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Messages - Relicspread

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1
DF Suggestions / Changing the pathing calculation in regards to fires.
« on: December 09, 2023, 08:30:24 am »
One of the biggest causes for lag spikes I have found is when dwarves have their paths blocked by fire. Would it be possible to change the pathing calculation to treat fires like wall or such? Essentially treating everything on the other side as fully unreachable and have the dwarf (or other agent) do something else while the fire is on going so I don't have to wait for the fire at <1FPS. The situation gets a bit trickier when a soldier is locked in combat with a fire generating creature since it might get weird for soldiers to suddenly ignore combat for a bit. But this second case is also the only case the player can't get around with burrows and other methods of controlling dwarf movement and can be run ending in some bad cases.

Or maybe creatures can get an ability to jump though fires? or some other method of getting to the other side of it? Any way to not have their decision making short circuit.

2
DF Gameplay Questions / Mititary not attacking a flaming angel
« on: September 28, 2023, 06:24:36 am »
I was digging around through the mysterious wall and uncovered some divine retribution, a monter composed of flames. I remember these as being quite flimsy but apparently my soldiers refuse to attack it at all. This sort of makes sense, I wouldn't want to either. But I don't remember this being a thing before. Is this new? Do I misremember? Is it related to angels rather than the fire? Or is it a bug?

I any case it feels quite janky, the dwarves just stand around, taking hits from the angel's divine scourge without even blocking or dodging, the combat log is completely one sided.

3
DF General Discussion / Re: How do I decipher the new crashlogs
« on: September 28, 2023, 06:14:40 am »
Ok thanks, unfortunately I deleted the save. Reinstalling the game seems to have fixed it. I also deactivated steam cloud sync which I apparently hadn't done.

4
DF General Discussion / How do I decipher the new crashlogs
« on: September 16, 2023, 04:48:36 am »
I have been stuck with a save game corruption problem since July (the game crashes on loading saves, usually during "load world information"). It is possible this is due to the mods I'm using, but there was really no way of telling until the 50.10 beta introduced crashlogs. Thing is, the logs are complete nonsense to me.

I'll just copy over the text from my most recent log, they all look the same, if anyone wants to help me:

0> Dwarf_Fortress!std::_Init_locks::operator=+0x7F2706
1> Dwarf_Fortress!std::_Init_locks::operator=+0x7F2879
2> KERNELBASE!UnhandledExceptionFilter+0x1EC
3> ntdll!RtlMoveMemory+0x2BBD
4> ntdll!_C_specific_handler+0x97
5> ntdll!_chkstk+0x12F
6> ntdll!RtlFindCharInUnicodeString+0xA96
7> ntdll!KiUserExceptionDispatcher+0x2E
8> Dwarf_Fortress!std::_Init_locks::operator=+0x8D5F84
9> Dwarf_Fortress!std::_Init_locks::operator=+0x82B25A
10> Dwarf_Fortress!std::_Init_locks::operator=+0x82AB79
11> Dwarf_Fortress!std::_Init_locks::operator=+0x829129
12> Dwarf_Fortress!std::_Init_locks::operator=+0x1063576
13> Dwarf_Fortress!std::_Init_locks::operator=+0x5C415D
14> Dwarf_Fortress!std::_Init_locks::operator=+0x8F9C46
15> Dwarf_Fortress!std::_Init_locks::operator=+0x626174
16> Dwarf_Fortress!std::_Init_locks::operator=+0x627529
17> SDL2!SDL_DYNAPI_entry+0x799D7
18> SDL2!SDL_DYNAPI_entry+0x12EEDE
19> ucrtbase!recalloc+0xA3
20> KERNEL32!BaseThreadInitThunk+0x1D
21> ntdll!RtlUserThreadStart+0x28

5
DF Modding / Re: Are explosive projectiles possible?
« on: July 25, 2023, 03:01:55 pm »
Here is what I scrambled together so far based on the above. Molten steel seems to heat up thing better than boiling steel but I would probably try a custom, extremely hot dust to get the shock wave effect as well. Steel still doesn't heat thing up quickly enough for immediate combustion so the target has the chance to explode a lot before they die (especially since the cooldown time is at 10). The cinnamon color is key.

