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Messages - MoatMan

Pages: [1] 2 3 ... 7
1
DF General Discussion / Re: Worldgen cookbook
« on: May 25, 2011, 07:00:55 pm »
I was under the impression that history generation always concluded with the same end result if the starting seed was the same, as with terrain and biome generation.
Edit: OH I see. We had a simple misunderstanding because I edited my post instead of just posting again. Yes I am changing the history seed so the recipe is more plug and play.

It is, if it has the same parameters as the history you're looking for.

Number_of_civilizations being a parameter.

(Just FYI, terrain generation is the same way: tweak any parameter and you'll get a different result with the same seed)

I already knew all this but thank  you for trying to be helpful.
Edit: Changing the civ # was the first thing I did, causing a war with the elves on a fresh gen, so I tried a new history seed. Its all good now.

2
DF General Discussion / Re: Worldgen cookbook
« on: May 25, 2011, 03:33:02 pm »
Given the randomness of history, you'll never know if some races die out, or some odd ones end up at war with your home civilization. Try changing your home civ, you might get one that's not currently at war with the elves. Or hell, sometimes you'll end up FRIENDLY with the goblins! I used the seed you provided, and all the available dwarven races were at peace with the elves. Remember, seeds determine the starting variables, but who knows what can happen after that.

Or you could use a different history seed, of course.
I was under the impression that history generation always concluded with the same end result if the starting seed was the same, as with terrain and biome generation.
Edit: OH I see. We had a simple misunderstanding because I edited my post instead of just posting again. Yes I am changing the history seed so the recipe is more plug and play.

3
DF General Discussion / Re: Worldgen cookbook
« on: May 25, 2011, 03:11:22 pm »

Tried this bout 3/4 times and my DF crashes at year 12   

I'll check the recipe and test it a few more times. Anyone else have problems or know what might be going wrong?

Edit: So far I have 2 successful gens on my Mac and 14 success with 1 freeze, which I believe to be a fluke, on my PC. Your problem may be unique, I do not know.

I decided to take a look at it... it looks like you have the number of civilizations set to 80, whereas the standard number for a map of this size would be 40. That might cause lower-end computers to implode when generating the world history.

I haven't had any issues running the world generation on my rig. I ran it about 8 times, no crashes or anything. History took a really long time to run, for a map this size, compared to the 129x129 Medium Region map. So try lowering the number of civs to see if that'll help. It made history a lot faster for me.

I believe you have hit the nail precisely on the head. I like having an overabundance of populations and forgot that this recipe was intended to be accessible to all.

Thank you for your help, i've changed the recipe to 40 civs and checking if the sample site is still in contact with all civs.

Edit: They're all there but now the elves are at war. I'm going to try a different history seed.

4
DF General Discussion / Re: Worldgen cookbook
« on: May 19, 2011, 01:01:50 pm »

Tried this bout 3/4 times and my DF crashes at year 12   

I'll check the recipe and test it a few more times. Anyone else have problems or know what might be going wrong?

Edit: So far I have 2 successful gens on my Mac and 14 success with 1 freeze, which I believe to be a fluke, on my PC. Your problem may be unique, I do not know.

5
DF General Discussion / Re: Worldgen cookbook
« on: May 08, 2011, 07:29:42 pm »
Strasp Xestsu:
Now with speedier world gen!
Fine grained, highly variable, forest heavy world.
(Generated with DF v 0.31.25[/i])

Sample Site has Sand, Snow, Clay, 1z slope, abundant trees, abundant plants, contact with all civs, multiple shallow & deep minerals, and fluxstone (in corner).
 
World Map:
Spoiler (click to show/hide)

Sample Site Height Map:
Spoiler (click to show/hide)

Sample Site Embark Preview:
Spoiler (click to show/hide)

World Recipe:
Spoiler (click to show/hide)
   
   Stops generation at Year 250 by default.

6
I'm glad you've started this thread. This sounds like a serious problem Toady should fix in the next release.

7
I'm honestly not sure either way but I remember that 40d# had a different binding system than Vanilla DF so the bindings between those two might not have worked. Toady is merging the 40d# code with the DF 2010 code now so I'm not sure if the original df 2010 bindings will be compatible with that update.

