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Messages - jpwrunyan

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1
Thanks guys. I usually end up doing that song and dance each time there's a new release. But I was hoping to find a short cut this time since it's been a while since I last modified the game.
I'm glad I asked first though, since it would have been an even bigger waste of time had I not.
Appreciate it!

2
I don't know the best place to ask this question, so I'm hoping I'll get a reply here.
I currently have Dwarf Fortress 40.12.
I'd like to switch to the newest version but the thing is I did some work getting custom graphic assets to work and I don't want to have to do it all over again.
Is it possible just to copy over the .exe file and keep playing? I don't care if I have to delete my save games.
Also, if this is possible, what other files would I need to copy over if any? I assume there's probably some creature settings I'd need.
Finally, tell me if trying to do this isn't possible or dangerous. For example, do graphic sets and tile sets get messed up if you try to do what I'm suggesting?

Thanks for any help/answers.

3
DF Modding / Re: Setting a maximum for immigrants' skill levels
« on: January 22, 2014, 02:05:25 am »
Try placing the specific skills underneath the grouped skills. It may be just that SKILL_LEARN_RATES and SKILL_RATES reference the same percentage value for their tags.

Sorry for the delayed response. I've been playing my current game. Anyway, I haven't tried any of the above suggestions yet but will let you know when I do.

As for SKILL_LEARN_RATES and SKILL_RATES, I suspect exactly what Roses is saying, which is that they reference the same variable through two different tags*. Ergo just a semantic difference. How diligent is Toady with his scripting standards? Depending on the project/programmer, I could totally see a redundancy being possible. I can imagine that the SKILL_LEARN_RATES was implemented first but when he added the rust variables, he needed to implement SKILL_LEARN_RATES in order to set the additional parameters. But someone with more experience might be able to say whether such a thing is characteristic of Dwarf Fortress or not...

* However, it is odd that Dwarf Therapist seems to be processing them distinctly, albeit only as a displayed value that is inconsistent with actual results.

By the way, just to keep things in perspective, I really *don't* want to muck about with these learn rates. These efforts are all just to lower the experience levels of immigrants so that they don't arrive with any skill level higher than Proficient. Is there any channel for asking Toady to add modding variables or features? Like a way to set how many points immigrants get in d_init.txt?</wishful thinking>

4
DF Modding / Re: Setting a maximum for immigrants' skill levels
« on: January 17, 2014, 05:27:40 pm »
Thanks guys, I'm glad I checked before blindly implementing the above. I also need to go back now and change the original SKILL_RATES to allow for rust again. And thanks for the link to the tokens on the wiki. The functional difference between SKILL_RATE(S) and SKILL_LEARN_RATE(S) still isn't crystal clear but I am hoping it is to allow a combination formula like what I'm attempting.

So what I am thinking is perhaps try this:

[SKILL_RATES:25:8:16:16]
[SKILL_LEARN_RATES:400]

So now hopefully dwarves show up with less extravagant amounts of xp (and skill levels) but compensate by learning that much faster. Will give it a try now...

edit: Gave it a try and the above settings are not working quite right. I tested it on mining and confirmed that the dwarf starting from 0 xp is only getting 2 xp per mined tile (10 / 4 = 2). So the way I have it now, SKILL_LEARN_RATES doesn't appear to be taking effect. Maybe this requires a new worldgen?

edit2: Needed to run Worldgen to test this. Dwarf Therapist states that now dwarves have a 300% *bonus* to learn a skill. The actual result is a 400% bonus (reward for mining is 40 xp). So it looks like SKILL_LEARN_RATES overwrites SKILL_RATES. I guess the difference is just semantic? Still haven't tested the effect on immigrants. Immigrants also arrive with super high skills.

5
DF Modding / Re: Setting a maximum for immigrants' skill levels
« on: January 17, 2014, 02:00:03 pm »
I was going to ask where you get this information but then finally found it in the wiki:

http://dwarffortresswiki.org/index.php/v0.31:Cheating

Still it seems their explanation of SKILL_RATE and yours are in slight conflict. So I guess I should still ask: where do you guys get this information? Google is of absolutely no use.