Again, probably not what you wanted but putting this nonsense together was fun.



[USE_MATERIAL_TEMPLATE:BOMB:SPIT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:bomb glob]
      [STATE_NAME_ADJ:ALL_SOLID:frozen bomb glob]
      [STATE_NAME:LIQUID:bomb glob]
      [STATE_NAME_ADJ:LIQUID:bomb glob]
      [STATE_NAME:GAS:boiling bomb glob]
      [STATE_NAME_ADJ:GAS:boiling bomb glob]
      [STATE_COLOR:ALL:CINNAMON]
      [PREFIX:NONE]
      [SYNDROME]
         [SYN_NAME:urge to explode]
         [SYN_CONTACT][SYN_INGESTED]
         [CE_CAN_DO_INTERACTION:START:0:ABRUPT]
            [CDI:ADV_NAME:explode]
            [CDI:INTERACTION:MATERIAL_EMISSION]
            [CDI:USAGE_HINT:ATTACK]
            [CDI:VERB:explode:explodes:NA]
            [CDI:BP_REQUIRED:BY_CATEGORY:BODY_UPPER]
            [CDI:MATERIAL:INORGANIC:STEEL:UNDIRECTED_VAPOR]
            [CDI:WAIT_PERIOD:10]
   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:bomb glob spit]
      [CDI:INTERACTION:MATERIAL_EMISSION]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:MATERIAL:LOCAL_CREATURE_MAT:BOMB:LIQUID_GLOB]
      [CDI:VERB:spit bomb:spits a bomb:NA]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:30]

6
I have been adding a bunch of creatures and thought it would be time to add statue sprite for them. I copy paste some sprites over on top of a copy of an existing statue sprite sheet and change them to gray scale. In game however the foreground color is not applied (the statues do not take the color of the material), however due to a mistake in assigning sprites some of my statues use remaining vanilla sprites that I hadn't pasted over yet, and those had the correct foreground color.

With some more testing I figure out that if I use the color picker tool on a vanilla sprite I can use that gray and have it work correctly, but not grays I make myself so to speak. There is clearly some difference between grays and grays that I am not aware of. I am new to image editing, is this some software problem where the editor I am using (paint.net) is unable to make the correct grays or is there some value or such I can change?

Transferring vanilla colors and repainting all my sprites sounds like way too much work so if that is my only option I'll just live with gray statues and default cubes.

7
DF Modding / Re: Are explosive projectiles possible?
« on: July 25, 2023, 01:52:21 pm »
My best suggestion is to attach a syndrome to the projectile. Said syndrome is then set to teach the victim an undirected material emission of some extremely hot material, setting both the emitter and everyone around on fire.

I am aware this idea is not what you asked for. It is convoluted, and it only works if it hits a creature and said creature is afflicted by the syndrome (clothes will usually stop a glob with an on contact syndrome, which is otherwise probably the best bet of projectile spreading syndromes, maybe a sharp, solid projectile could work). Incredibly dumb, I need to test it myself at some point.

8
Making a custom entity with creatures that are not using layered sprites. I am able to find information on assigning different sprites to different castes and children, corpses etc are also not a problem since I can just copy the text from other creatures. But is there any way of giving separate sprites to different jobs, like miners, soldiers and so on?

9
DF Dwarf Mode Discussion / Re: Stuck With Tiny Sieges
« on: January 28, 2023, 03:35:25 pm »
Thanks for the replies! Most of the goblin sites plateau at around 100 which is on the small side but I have a drak fortress at 7500 a little over a day away from my current fort from a civ that has sent attacks (or attackers with their symbol on their helmets at least). In general the goblin civs seem to be doing great in the history simulation with a lot of both founded sites and conquests.
I hav never managed to steal beak dogs in raids in this world, although I haven't raided much and non of the big sites. It might be worth it just to see if my soldiers face of against any beak dogs/troll then at least, to confirm that the goblins have access to them.