On the other hand does that mean that the 40d# bindings will be compatible with the latest DF 2010 release?

Either way I think we'll be able to pull our 40d# scripts into DF 2010 which is GREAT.

8
DF Gameplay Questions / Re: List of a dwarf's owned objects?
« on: May 10, 2010, 06:04:07 pm »
I only checked in the old DF but I couldn't find it. I think you might be remembering the "View Rooms/Buildings" option from the menu. It says which dwarves own witch rooms and you can zoom to the items in the room.

9
Darken the color and you got Xenofungus...

Great.  Now I gotta go mod these guys in. :P


I wonder if you could actually. Now that there are souls is it possible to have an attack that affects only the soul/mood and not the body? It would be pretty cool to have a monster that attacked dwarves mentally like a swarm of mind-worms would. A creature that could drive a dwarf into a berserk rage would be far more threatening than a dragon to a well established fort given how epic Dwarven veterans get.

10
DF Gameplay Questions / Re: Dwarf Companion Link?
« on: March 16, 2010, 10:59:15 pm »
Ah, my mistake. The wiki link seems to be working again.

11
DF Gameplay Questions / Re: Dwarf Companion Link?
« on: March 15, 2010, 06:54:32 pm »
You mean the latest 40d#?
Its here  if thats what you mean.

12
DF Gameplay Questions / Re: Using the mouse
« on: March 15, 2010, 06:48:20 pm »
Check the init to make sure that the mouse interface isn't turned off and that the png mouse IS turned off. You can also change the cursor size to be very small so watch out for that. Oh and you may not notice any changes if you don't make sure the variable your painting is significantly different than the canvas and some variables (like temperature) aren't really visible unless you filter for it. Finally make sure that the variable that your painting is actually set to paint.

The world painter gets a bit of getting used to and you have to be very careful not to paint over what you've already done but its well worth it for the perfect fortress locations you can get.

I suggest Using huge brushes to rough in and use incrementally smaller brushes as you fill in more detailed regions.

13
You never needed to be bothered by immigrants in the first place. You can set a population cap in the init. Not to be mean but I'm surprised you weren't aware of it.

14
DF Gameplay Questions / Re: Dwarf Fortress and 64-bit Windows 7
« on: March 11, 2010, 05:58:39 pm »
Ohhhh if you aren't using 40d16 or later you should probably download that. Its better in every way and will probably solve your problem.

Uhh:
Quote
- The game will crash doing certain actions on certain screens, unrelated to graphics. The full list is not known, but there are crashes at least on the farm plot seed selection screen.
- You may find that the game crashes when performing particular in-game actions on the DF user interface, such as viewing a dwarf's thoughts with a very large window, or switching between seasons on the farm-plot menu with the cursor in a particular position. Such bugs are not 40d# bugs, but are the result of somewhat haphazard adaption of core DF code to 40d# and will be fixed in the DF2010 integration phase.

I don't know if I'd say "in every way".

 I was honestly completely unaware of these bugs, which is funny because I have a fairly large screen. I've been using the 40d#s since they started coming out and I've never had a problem aside from the first release where the blinking macro box won't go away.

Given  how crazy awesome in game macro support and screen zooming is I'd still use 40d19 even if the bugs where causing me problems.
To each his own I suppose.

Either way I'm pretty sure rebinding the keys will work in either scenario, though I'm less sure it would work for plain 40d since it came out way before windows 7.

15
DF Gameplay Questions / Re: Dwarf Fortress and 64-bit Windows 7
« on: March 11, 2010, 04:51:52 pm »
I'm running the same OS and had the same problem. I ended up using different keys though because I like using the numpad and that little used block of keys above the arrow keys better.

 Still you should be able to get the < and > keys to work if you try setting them using the scan key and--- Ohhhh if you aren't using 40d16 or later you should probably download that. Its better in every way and will probably solve your problem.

If you already are just re-bind the keys using both settings in the key config menu.

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