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Messages - Warmist

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856
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: July 03, 2013, 12:43:40 am »
I wanted to take an adventurer and start a fort with just him as a challenge. Anyone know a way to change it from adventure mode to fortress mode with it being stable? Methods I tried result in crashes.
https://gist.github.com/warmist/4198190 this to switch from adv-mode to fort mode. But it needs a site in that location. To create a site you can use dfusion->2.) adventurer tools->4.) create a site at current location.

After using first script, save n exit, and reload. It should work somewhat more uncrashy then other methods.

857
So that’s the current plan. There is no way to die in 0.3, so this isn’t implemented yet, but this is my plan. I’m firmly set on the “plot” idea as I have a lot of ideas for it (go read some Jorge Borges for some clues), and that necessitates true permadeath, but without the annoyance of endless re-rolling. I think it’s a good compromise, but I want to know what everyone else thinks. Let me know your thoughts! I should stress I have in no way settled on the three lives idea – maybe I will stick to normal one-life permadeath – but I’d like some feedback on the concept.
I know this will be a lot harder, but what about implementing a lot of plot lines. They would lie dormant in the world until you create a character. Also you could run a few npc over them so playing the world you could sometimes meet them. I mean this because i'm a very big fan of persistance (be it in df or ksp or any other) and to throw away a world just because some dude dies is just not fair with all the stuff you do to it. Sure the crawl has little persistance in that way: just a ghost of your predecessors, but it's still fun to find.

858
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: July 02, 2013, 01:05:05 pm »
which one? my version, your version, warmist version? or all three?
because to explain it to others my version is a modified old version that was tested in genesis,
warmist is kinda unstable.
warmist is uber stable :)

But my version is for next dfhack release. so ;P

859
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 24, 2013, 11:01:51 am »
I updated to the new version of DFHack and now dfusion doesn't have the dwarf count editor on embark function. Is it elsewhere? How can I get it back without backing up a version?
https://raw.github.com/warmist/dfhack/master/scripts/startdwarf.rb
put this into hack/scripts/startdwarf.rb
and then run startdwarf <number>

860
DF Modding / Re: Gitccession: Succession on GIT
« on: June 24, 2013, 02:24:27 am »
Just finished some testing.

You are 100% correct uncompressed saves are far more git friendly.

This raises the question about being able to change the 'compress/don't compress' flag on the fly using df_hack.

I intend to create an app and df_hack pair to act as helpers for all things gitcession. Is it possible to change this setting via df_hack.. or only via the init.txt file?

Yes you can:
Code: [Select]
from lua:
df.global.init.media.flag.COMPRESS_SAVES=false
But this will be needed to be done everytime.

861
DF Modding / Re: Gitccession: Succession on GIT
« on: June 22, 2013, 10:57:47 am »
Interesting. One idea though: It might grow very fast. Try disabling compresion for df. then it could save deltas only and thus might save space in the long run.

862
DF Modding / Re: Gitccession: Succession on GIT
« on: June 22, 2013, 01:58:49 am »
Hm... Seems interesting; pushing changes would really break legends though.

Hugo and I use Google Drive; it works for just about everything. Create a folder, share it, download the desktop app, profit.  It's how I collaborate with him on some of his mods :P (and we have a succession game of Regen going).
Strange... i used google drive to sync with version @ work and it failed, did not sync all the files in save dir.

863
ok, is noted. playing around with this new toy willbe more then enough fun :)

do you happen to know someone who is crazy enough for that lighting thing though ? even a simple version would be great, that simply makes everything around a lightsource lighter.
i might be. I'm going to do something with DF this weekend. Not sure what will it be (the list contains offscreen rendering (for multiplayer), selection scripts (to be able to select units/items/etc more conviently) and playing around with renderer).

864
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 19, 2013, 07:36:30 am »
I only meant the startdwarf, the link I found mentioned it was yours. Is it jjyg ? I never seen that name before.

Try DFHack and this tiny script.  (Thank you, Warmist.)

This is how I found it. It does work nicely. :)
Yes it's jjyg in github or jj`` in #dfhack afaik

865
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 19, 2013, 04:30:50 am »
Could somebody please bring me up-to-date with the current custom scripts?

I know of warmists startdwarf.rb, the growthfix, exportlegendsmaps, urist-da-vincis control of embark/tradegoods (even though I had no time at all to play around with it) and expwnents digging invaders. (again, no time so far)

Anything I missed that might be benefitial to the usual player, that might be useful in the Masterwork pack?
None of the scripts are mine actually ;)

866
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 19, 2013, 02:00:47 am »
(question for adventure mode dfhack) how do you catch and tame a animal?
Good question. That is almost uncharted territory. Generally i think you need to cage trap an animal, then having food use taming. I forget if i removed or left taming in.

867
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 18, 2013, 07:46:12 am »
My question is, can I make DF exit the 'q' menu when the script starts running?  That would make it work smoother.

i think this would do that:
Code: [Select]
dfhack.screen.dismiss(dfhack.gui.getCurViewscreen())

868
Oh this is very cool. I would love to see fantasy pack too.

869
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 15, 2013, 01:12:47 am »
That's an understatement. It does nothing, as far as I can tell.
Well you still hold the souls. They could be used as a resource. Just don't forget which is yours and if you use up the last one, then too bad for you...

870
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 15, 2013, 12:58:52 am »
Turns out that swapping souls between two creatures actually works. This only results in a skill/preference/personality trait swap. Alliances, happiness, names, thoughts, relationships, and profession are stored seperately (I know we already knew that). One could argue that you want the creature's deity to be tied to the soul, even if it makes sense to track the parents of the body. Also, the soul has a gender, so after a swap the creature's description may have "He" used to describe physical attributes and "She" used to describe preferences/mental.
Also you can stack souls into one body. Though it does not do much.

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