Legends viewer isn't available for the steam version yet right? To easier see exact site populations.


10
DF Dwarf Mode Discussion / Stuck With Tiny Sieges
« on: January 27, 2023, 07:51:12 am »
I am not sure if this is a bug or due to shenanigans with my world (generated with advanced parameters) but the goblin sieges never seem to scale with my fortress growth. I am at my third large fortress (over five years, over 100 pop) in this world. I have been attacked by at least four goblin civilizations. The attacks never consist of more than around half a dozen goblins, no troll, no beak dogs, no slave soldiers. I haven't encountered attacks from non goblin civs yet. Cave dwellers seem more numerous, although they never reach the game breaking numbers others have warned about. But they at least reach an entire dozen or so. I tried increasing the maximum number of attacker in the settings since I suspect I am stuck at the lowest tier but since it is only a maximum it didn't help.

Has any one else had this problem? This is the Steam version if it wasn't clear.

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 22, 2019, 04:21:57 pm »
My broker broke and broke our trade depot. This just as the humans were about to leave. No fighting so I hope we are cool...

On that note I also hope they are fine with this...



I keep misreading it as friend, I am really hopeful.


12
DF General Discussion / Re: Regen your world 2020
« on: December 21, 2019, 11:06:56 am »
So I was planning on doing this with my previous, active world but unfortunately an attempt at adventure mode corrupted everything :(

My newly generated world however sure is something!



Omol Xem, the Realm of  Myth

A world which has never seen elves (not even extinct civs), and has only a single, albeit healthy, dwarven civilization. The other two major peoples seem to be doing fine, although The circular Seducer had their sheep fiend overlord imprisoned by one of the Primitive Nations (humans) and has since dwindled down to a population of five goblins.

What makes this world remarkable however, are its thirteen necromancer towers!
The secrets of life and death where revealed independently at three occasions by three different gods. Worth noting is that only the youngest of the necromancer founders, the dwarf Reg Violenceirons are behaving normally. With the necromancer building a tower, taking in apprentices and writing books for the rest of time.

The human necromancer Athrab Fortunejuggles instead remained leader of the nomadic group, The Charcoal Beans, which seems to only have him as a member. He never built a tower.

The leaves the receiver of the oldest slab, Spamo Tellstrap the echidna woman. Founder of twelve towers seemingly never taking on an apprentice. She just travels the world, builds a tower, maybe writes a book or two, raises a few undead, leaves them to administer the tower as she once again leaves for a new tower.

And by the way, I am rather new here, is there a way to attach files to posts on this forum so I can share the world gen parameters?

Finally a map:


13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 12, 2019, 07:10:39 pm »
I have been building  a rather respectable library. Embarked on the only patch of tropical swamp in the world in order to grow papyrus (it felt like the most proper sheet). Three employed scholars and more visiting from all over and my collection grew, it could however only ever be second best compared to the peaceful necromancers in the north.
   Five years of raids, most without causalities, except one in which several necromancers, maybe all, were killed, including a Gorlak :( However, all I ever got were (allegedly fantastic) texts about the tower, its residents, its founding, and books about the writing of the earlier books. The necromancer's library seemed endless and, given the choice, my soldiers would pick any one of the numerous texts, except the one that mattered (slabs are a lot heavier than quires so I get it). The only thing more endless is the Artifact list in the civ screen. Going through it took far to long, but now I finally possess the secrets of life and death! on a slab which I am pretty sure is unreadable in fortress mode :) Could have some fun with it in adventure mode though now that it is in a safe place.

Some unrelated notes:
I caught a bronze colossus in a cage trap (I thought all mega beasts could avoid them) almost as soon as it enter the map.
I got a queen in my fort almost immediately but never any lower nobles. Thankfully she mostly  demand backpacks.
The map is full of little pools were visitors seem to get stuck (but never drown). I think it has to do with the shifting water levels in this hot climate making them attempt to path through.
And as always, the dwarves are all awful at cleaning up after invading armies and now everyone is depressed from looking at corpses all day.

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