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DF Suggestions / Re: A SOLUTION!
« on: February 19, 2009, 11:28:40 pm »
it is a pretty good suggestion though.
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Such an awesome idea, I'd love to see you pull this off. A functioning binary counter would be brilliant, but it seems like it would take a huge amount of space to count up to even a modest number. I'm trying to think of a recording method that uses stones, but nothing occurs to me immediately. Dispensing units of water into a makeshift graduated cylinder could record fairly high values, but the evaporation problem seems to make it a no-go.just make the drain a layer above the bottom so there is never water only 1/7 deep
Just a note - be wary if you design most of your fortress on paper before embarking! The first time I did this, I immediately paused the game upon embark, and did mining designations for my ENTIRE FORT before unpausing. Not smart. Even though I brought three proficient miners, it took them a year or more to dig out all the necessary areas to make the fort livable. I refused to un-designate certain areas, or make certain areas inaccessible, BECAUSE IT WAS PERFECT DAMMIT. My dwarves spent the year sleeping by the trade depot outside, fighting off attacks by foul blendecs and werewolves. I lost all my war dogs and one of my dwarves before the fort was livable, and all the rest were about to snap from unhappy thoughts.would you mind uploading a map of your perfect fort?
Everything worked out, though, and within a couple years we were booming, my hunters were accidently killing dragons, and a single legendary wrestler/speardwarf was making sieges trivial.
if you could make your program read[ie match string] the materials from the list then it would have the same effect.Logic gates like numberabbey has.
Or slightly divergent, a program that takes images and urns them into digging instructions
I actually tried this yesterday evening. Sadly AppleScript is a horrible language and i could not find anything readily available on a vanilla os x to read a pixel's color from an image file in "Image Event"s
I am currently thinking about simply creating a native os x app, where one could create templates on a grid or in a scripted fashion (probably python).
I think the most attractive templates are parametrized ones. The circle is a good example. I have created a small script for my default staircase design with alternating up and down stairs like this:Code: [Select]#####
#< >#
#< >#
#< >#
#####
<> - stairs
- floor
# - wall
and am currently working on variations of that (like orientation) and the ability to input the number of levels you want the staircases to go (up and/or down).
Since i usually use relatively strict layout i will probably create simple layouts as well. What i am not so sure about is digging channels. In my experience i am quite careful with digging channels and do this in at least 2 stages.
For a bunker i could imagine a multi-phase template. First the digging, second some channeling and furniture placement, third some more channeling. I am not sure how to smartly tell df via actionscript which furniture or material (e.g. walls) to use. I would love an easy way to say "a wall of granite from here 10 tiles to the north".