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Messages - Bjiip

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31
DF Dwarf Mode Discussion / Re: This is a ☼World☼
« on: August 29, 2009, 02:04:54 pm »
Maybe you accidentially left something in from a mod? silksteel sounds like a modded thing.

Yep!  My mistake.  Update incoming.

UPDATE: Okay, I regenned in a vanilla copy and found another site- not quite as cool, but maybe still interesting.  It's back in the "release" post.

NOTICE: Please, if you quote, remove the pictures.  It'll make things more compact.

*HEADDESK*
Was I being unreasonable?

32
DF Dwarf Mode Discussion / Re: This is a ☼World☼
« on: August 29, 2009, 01:15:10 pm »
Here's my first release, as it were.  I've tweaked the world a bit, fine-tuning placement of mountains and things, and getting my evil swamp-and-mountain spoke for the goblins.  I advanced it to year 100 to get more population and a second dwarf site- hopefully to increase the variety of ores available at start.  (I also removed the glacier corners, because they were stealing caves from the mainland.)


Goblins appear to preferentially take the highest mountain type available for their fortresses.

I did some testing, and (all else equal) a temperature of -1 yields badlands, -30 yields glacier, and -100 is still glacier.  So it probably transitions at -25.

I found at least one site that may satisfy my requirements: HFS, bottomless pit, underground river, magma pipe, sand, ice.


I seem to be getting a lot of titans at world gen.  I checked and all megabeasts are BIOME: ANY_LAND.  What can I do to get more variety?

I looked at the world sites and populations and didn't see any beak dogs or trolls.  Does that mean the goblins won't have any?  Beak dogs are supposed to be in either temperate or tropical swamps (mine are temperate).  And do I have to make the mountains evil to get trolls?  That could take some serious work, haha.

UPDATE: New download link:
http://www.mediafire.com/download.php?njoyjmnzz4m

NOTICE: Please, if you quote, remove the pictures.  It'll make things more compact.

33
DF Dwarf Mode Discussion / Re: This is a ☼World☼
« on: August 29, 2009, 11:55:02 am »
Just a quick note, if you want sieges to be more interesting, goblins can bring trolls and beak dogs[...]
They need an Evil Swamp for Beak Dogs and a Chasm or Bottomless Pit for Trolls. The Swamp also needs to have Beak Dogs in it.

Excellent suggestion!  Guess I've got a use for that lower-right spoke, now.  I'll see if I can get evil swamps.
Thing is, you can't paint good and evil (oh, how I wish you could!).  So it'll require a lot of regens to get just the swamps to be evil.

How the heck did you paint glaciers? I've spent hours trying. Oh, you didn't use the worldpaint, I see. You made a python tool?

I did worldpaint the glaciers (and everything), but I had to do a little guesswork on the glacier stuff- it's not on the wiki.  When just starting out, I used http://dwarf.lendemaindeveille.com/index.php/Advanced_world_generation#World_Painter_Parameters.  But I eventually got glaciers by assigning an area a high drainage (100) and very low temperature (-100).  (If you have a drainage of 0, they'll be tundra instead.)  I think I'll try testing the effects of lowering the temperature more- see if it results in thicker ice with more layers.  That would be unusual, though.

That brings me to an important point.  As far as I can tell, the fortress generation considers biome only when drawing your actual dwarf fortress area.  I've tried, but there's just no difference between a elevation 100 forest and an elevation 280 forest.  That's probably why Toady put in low mountains, high mountains, and peaks- that way he can have mountains of different fortress-level elevation with relatively fine gradations in the world-level elevation.

But maybe it's only elevation that's ignored at the fortress level.

Revised Masterworld and generation info coming soon...

34
DF Dwarf Mode Discussion / This is a ☼World☼
« on: August 29, 2009, 03:13:33 am »
UPDATE: Link to latest update:
http://www.bay12games.com/forum/index.php?topic=41117.msg732836#msg732836

Yes, it menaces with spikes of microcline.

I'm forcing myself to finish my current megaproject before starting a new fortress.  But I'm allowing myself the liberty of playing with worldgen when I need a break.  The results so far:


I wanted each race to have plenty of area to expand and thrive, so I've given them a couple of spokes apiece.

I also knew that many of my required goodies (HFS, Underground river) were only found on mountain regions.  In order to get good, diverse starting areas, I use mountains surrounded by lowlands- sometimes the mountains only take up a relatively small fraction of the region that way.

I selected four non-mountain biomes that I might be interested in playing with- forest, plains, desert, and glacier.  Hopefully the latter two will allow me sand and ice on the same map- haven't fully tested the effects yet, but I hope it'll allow unlimited construction with both ice casting and glass.

If people are interested in my totally over-the-top way of making the world, I can elaborate on the process.  Maybe someone would be up for making my python tool into an online tool of some sort.

35
DF Modding / Healing factor
« on: August 15, 2009, 04:59:15 am »
My dwarf was fighting a Giant Bat today, and I noticed that the Bat was healing pretty fast- maybe as fast as a dwarf with a few levels of toughness.

Is it the bat's [SIZE:10] that does this?  I don't have much experience fighting large animals.

