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Messages - Goblin Dragoon 085

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1
DF Modding / Pathfinding and flyers
« on: May 05, 2008, 05:27:00 am »
A question for the modders with insight:

Do flyers need less CPU cycles for their pathfinding?
And if so, how do I teach my dwarves to fly?


2
DF Modding / Re: any stone except flux as reagent
« on: May 19, 2008, 01:20:00 pm »
Íts an reaction.
So forbidding marble as an economic stone does nothing.

Or are you speaking of forbidding it somehow in the reactions_standard.txt?


3
DF Modding / any stone except flux as reagent
« on: May 19, 2008, 03:58:00 am »
Ok, assuming the following reaction:

   [REACTION:FLUX_CHEAT]
   [NAME:Magical Flux]
   [SMELTER]
   [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
   [PRODUCT:10:1:STONE:NO_SUBYTPE:STONE:MARBLE]

This reaction creates marble. Unfortunately the reaction also allows marble as reagent, resulting in an endless cycle of pain, where the created marble will be used to create yet another marble.

Is there a way to tell the reaction to use any stone, except flux as reagents?
I am thinking along the lines of: [REAGENT:1:STONE:NO_FLUX:STONE:NO_MATGLOSS]
Does anyone know the working code?
thanks in advance


4
DF Modding / Re: DF Auto Site Locator
« on: April 24, 2008, 08:47:00 am »
Hmm, I tested the current version a little bit more and found out that it does not run under 64bit vista. 32bitxp works fine though. Unforunately I cannot make out whether its vista or 64bit thats causing the troubles ^^

5
DF Modding / Re: DF Auto Site Locator
« on: April 22, 2008, 05:42:00 pm »
I upped the whole thing with the last map I tested. http://rapidshare.de/files/39202534/df_27_176_38c.rar.html

Anyway. I just realized, that it might be possible that the locator did not find any suitable regions because there are non on the tested maps (yep I tested it on 3 pocket maps, but maybe I just got unlucky). As far as I can grasp the script it does not check for embarkability and regions with magma and underground caves/rivers should be detected. So I am not sure if the scripted worked as intended or not.

By termination I meant, that the script just ends. I dont get any stop errors or any error message that you defined, for that matter. The script just executes and then ends, leaving no output.


6
DF Modding / Re: DF Auto Site Locator
« on: April 22, 2008, 04:28:00 pm »
I just run a view tests with $map_size = x

And it does currently not work for any value, except 257.
What happens is, that the script starts scanning and then stops at the first region, of the last horizontal line. The script terminates and no output is created.

So when I want to scan 17x17 it goes to 1x17 as expected and then terminates.


7
DF Modding / Re: DF Auto Site Locator
« on: April 22, 2008, 11:09:00 am »
You are right, setting it to 16x16 is kinda strange.

But setting it to 15x15 seems to work consistently, except for regions you cannot embark in (and those are of no interest anyway). I really ought to look up on known bugs, whether the embark rectangle set to 16x16 acting up is there. In the meantime, working with 15x15 might not be perfect, but should be sufficient enough to get 999 out of 1000 biodomes  :)


8
DF Modding / Re: DF Auto Site Locator
« on: April 22, 2008, 09:06:00 am »
Well, I actually meant to tell the player, to increase the starting rectangle in the init.txt.


[EMBARK_RECTANGLE:x:y]

And yes, it already takes some time to run, but if you allowed it for smaller maps and split it, as suggested, into 2 applications you only have to analyse the map once. And then the search for a suited location can be done as often as one likes and most importantly: extremely quick.

My guess is, judging from the speed of the current tool, that it would take roughly 12hours to completely analyse a 257x257 map. This includes site features, environment and stone layers.

Come to think of it: You can most likely save alot of time, if you check for embarkability first. If you cannot embark in a region, then there is little reason to analyse it further. It might be even worth doing in its current state, mainly because most site features are located in mauntain regions you cannot embark in.

Small question: is changing: $map_size = 257 into 17 enough to make it analyse pocket maps sucesfully, or am I missing something?


9
DF Modding / Re: DF Auto Site Locator
« on: April 22, 2008, 03:13:00 am »
Less lurking, more influencing this potentially most awesome tool is what brings me here.

So first of all: A big thank you!

I know, it is not polite to just tell someone how I feel that their work should be like, but I am doing it anyway and hope you might consider using the good parts of my idea/vision and combine them with yours to make this tool even better.

