Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - zilpin

Pages: 1 ... 16 17 [18] 19 20 ... 40
256
DF Gameplay Questions / Re: Building a wall across a channel
« on: October 13, 2011, 02:50:19 pm »
You can also remove a bridge much faster than removing floors. Safer, too.
How wide is the channel? Does it freeze? If it does, then build bridges instead of floors. Cheaper on materials, and you can simply raise/retract them instead of trying to remove the floors. (Can you deconstruct raised bridges?)

+1 these two.
If you are going across a span <19 long, and you want the wall to stand alone (no floor next to it), use bridges.
Just be sure that the wall gets constructed in the right order, so that it is supported by the banks of the river (bridges do not provide support).
Or turn off cave-ins while building.



257
DF Modding / Re: Runesmith - A DC like tool
« on: October 06, 2011, 12:09:29 pm »
The traits editing can be a bit buggy.  Still, quite impressive that it works at all.
I'd be happy to try and fix it... if source code were available.

258
DF Gameplay Questions / Re: How to worldgen sedimentary volcanic hills?
« on: October 05, 2011, 09:52:31 am »
The way I do it is 0-100 volcanism (0 min, 100 max) low minerals help to get ores. Set the volcanism mesh size to 2x2 with 10000 in 0-20 and 80-100 and 1 in everything else. Minimum volcanoes to 200, set it lower by 25 each time it doesn't work. Annnd that's about all I can think of that I do that has to do with volcanoes, good luck, happy hunting :)

Or to create a custom painted world using the advanced world gen parameters, with the volcanoes in predefined places, and high diversity of biomes around them.
Like this one.



259

To be clear, the first to translate the template provided to their preferred free hex editor (and it works, and others can read it), that editor will be adopted.
Anyone should be able to read the 010 template, since it is C-style syntax.

I don't care what it is, if we get some momentum here.

260
DF Dwarf Mode Discussion / Re: Potentially fun embark...
« on: October 04, 2011, 07:17:37 pm »
SCREEEEEEENS!!

And, by the way, DFFD is great for DF files.
See the pre-gen worlds & embarks section.

261
The nice thing about 010 templates is that the script syntax is so close to C that creating C structures from it is very fast.
Also means that the learning curve is easy.

WinHex appears to have a capable template, but it is a proprietary syntax.  It's scripting is very weak.  The UI seems very clunky.

A.X.E. has a nicer interface, and the data visualization feature is nice, but their website is down so I haven't seen what their template/scripting looks like.
I'd consider trying it, if they get their web site back up.

HexWorkshop is very nice, but way too expensive.

262
The template file provided is proprietary to 010.
I use it because it's the best I've found.

Hex Editors are surprisingly scarce.  Hex Editors with capable template scripts, even more rare.

263

Several months, but with only 32 downloads of the template file, and no one volunteering, this is not going anywhere right now.

Anybody who can contribute, need you.


264
DF Dwarf Mode Discussion / Re: y u no work stone fall?
« on: September 09, 2011, 09:11:07 am »
Hmm, I'm not sure if you can directly but you can certainly copy the raws and change it to an ammo type.  For ranged weapons or for ballista, in fact.  However, I'm fairly sure that when you tell a weapon to use an ammo, it has to actually be an ammo, and not any other item type.

This is exactly correct.

Copy the Serrated Disc raw data into a new raw, make it look like the crossbow bolt ammo (but keep the disc's attack characteristics), give it a unique ammo type name, then create a copy of the crossbow which uses that ammo type.
Add both to the dwarf entity file, and you're set.


265
DF Dwarf Mode Discussion / Re: y u no work stone fall?
« on: September 08, 2011, 09:51:40 am »
Also remember to finish that line of traps with a chained war dog.
This way you at least know that a Trap Immune creature made it in.

266
DF Gameplay Questions / Re: World gen - Perfect site?
« on: September 07, 2011, 01:07:09 pm »




         You're Welcome.





267
DF Dwarf Mode Discussion / Re: Dwarven Super Soldier Project
« on: September 02, 2011, 10:10:59 am »

Sounds like a weak plan from a sissy human brain.

You want Dwarven Super Soldiers?
Assign them 20 pets.  Then send them to the danger room to see them all die.
Then build a bed in the middle of the danger room, assign it to their best friend the naked soap maker to be impaled right in front of them, leaving the body to rot.
...then send their spouse, if they were so foolish to fall in love.
...then their children, if any somehow managed to survive birth.

The many who go berserk will only act as additional training for those who stay sane useful, fueling their rage at a cruel world, filling their hearts with the vicious power of Armok where once some dreg of compassion stirred.

That's how you train these Slaves to Armok into Dwarven Super Soldiers.
With Blood.


268
DF Suggestions / Re: Squad Improvements. (Squad building enhancement ideas.)
« on: September 02, 2011, 09:49:57 am »

To solve #2, I'd suggest simply differentiating between Active and Training.
Dwarves display very inconsistent behavior when set to Active/Training right now.

But before any new features, I'd prefer the known bugs to be addressed.
Especially the old ones.

269
DF General Discussion / Re: i5 or i7?
« on: August 26, 2011, 03:47:52 pm »
neither, since Dwarf fortress doesn't support multiple cores you need to get as few cores with as much processing power as possible. single core is optimal, dual core is the next best. speaking solely in terms of dwarf fortress performance that is.

True, DF is single process, so faster is better and multiple cores will not make it faster alone.
But a single core is not optimal.

Having another core will let Windows do other tasks without interrupting DF, particularly if you assign processor affinity to DF on the second core.  Windows does a lot when it sits idle, so don't underestimate this.
And, if you like playing MP#s or streaming internet music, this is even more true.
So dual core is arguably optimal for normal DF playing, but I'd say ignore the number of cores entirely.

Quad core does not slow you down, it just gets wasted.
Go with the fastest specs, biggest CPU cache, ignore the number of processors, and you're set.

270
DF Gameplay Questions / Re: Quarry Bush farming- noob question
« on: August 25, 2011, 09:31:49 am »
In the current version, when the season changes any seeds in the field are destroyed if the plant in question can't grow in the new season.  If all your rock nuts were in the field when the season changed, then they'll all be lost.
A highly annoying bug, indeed - I once lost nearly all of my cave wheat seeds to this. Back in 0.28.181.40d and earlier, relevant plants would turn Red in the farm plot when this was the case and would no longer be selectable.

Which is why I mod all underground plants to be year-round.  It's underground, after all, so season shouldn't matter.
One plot, one crop, nice and easy.

I've never seen a dwarf eat seeds when COOK was forbidden.
Doubt that is what's happening.

Pages: 1 ... 16 17 [18] 19 20 ... 40