36
DF Modding / Re: Dwarf Therapist (LATEST 0.3.0 8/8/09 see first post)
« on: August 15, 2009, 04:55:24 am »
Is there a way to activate an entire category (for instance, all gem labors, or all hauling) with a single click?  If not, I'd recommend that feature: making it so that you can enable/disable a column set the same way as a skill.

(I regularly enable or disable hauling on certain dwarves.  Clicking 8 times per dwarf sucks.)

37
This tool is great.  Is there any plan to include the editing of personality and preferences?

And will the names of participants be reinserted into combat reports in a future update?

38
DF Gameplay Questions / Re: Interface Question: #:1 on Weapons Screen
« on: August 15, 2009, 04:20:42 am »
Not generally, since shields are so useful. The setting is actually "how many hands to dedicate to weapons" -- thus, if you want your dwarf to use a two-handed weapon, of which there are none in the base game, then you'll need to set this to 2. This includes e.g. trying to make a woodcutter use a two-handed axe to chop trees down.

I've had goblins "deliver" some Iron Long swords to my fortress- if I set a swordsdwarf to work two-handed, could he use one?  The wiki says that long swords are two-handed for dwarves.

39
DF Modding / Family Fortress
« on: August 15, 2009, 03:57:29 am »
To clarify my intention:

I'm going to try to pair dwarves up, where appropriate, so that they grow in relationships with one another and get married.  (That may involve locking them in a party room.  We'll see.)  I find that normally my dwarves have a deity and about thirty passing acquaintances.  (I keep them busy.)

When dwarves get married, I'm going to use Dwarf Companion to change their last names to be the same (I'll probably just choose between the man's and the woman's based on which one sounds better- Blazecastles over Bootconvent).  Any children will also have the parents' last name.  If a child dwarf earns themselves an extended name, I will consider taking the random extra elements added to that child's name and making it into a new last name (and a more appropriate honorific).  So, Atir Blazecastles the East Recreation of Manors might become Atir Eastmanors the Quick Blade.  This'll keep all the names from converging.

I'll probably use Dwarf Manager to enable some task for fortress children- basically giving them a chance at a specialty, like the adults.  That way, the amount of time that they're a pure burden on society is only one year, but they still can't reproduce for 12.  That sounds like a good compromise.

However, with 7 dwarves and no immigration, I'll just have too few genetic stocks (not that it'd actually be a problem in DF, but it is in my mind).  So that's why I was thinking that starting with 12-20 dwarves would be good.

But I think that cheating takes the fun out of the game, so I want something fairly balanced.  Which is why I ask:

How much is an extra peasant -worth-?

40
DF Modding / Cheating fair
« on: August 14, 2009, 02:14:45 pm »
I have another idea for a fortress I'm going to try out- a family fortress.  I'll set the immigration max to 1, and keep the child limits high.

But I'd like to start with more than 7 dwarves for this.  I remember that there was a utility for changing peasants on embark- what was it?

Most importantly, how much do you think a peasant is worth?  I was thinking of charging myself 50 points for each peasant.  That's a little more than the cost to get a skill from dabbling to proficient (35).

41
DF Modding / Re: When do raw mods take effect?
« on: August 14, 2009, 03:38:41 am »
Interesting.  Do dwarves sometimes wrestle, even when told to attack with hammer or sword?  Or do war dogs grapple and thus nullify the damblock somehow?  In my test, I used a hammerdwarf, a swordsdwarf, and war dogs.  (And the dwarves were trained in wrestling.)

42
DF Modding / When do raw mods take effect?
« on: August 14, 2009, 12:24:22 am »
I changed goblins, adding [DAMBLOCK:100].

I then loaded up a game where I had caged goblins and released some.  I couldn't tell the difference (and my dwarf's strength+skill is less than 100).  Do these changes only take effect upon creature spawning, or something?  I tried deleting the data/objects too.

43
DF Gameplay Questions / Re: Cancels load trap: needs empty cage
« on: August 04, 2009, 09:56:28 am »
If you are taming animals, then they tend to throw a piece of food in the cage, so it isn't always empty as seeds or bones can be left behind.  You need to look in the cage using 'k' and 'dump' out any seeds or bones to make it empty.

Aha!  They each had one or more prickle berry seeds inside.  After dumping, they're being reused.  Thanks!

44
DF Gameplay Questions / Re: How do I stockpile pipes?
« on: August 04, 2009, 09:56:02 am »
You need to set up a furniture stockpile instead. It's best to use a regular furniture stockpile first, and then disable items on the stockpile settings menu.

Wonderful!  This works.

As for why I thought to use a refuse stockpile:

45
DF Gameplay Questions / Cancels load trap: needs empty cage
« on: August 04, 2009, 01:16:46 am »
I have three cage traps on the map.

I have about nine empty cage traps in a stockpile.

When I get a new cage trap (newly built, or bought from a caravan), it's placed on the cage trap.  Then some animal wanders into it, and gets caught.  The cage is collected and put in the animal stockpile.  I tame the animal, then build the cage and release the animal, then have it thrown into the pit.  The empty cage is deconstructed, put in my animal stockpile and never used again.  It joins all the other cages listening forlornly to dwarven complaints that they don't exist.

How can I get my cages reused?

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