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 - Mason11987

Pages: 1 ... 23 24 [25] 26 27 ... 32
361
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 22, 2010, 09:29:31 pm »
Nice! Poor madk.
I was going to ask if you remembered to change them to [PET] [MOUNT] and have a way to change them BACK, but you already have the EXACT solution I was thinking of. Bravo!

It's not necessary, but a different sort of organization of buttons might be an idea. Its getting to be an awfully long list of buttons. Even if its just a bit of a space between certain groupings, multiple rows, or text headings.

Spoiler (click to show/hide)

http://www.bay12forums.com/smf/index.php?topic=58797.msg1310395#msg1310395

Yeah, madk gave me the idea for the pets/mounts because.

I didn't realize xnrad had basically already did what I'm doing.  I'm looking to add more difficult to edit options (exotic pet/aquifers/ect) and specifically not duplicate what he did.  I think I'll just add frequently changed options.

362
DF General Discussion / Re: DFConfig - Suggestions Needed!
« on: June 22, 2010, 08:52:23 pm »
Aha great. Changing ['s to { is simple enough. I've double checked, and the files seem to be changed and changed back correctly, and I wasn't able to find any aquifers in a new worldgen.
Once you have a build you're happy with, I'll pack this into a new LNP if you're okay with that. If you'd rather me just link here that's fine too (I'll start doing that now actually).
Woohoo! No more ugly primitive folder dragging!

Awesome, thanks for the link.  I set it up to add/remove the "exotic" pet/mount tags as well.

363
Nice. Tested it and it all works for me!

If its easy enough, try detecting the current settings instead of assuming the defaults.
For Aquifers, this would be as easy as, if it finds a SINGLE [AQUIFER] tag, it assumes it is ON, and if it doesn't, OFF
Also for the aquifer thing, don't find/replace to just AQUIFER. that could cause some problems (it finds the word "AQUIFER" out of context and gives it brackets, or tries to turn "on" aquifers in a file where they are already on, and adds additional brackets.) So yeah, try -AQUIFER- or AQUIFOFF or something unique (silly) like that.

Finding default settings makes sense of course, that's on the list.  I added aquifer changing support as well.

364
This is EXCELLENT!
I would even pack this into Lazy Newb Pack.
A suggestion would be:
Remove/Add aquifers
(assuming you can do a Find and Replace on [AQUIFER] into AQUIFER or -AQUIFER- (something which lets you easily find and replace aquifers BACK!) on existing raw files, instead of replacing the entire file, this would remove concerns on tileset/mod compatibility!)

First stab at setting up something:

http://dffd.wimbli.com/file.php?id=2563

Awesome idea for Aquifer.

365
Personally I dont find adjusting the init very diffucult at all, but if included with the 'lazy newb pack' this could be of some use.

As for suggestions, you could include a population cap regulator and a child cap regulator. Some display stuff like displaying water height as numbers could also be useful. And theres colors, you could add in a preview of a set of colors or something.

I don't find it difficult either, but after I set this up I would love to be able to just drop the exe in the DF folder, open it and turn on settings and off settings when I get a new version.

Great suggestions  Those will be in.  Colors would be cool too, I haven't messed with those but I could see a preview being really helpful for those.

I would use that, and may I suggest a save configuration option? I really get tired of having to redo everything in the init file every time I switch versions.

Yes, definitely a save config option.  That is, for myself, the main use for this.

366
DF General Discussion / DFConfig - Suggestions Needed!
« on: June 22, 2010, 03:58:32 pm »
Hey all,

This tool was inspired by, and will become a part of the Lazy Newb pack.  It's purpose is to create an easy to change settings screen for DF to change various options in init files, a few hacks/mods, and swap tilesets.

Please offer suggestions that would be great for this!

Very early version 1.6 of DFConfig.

File on DFFD: http://dffd.wimbli.com/file.php?id=2563



How to Use:
Unzip and place the files and folders in the folder with the Dwarf Fortress .exe

Features:
  • Easy tileset swapping! (including ability to easily add other tilesets)
  • Change Invaders/CaveIns/Economy/Temperature/Weather easily
  • Alter Population/Child caps
  • Turn on/off visible liquid depths.
  • Turn on/off Aquifers in newly generated worlds. (See Note2)
  • Remove [PET_EXOTIC] and [MOUNT_EXOTIC] tags, so that a Dungeon Master isn't required for training many animals.
  • Add option to use default or Laptop keybinds.
  • Moving the DFConfig.exe and DFConfig.txt files to a new DF version and running DFConfig.exe will automatically set your saved settings.

Notice::
  • This doesn't read your settings.  On first load it'll set your settings to the default (all on), all changes you make will be saved.
  • If you've applied the LazyNewbPack (V2.0) no aquifers patch, use their process to remove it or this tool won't work for editing aquifers
  • The settings which are not universal (mods, tilesets) won't apply to savegames.  New worldgens are required for them to take effect.
  • changing tilesets will blank your settings (for now), so apply tileset first, or apply tileset then cycle through the settings.  This will be fixed in a release soon.

Planned Features:
  • Read your settings on first run
  • Additional Options:
    • Colors

Credits
In setting up a tileset changer I added some default tilesets, below are links and credits to the creators of those tilesets.  I had nothing at all to do with their creation.
Spoiler (click to show/hide)

367
DF Dwarf Mode Discussion / Re: 40d:Skill called Tracker
« on: June 21, 2010, 06:24:15 am »
Yeah, well, doesn't explain why no other dwarf has the skill, or why it isn't even listed in Magmawiki, or mentioned anywhere for that matter. Well... I did find a mention of it in String Dump section of Magmawiki. But that's all. Maybe it's just an unimplemented skill that's there due to an oversight or even a bug?

