in the future), and we wouldn't want to kill their computer or anything in such a situation.  (It probably wouldn't be a problem even under such circumstances, but I'm paranoid.)

527
Bug 000849 ▪ (Fixed For Next Version) [flows] (Report) water flows don't restart after cutting down a tree or retracting a bridge

Whether the upcoming fix includes magma or not, I don't know.

528
DF Suggestions / Re: Better sytem for "Dwarves Stay Inside" PLEASE!
« on: July 12, 2008, 11:50:47 am »
Heck, I'd be mostly satisfied if "inside" actually meant inside in this case, not subterranean, and if pathing through outside tiles was actually impossible for the relevant dwarves, so that the entrance dance would be avoided.  I cannot conceive of any reason why these two changes should be difficult at all.

The first would simply be a change of checking one flag instead of another, and would allow us to more easily choose which areas are safe or not (subterranean tiles cannot be created, only removed, while inside tiles can be both created and removed).

The second would simply add an extra check to the path finding algorithm, in the section where it checks to see if a tile is passable.  The extra check would need to know if the creature doing the pathing is allowed outside, and whether the tile is inside or outside.  If the creature is not allowed outside, but the tile is outside, then simply treat the tile as impassable, just as if the tile were occupied by a wall or something.

Although before calculating the path, if the creature doing the pathing is not allowed outside, then starting tile and ending tile would need to be checked as follows:  If the ending tile is outside, then don't do the calculations, and just return that there is no path.  If the ending tile is inside, then if the starting tile is outside, skip the above additional condition (just tell the pathing algorithm that the creature is allowed outside).  All outside tiles should be passable like normal, as long as the destination is inside.  If the starting tile is inside, then do the calculations with the above condition in place.  This will allow the dwarf to run inside if it is currently outside, but will prevent it from grabbing additional jobs that are outside, and will never once let the dwarf step foot outside, if it is already inside and is trying to go somewhere else inside*. 

The biggest remaining problem with this system would be a limit to flexibility, in that sometimes you might want a tile to be inside for one reason or another (perhaps you require it to be subterranean) but you still want it to be off limits.  A completely user-defined system as suggested by everyone above would admittedly probably be the only way to achieve this flexibility.  But it would also take significantly more programming, and would change the file format of the fortress.

*Well, that last part isn't exactly correct.  If the dwarf is outside, and trying to path to an indoor location, it can cross over inside and outside tiles the whole way, passing back outside after it was inside.  The correction to this would be to re-enable the above condition about impassable tiles the moment the pathing algorithm tries an inside tile.  Once the dwarf steps inside, outside tiles become impassable.  This might be undesirable, however, because while attempting to get inside, the dwarf might walk under a small structure (walkway, partial construction, whatever) which causes it to enter an inside tile.  It would then be unable to leave that small inside area if all surrounding areas are outside, and the pathing algorithm would keep trying new paths until it either found one that remained completely outside until reaching the final inside area (which would be dumb), or found no paths at all, causing the dwarf to just stand around outside.  So actually, it's probably best to simply not correct this aspect of the algorithm.

529
DF Bug Reports / Re: Immigrants wont move.
« on: July 12, 2008, 11:08:00 am »
For the sword dwarf, go into the military screen, view the guy's squad, and set it to off duty.  Then he'll wander into your fort normally.  Why the child is doing the same thing, while not being a military unit, is still strange, though.  It's almost as if he's acting like a military unit (soldier immigrants always do that until you set them to off duty), but there's no way to tell a child to become off duty; they're not on duty to begin with.

530
DF Gameplay Questions / Re: Colapsing things.
« on: July 11, 2008, 09:38:44 am »
Alternatively, cover all your channels around the ground that is to be collapsed with grates.  They will let the beasties walk across, but when you destroy the support via lever, the grates won't hold the ground up.

Code: [Select]
# = grate over open space
% = ordinary floor/ground
+ = floor/ground over open space
O = floor/ground with support underneath

%%%%%%%%%%%%%%%%%%%%%
%###################%
%#+++++++++++++++++#%
%#++++++++O++++++++#%
%#+++++++++++++++++#%
%###################%
%%%%%%%%%%%%%%%%%%%%%

531
DF Gameplay Questions / Re: Room Value
« on: July 09, 2008, 04:12:56 pm »
From what I've read others say, it is constant.  That is, if a particular tile belongs to two or more rooms, then that tile will contribute exactly one fourth of its value to each room it belongs to.  If it is worth, lets say, 20, and it belongs to 34 rooms, then each room will get a 5 point increase for including this tile, and the total value that this tile contributes to all rooms overall is 170, significantly greater than its original worth of 20.