Currently you have a autiit script, that screenshots every region. Then this screenshot is analyzed send through a filter and a logfile created naming every region that passed the filter..

May I suggest splitting the whole thing into two applications/scripts.
One, that does the screenshotting and logging and one that filters the locations.

What I have in mind, is that script one works like this:
(you have to change the embark rectangle to maximum for this to work)
Script screenshots region once.
Checks if the embark option is availabe! (It grays out when its not, so this should work just as the rest of the pixel detection.)
If not available, skip to next region.
If available, check for site features and write them down, together with their corresponding coordinates, inside the region. (site features includes everything revealed by regional prospector)
Press F1 to show the first biodome
screenshot ,check the layers, aquafire, tree count, brook etc. Just basically check everything thats one the right site of the screen.
Repeat for every other biodome.

Once region is finished, move on to next and repeat.

Output would then looks something like this:

x1y1 mpipe0a0b0 mpoola2b1 ada0a0b0 ... ... bio1 aquafier1 "Sandy Loam" "Silt" "Obsidian" "Scary" "Trees Scare"...

So, what does the output tell us?
Region has the coorinates 1 1. There is no magma pipe, but a magma pool on the 2nd from the left, first from top field. No adamantine. ... ... Biodome 1 consists of sandy loam, silt and obsidian. There is an aquafier and its a scary biodome with a few trees.

As you can see, I basically want to copy all important data from the world. In fact, I want to copy the world map into a format, readable by another program!

Part two would be of course the program that filters the output and is very userfriendly. A small window, where we can set the following for every site feature (adamantine, chasm, magma pool, river, brook, underground cave, magma pipe, aquafier etc)

Require (If a region does not have it, it wont show the region to us)
Do not want (If a region has it, it wont show the region to us)
Bonus [number] If the region has this feature, a number of bonus points will be added. Found regions can later be sorted according to the number of bonus points they have.

Then additional site feature options:
Most have any scource of mamga! This overrides the pool/pipe search and just looks if either of the two, or both are present.  
Most have any underground water source. Either cave river/lake or both.
Must have any infinte water source. Either brook/river/underground river/aquafier or any combination.
----------------------------------
Then an option to look for specific stone layers!  
Some as above should apply:
Require
do not want
bonus.

Additional options:
Any flux
Any sand
----------------------------------
filters for trees, surroundings etc.

Because the whole process would be split into two aplications I can simply analyze the world map and then alter apply any filter I like, instead of having the filters integrated ito the analyzing tool.

Puh, good luck with this great tool and I hope that we can see a new version very soon. Good work so far.


10
DF Dwarf Mode Discussion / Re: Your trade economy!
« on: May 16, 2008, 12:29:00 pm »
Masterpiece roasts.
I refuse to make cratfs/toys etc, cause they clutter my finished goods stockpile!

11
DF Dwarf Mode Discussion / Re: Overpowered Creature
« on: May 13, 2008, 10:40:00 am »
Lemme guess: damblock 100 and size 100 ?

12
DF Dwarf Mode Discussion / Re: Building wells below water level
« on: May 11, 2008, 02:39:00 am »
quote:
Originally posted by Slappy Moose:
<STRONG>The well cannot be built 1 z level above the hatch?</STRONG>

It can, but the well will be dry.


13
DF Dwarf Mode Discussion / Re: Building wells below water level
« on: May 10, 2008, 04:35:00 pm »
Thats a good idea. Gimme 5 minutes and I will give you a definite answer. This would be a good backup system for my automated pressure plate setup.

Edit: Hmm, this should have been clear from the beginning:
A floor hatch and a well are both buildings and can thus not be placed in the same time.
If you place them a z level apart, the well is considered dry.

SO I guess you will be stuck with using floodgates and a reservoir :P

[ May 10, 2008: Message edited by: Goblin Dragoon 085 ]

[ May 10, 2008: Message edited by: Goblin Dragoon 085 ]


14
DF Dwarf Mode Discussion / Re: And then there was ONE
« on: May 15, 2008, 09:33:00 am »
The rocks that are lying around can be removed by smoothing the tile.

15
DF Dwarf Mode Discussion / Re: And then there was ONE
« on: May 07, 2008, 08:27:00 am »
How about:
Open the init, disable caveins.
Dig out the area you want, using the ramp method.
Sent all dwarves to the nuke safe bunker.
Save.
Enable caveins in the init.
Load the game
Pray that your cpu wont melt!

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