It appears to be a social skill:

http://df.magmawiki.com/index.php/DF2010:Skill_tokens

But there's nothing else about it.

368
DF Dwarf Mode Discussion / Re: Useless Migrants!
« on: June 20, 2010, 01:26:11 pm »
The main problem with my ocean forts is that it takes forever to get any industry up and running. So when I get migrants with specific professions, such as a jewel cutter, I can't do anything with them. I just avoid this problem by making all my useless migrants into masons. I can never have enough masons. I never really have a problem finding a job for a new migrant for this reason. Whenever I do get a new industry started up, I just look through my dwarves to see what professions they are skilled in. When I find the aforementioned jewel cutter who is now a mason, I reassign him to be a jewel cutter again. Simple and effective.

Also my current fortress has 7 children in at year 3, all from immigrants. The types of jobs they can do is pretty weird. For example, children can't haul anything. Yet they can deconstruct things. Whenever I designated  a wall for deconstruction, all 7 of the buggers come out of nowhere and swarm the while, tearing it down in moments. I wish they could do more than just that though.

They can also Pull levers.

369
I haven't tackled the military screen yet, but if someone wants to start, that'd be great.

I haven't edited anything on the wiki in a while, but I wrote this a while ago which could help someone add the military stuff.

Awesome, I hadn't seen that.

Instead of a section that is now linked directly from my article. 

370
Hey guys, I started this article a while ago:

http://df.magmawiki.com/index.php/DF2010:Menu

Basically the idea was to document what each part of each menu did so that people could understand things and Ctrl-F to find where the action they want to do is located.  Similar information can be garnered from examining the wiki, but I think a lot of people could see value in this article.

Recently I've seen this article mentioned at other communities and how it could do with some work so I put a lot into expanding it today, but I could use some help to make sure everything is accurate/as useful as possible.  So if you have a chance take a look and see if there's anything you can improve on.  I haven't tackled the military screen yet, but if someone wants to start, that'd be great.

371
Edit - Got it working, see edit at bottom.

Hey, never used Putty/dfterm.

Just setup dfterm2 on my desktop upstairs, connected to the port using my laptop downstairs (connected using local ip address 192.168.1.8 ), the right port. I can log in and get to the screen that has the "Game" window, the chat window, the main menu window, and the local players window.  But if I use the main menu do "launch a new game" it won't do anything.  Doing select game to join has "Back to main menu" and "None", clicking none... freezes it? I guess.

What exactly do I have to do on the server after running the config file and starting up the dfterm2 process?  I assume I fire up DF (.31.06) itself, do I need to actually embark first?

Thanks for this and I see it ALMOST working for me.  I've been using Team viewer to play off my desktop (really fast imo) and if I can get this going I'd set it up as public so others can have a decent machine to play with since I never use that machine really and it's pretty reliable.

Thanks!


Edit - I joined Remmon's server and got help from Adeon about this.

Things I did wrong.
  • I forgot the "admin" part on the end of the df_configure call.  You can know you did this is when you log in with an id that should already exist it asks you to submit a new password.  If you're admin you should have an option to configure slots.
  • When I got in and made a slot it wouldn't let me start a game, this is because the working directly exe directory were off.  Because I used quotes, don't use quotes
  • Finally I could connect when using the ip of the computer in-network, but others couldn't, this is because I didn't port-forward on my router.  After I did that it worked.

Hope that helps!

Anyone can also join my open server now at  174.96.253.84 on port 8000.  It's a pretty fast system so if you've only played DF on a slow computer give it a shot and see if it's better. Running badly, trying to fix.

Thanks guys!

372
DF General Discussion / Re: Empty Tile
« on: June 15, 2010, 05:28:09 am »
This has always bugged me - if I tell my dorfs to build a wall they should be able to clear the site of any damn rocks lying around instead of cancelling the job because it's in the way. They do this for ANY other constructed object (beds, doors, etc) why not for walls/floors/et al?
I've seen the same behavior in cramped spaces with other furniture, it happens usually when you build something on a tile where there are 2+ rocks, and among the adjacent tiles only one doesn't have a wip construction.

When I do 4x1 bedrooms and place all the furniture this happens for exactly the same reason.

373
Isn't that a really, really bad idea?

It'd be good if there was some kind of way to bypass the tile-by-tile process though. Either a separate designation or just by making the game a bit smarter about detecting dangerous digging designations.

Well it'll cancel and you won't know but later when you go to designate it again you can see which tiles are "hot" so just don't designate them.

374
DF General Discussion / Re: Lazy Newb Pack [0.31.06] [V1.0]
« on: June 13, 2010, 09:34:49 pm »
So far I'm liking it (and the new bindings, btw) though I'm used to Maydays graphics. Now, was the amulet female and the bag male? Or the other way around...

I always find the best way to figure this out with different tilesets is to check the bull, if you have one.  That's the male.

375
DF Dwarf Mode Discussion / Re: F*ck cage traps.
« on: June 12, 2010, 08:04:52 pm »
Well then. It seems my amazing goblins-shredding ballista hall didn't work. I tried again, and this time, the gobbies went down the ramps, and my siege operators were poised for the attack. I told all the ballistae to fire at will and...

...Not much happened. My [speed:0] dwarves went through 30 bolts in less than a minute, and most of the damn things fell less than ten squares away from the ballistae. All I managed to do was to bruise one gobbo who was more eager to run into the arrows than the others. The wiki has, for the first time, let me down. :-(

speed 0? just recruit the miners, assign each one a pick, and voila! hole-punched goblins! after all, they get 30 or so turns for every gobbo one.

Even Speed 0 dwarves can be killed easily by a group of goblins.  It just takes one hit without armor and even though your dwarf has 30 times the turns, they're all spent stunned.

Pages: 1 ... 23 24 [25] 26 27 ... 32