Anyway, if I try to merge your suggestion with what is on the wiki it looks like I should add this tag:

[SKILL_RATE:MINING:400:8:8:16]

That is for 400% bonus to the 10 xp reward for mining (resulting in 40 xp per job). When combined with [SKILL_RATES:25:0:0:0] this should result in a 10 xp going to the dwarf (the original intended value). The other 3 variables are related to skill rust apparently (which I want to leave alone).

Let me know if I am missing something here...




6
DF Modding / Re: Setting a maximum for immigrants' skill levels
« on: January 17, 2014, 02:12:49 am »
I have a follow-up question:

Is it possible to change the XP rewards for various tasks like mining, etc? Because if so, I think I would get everything exactly the way I want it.

Right now 25% is resulting in dwarves that were formerly Great (10000+ xp) arriving as Skilled (2500+ xp). This is *better* than it was in 40d where the highest level was competent, but my embark point allocations are still not rendered meaningless. *But* it does take forever to train... might be an issue for the army when goblins start attacking. If I can change the XP rewards for task, I can perfectly tune this.

Quote
I don't know why Toady changed it, but perhaps it was because of complaints about how nobody arriving at your fortress knows how to do anything...

In 40d it was frustrating at first, until I learned to deal with it. But having immigrants arrive more than twice as skilled than your first 7 dwarves makes your embark decisions rather meaningless. Anyway, just venting.

7
DF Modding / Re: Setting a maximum for immigrants' skill levels
« on: January 14, 2014, 08:19:46 pm »
Thanks guys,

I added [SKILL_RATES:25:0:0:0] to the creature_standard.txt under the dwarf entry so hopefully no more random "great" or "legendary" immigrants. I hate to go lower than 25% simply because it will take forever to then actually train anyone. But this should be interesting because now the skills selected at embark will really have a greater impact (like the way they used to).

Anyway, I still wish there were a way to just cap immigrant skill xp... why did Toady change this in the first place???

BTW, I assume this token change is going to affect adventure mode also. So like, either I shouldn't play a dwarf adventurer or else put the same tag in all the races?

Anyway, now to try this out...

8
DF Modding / Setting a maximum for immigrants' skill levels
« on: January 14, 2014, 03:09:10 am »
My question is:
Can I set a cap on the maximum skill level any immigrant coming to my fortress has?

I started playing Dwarf Fortress with 40d and remember the days of immigrants arriving with no skill level higher than competent. I really liked this aspect of the game. I felt that the immigrants were the dregs of society (ergo sent into the wilderness), many arriving as nothing more than peasants. I enjoyed the challenge of training them up into new professions. No marketable skills? Army for you!

But now that is no more. I frequently have immigrants with great and sometime legendary skill levels. This takes away a large part of the challenge of the game and the enjoyment I used to have. Even if it's a legendary cheese maker, I would still like to see my dwarf progress from novice cheese maker to cheese maker king of the world. And when the master weapon smith arrives, I am left wondering what the point of bringing a proficient one with me on embark was.

Anyway, I know other people may not feel the way I do about this, but I hope there is a way I might be able to configure the current version more like 40d as far as immigrants are concerned. I'd really like to find an in-game mod solution without having to use a third party program (feels too meta for me).

Thanks, and sorry if this has been covered elsewhere (I did search, though).

9
when will we be able to forge non-dwarf size weapons and armor?
I want to make adamantine longswords and large platemail and then find them with my adventurer.  Presumably in the ruins of a fortress that was destroyed by hfs because they were not properly equipped with usable weaons and armor.

10
DF General Discussion / Re: DF Talk Topic Vote #8: SCIENCES!
« on: February 25, 2010, 08:11:44 pm »
pornology!

11
DF General Discussion / Re: DF Talk Topic Vote #8: SCIENCES!
« on: February 24, 2010, 07:26:49 pm »
Consider this to be a write in vote for Scientology.

12
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 11, 2010, 04:04:53 am »
@outcast orange

That was an awesome milk-through-your-nose suggestion.
I'm also totally against it.
Still awesome though.

13
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 10, 2010, 08:23:33 pm »
apologies if this has been asked but
will a painful surgical experience give a dwarf bad thoughts?  To the point of tantrum insanity?  Also, was chronic pain in or not?

14
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 10, 2010, 03:03:05 am »
Well, you might end up getting hammers applied as a result of your kill orders...

Target dwarf under cursor for justice!

15
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 09, 2010, 10:52:19 pm »
Mr wallet, you are the leader of my people.

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