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Messages - profit

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256
I added the civ_controllable tag to a couple of races. Does even that require a newly genned world?

I do not believe it does.  However, there may be some things controllable civs do differently in the world gen.   Remember you will need to replace the raw file in your saves as well.

257
Needs a business merger between DT and Runesmith! 

It is not in the vision statement for DT. And it is specifically where the creator did not want to go.  DT = Helper tools,  Cheat programs = Separate.

258
Actually, I have seen ambushes in year 1 when I use my simple fortress world gens.  The value of the stuff is high enough to draw about 15 immigrants and apparently that is enough to generate a goblin ambush in early fall.

Of course with simple fortress I have everyone clad in steel armor and silver war hammers to greet them, but still... It is possible.

Anyhow.. May I recommend you simply change your loadout to include about 100 tower cap logs and build a wall around your wagons..   You should have enough room in that for above ground farming and just remove a section of wall whenever someone REALLY needs to come in.

After you have a military... You can tear the wall down and make beds out of it.

259
DF Modding / Re: Community Mods and utilities list.
« on: April 19, 2011, 02:37:23 am »
It's not really a big deal it's still being developed( I'm at the 25th~ version ). The only thing it can do that might be useful for DF is being a web maze drawing tool with forum output and ability to generate links to maze (b64 encoded string with maze). I've did some modifications to add room based navigation and I can farther modify it to use "traffic zones" this way you can really simulate the game.

It's still a general path finding simulator the main connection to DF is that DF sparked the motivation to create it. It's intention is to convert suggestions from path finding thread into a working system that's easily accessible on any platform (my primitive i856 iden phone can run it) .

Even without it on this thread I'll be glad to get any feature requests and feedback.

Actually now it is sounding more like a utility that belongs on the list =)

Added

260
DF Modding / Re: Community Mods and utilities list.
« on: April 17, 2011, 05:13:45 pm »
Sounds like a utility to me...

Yeah, it does, but I cannot figure out a way that it really improves game play.  It is just a pathing simulation and nothing distinguishes it really from the thousands of other pathing simulations on the web.

261
DF Modding / Re: Community Mods and utilities list.
« on: April 17, 2011, 12:51:19 pm »
I've made a path-finding simulator (js/html) with a simple maze drawing ,dumping,linking . It's intended to simulate A* and implement demos for alternative path finding schemes to the  pure weighted A* in Dwarf Fortress which can cause slow downs due to it's high complexity .

http://www.bay12forums.com/smf/index.php?topic=81686.0

This is a highly useful thing, and perhaps very important to the development of dwarf fortress, however I am not sure it belongs in the community MODS and UTILITIES list.   HOWEVER I agree the list is currently an eclectic mix of things, so i would be open to hearing why you think it should be included, and I will weigh a judgment after that and possibly another judgment if the the community thinks different.

262
Old feature request from another thread, guess I should put it here since it's sort of a therapist thing...

Let us have a tab for animals. Include age, gender, fat/muscle/size and let us toggle slaughtering.

Why yes, I am sick of not being able to view size from the kitchen tab, or easily view gender from the unit tab without having to view the animal, and I only want my fattest and musclebound giants to survive to breed. XD

...I also know how crazy this request is, and it's more of a wish than a request for Therapist as it currently stands. >.>

Actually it is not that crazy of a request. I think it fits very nicely into the vision statement of DT.    And I would prefer to see it in DT than its other natural fit Dwarf Foreman.

(And now that I think about it, dwarf foreman does not have any of the "Homework" done for this like Therapist does.  DT has almost all of the infrastructure, it just needs to display it and allow you to toggle the slaughter bit. )

263
DF Modding / Re: Community Mods and utilities list.
« on: April 07, 2011, 11:34:05 pm »
I would like to submit my mod Corrosion under Total Conversions.

http://www.bay12forums.com/smf/index.php?topic=81068.0

Years ago, A drug was made that cured aging, it was widely accepted. While aging itself has been cured, the brain deteriorated as normal, resulting in madness. One emotion remained hunger. The Infected pushed the humans to the edge. After years of fighting, humanity able to band together again. However, they are far from winning, face hordes of Infected, and thieving humans in an effort to achieve a new life.

Tell me if there's any problems with the length. Thanks in advance.

I really had no problems with the length except that saying "It is a zombie total conversion mod" says exactly the same thing.  Also it lacked telling anything about the mod itself.

Anyhow added it in.

264
Can someone detail the steps for getting this to work properly for .25?

If I'm reading write, I get the most recent version and patch the XML file with a list of new memory addresses? Is that it?

Don't want to corrupt my fort is all.
If you are using a windows flavor, just download the latest version and it will work.   As for corrupting your fort, DT is unlikely in the extreme to do that, however DF IS NOT! There is a seasonal and autobackup option.  USE THEM! trust me!!!!!! *has had to go back due to crash bugs MULTIPLE times.

265
Glad I am not the only one.

266
A really good idea.  I have deleted far too many accidentally...


267
If this idea was ever implemented my mod would get MUCH more popular.

http://www.bay12forums.com/smf/index.php?topic=52026.0


268
DF Suggestions / Re: No more Dwarf Packrats
« on: April 06, 2011, 09:27:48 pm »
Amen to this idea...

But what I would like is a way to revoke ownership no matter WHERE it is..  I build rooms now under caverns I can collapse just to destroy the worthless clutter, but some of it the stupid dwarves refuse to move. (or they are dead so they cant move it)

269
DF Suggestions / Re: Baby dwarves should take their mother's surname
« on: April 06, 2011, 09:20:19 pm »
I already get pissed off when some stupid dwarf ends up in the bottom of a lava lake and I have to scroll through nearly 2,000 names (yes, that is over 100 pages) in order to get to the one I have to engrave a stupid memorial of so I dont have dwarves murdered by his stupid vengeful spirit....

Now having hundreds of them having the same last names... When so many share the same first name..



No. Thank. You.

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