532
DF Bug Reports / Re: I can only spend 29 job points in journey prep.
« on: July 08, 2008, 07:15:59 pm »
My guess is that you have too many items.  Most notably the anvil.  Press Tab to go to the item selection menu, and (-) all of the items.  Tab back over to do the dwarves, and then finally Tab over once again to select your items with whatever points you have remaining.

533
DF Bug Reports / Re: buggy downward staircases 38c
« on: July 07, 2008, 07:47:14 pm »
Already reported, and better yet, already fixed for next version.

534
DF Gameplay Questions / Re: No immigrants bug - what to do?
« on: July 05, 2008, 11:21:58 am »
Raise the baby/child cap.  There's a bug that causes low values for this variable to adversely affect immigration.  Anything at or above 15/150 should be high enough to make immigration operate normally.  Below this value, my limited tests have been inconclusive.  You can experiment yourself if you don't want to raise it up to 15/150, though.

535
DF Dwarf Mode Discussion / Re: What changes world gen?
« on: July 02, 2008, 10:55:56 pm »
I just found out that adding the reaction that makes all stones economic changes worldgen.  Apparently it only affects what stuff is in each biome.  Overall the map looks nearly identical, still.  Other mods to raws can likely affect worldgen as well.

536
DF Gameplay Questions / Re: Location Huntin'
« on: July 02, 2008, 10:49:55 pm »
This one perhaps?

Edit: Second biome has marble, but I could only find sandy clay loam in the third biome, not sand.

Edit2: Cliff indicator within 2-5 range. The 5s only being found in the far left of the 5x5 area. Elevation is fairly low.

Edit3: You mentioned magnetite...but a cursory scan using reveal, uh, revealed only about a dozen tiles, where did you find yours?

This seems to be a pretty sexy location, gonna have a pop.
That looks to be the one, though biomes seem different.  I don't know all the various things that could change biomes, though besides basic stuff in init.txt, the only thing I've changed is that I've added the reaction that forces all stones to be economic.  Could that affect world gen?

*after some testing*

Drat, it seems as though my modifications do in fact mess with world generation.  A fresh install creates precisely what you have in your screenshot.  Maybe I'll upload the generated world somewhere sometime tomorrow.  It's only 1.7 MiB, much better than standard sized worlds.

537
DF Gameplay Questions / Re: Location Huntin'
« on: July 02, 2008, 12:08:34 pm »
Here a seed I found that has everything I generally want in a 5x5 area:

Small world (65x65), seed 1612212002

It is in the same local region as a purple goblin fortress in the southern and somewhat eastern area of the map.

From what I remember (can't easily check currently), it has the following:

a brook
an underground river
a chasm (not open to the surface)
a magma pool
a magma pipe
adamantine
sand
wood
bauxite
marble (flux)
access to all civs
magnetite (as in, massive quantities of iron)
coal
fast save (small world)
5x5 area (though I usually do 6x6 to get more trees and stone types)

538
DF Dwarf Mode Discussion / Re: Viewing seed post embark
« on: June 30, 2008, 09:41:40 am »
Load up your game, hit escape, choose Export Local Map or something like that, highlight only one z-layer (to save time), export it, and a text file should show up in the root Dwarf Fortress folder which contains the seed.

539
DF Bug Reports / Re: Created world, cannot play
« on: June 28, 2008, 11:12:20 am »
I'd suggest extracting the game into another folder temporarily from the original download, starting over with a fresh install basically, and find out if it runs fine from there.  If that works, then you need to figure out what it is that has been corrupting your files, because it sounds likely that it would happen again.

540
DF Bug Reports / Re: 'd' menu default doesn't always make sense
« on: June 26, 2008, 08:54:38 am »
I've had this too, but only when going to the bottom level in one of the corners to designate the whole level for digging, in preparation for using reveal.  I'll go to the bottom, scroll to a corner (usually the top left, if I remember correctly), and then hit (d).  Chop down trees is often selected, even though everything on the screen is subterranean.  Maybe this info can help to reproduce the error.

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