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Messages - Llamageddon

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1
DF General Discussion / Re: Largest/Longest world gen in 44.x?
« on: April 23, 2018, 10:06:56 am »
I've been getting some crashes on worldgen. Size/history doesn't seem to matter as much as excessive events. When a mapgen appears to be generating more events per year it seems to crash more. Could just be my imagination though. First time using 44.09 I generated a 1050 year history on a large world with no problem though, so it is possible.

2
DF General Discussion / Re: Best CPU for DF?
« on: April 23, 2018, 09:58:15 am »
Hah, great recommendations Japa. I'll dust off the old 486 then. I'm sure everything will be fine... Does a 486 have a 1gb cache? Must do.

3
I get these I get a 'creating SSL' Memory Layout Error and Version Check Error. I'm using a lightly modded DF 44.09 install. Everything seems to be working fine. Any ideas why and if it is a problem?

4
DF Dwarf Mode Discussion / Re: Burrows not working, please help :(
« on: April 21, 2018, 02:06:40 pm »
Ah, thanks, though it probably wouldn't have hurt me to realise that the hard way ;). Poor little fella, I will just have to drown him in toys instead. Maybe I can him as an elaborate way to control my cat population... that should keep him entertained.

5
Thanks, just what I was looking for, will have a read.

6
DF General Discussion / Re: Best CPU for DF?
« on: April 21, 2018, 01:42:08 pm »
Ah, thanks. I searched the forums but I get so many results that are completely unrelated I can never find anything I am looking for.

How did you find those posts so easily? Are there search parameters I don't know about?

7
DF General Discussion / Re: What actually makes DF great
« on: April 21, 2018, 01:01:32 pm »
I like it because the sheer ammount of stuff going on creates amazing emergent narrative even if it is mostly just because of the mind boggling ammount and depth of the systems/simulations that are all happening at the same time.

The emergent narrative/gameplay and sense of agency means the game has almost endless replayability.

The second best thing about this game is that it is obviously a labour of love for Toady and Threetoe and they have managed to stay independent of any publisher and make a living almost (or totally?) from donations from the community. It means they are absolute auteurs of their own game. It is their vision and their vision entirely, they can choose take input from the community but at the and of the day they have the final say and control of what goes into their game and I thik more developers should have faith in their own vision instead of crowdsourcing their decisions.

Sorry for some of the fancy terminology, I actually wrote my dissertation on Dwarf Fortress :D .

Also, I don't think Theetoe gets enough recognition from the community as co-designer. Plus, where would we be without his crayon drawings. :) Little touches like that also make DF really stand out from the crowd.

8
DF General Discussion / Best CPU for DF?
« on: April 21, 2018, 12:46:11 pm »
This is a bit hypothetical, I have an i5-4690K (3.5 GHz) so I assume there is not much to be gained by a new CPU, but I am curious, as given the price of graphics cards at the moment I am getting into a lot of CPU intensive games like DF.

What would be the best CPU on the market for DF if money is no concern?

What would be the best upgrade from mine if on a budget?

And I suppose for others reading this, is there an even better budget option lower than my i5?

Are there any specifics to keep in mind for a game like DF? Would things like faster ram, SDD  etc make a bigger difference?

As I say, kind of hypothetical, but any insight into how DF makes use of these resources and processes things would also be quite interesting to me.

9
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: April 21, 2018, 12:29:26 pm »
If you are trying to alter minimum volcanoes/rivers etc then you probably need to enable the terrain weighed ranges. You want to be careful tweaking these as a small change can make a bit difference to worldgen. If you change volcanism for instance so that you have a much higher weight to the 80-100% range then you will be able to set number of volcanoes to a much higher value without worrying about rejects. Rivers can be a bit trickier because it is a combination of rain/drainage and I think elevation too. The max rivers is 600 though and I usually can get this pretty easily.

Map size is also a limiting factor for minimums too as there are only so many tiles on a map for rivers/volcanoes to be able to generate in. Hope this is some help. I assume you have had a look at the advanced worldgen guide on the wiki? If not here it is: http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Terrain_Parameters

I also use perfect world sometimes for more specific control over a few of these options, but that will often prohibit you from using a lot of the advanced worldgen setting in the game.

A good way to test worldgen would be to copy some of the settings from this and previous threads that are doing the sort of thing you want and tweaking them some more yourself.

10
DF Dwarf Mode Discussion / Re: Burrows not working, please help :(
« on: April 21, 2018, 12:15:33 pm »
I haven't caged him, his is an arena/gladiatorial style pit, happily playing away in the dirt. Food/drink/needs don't really seem to be a problem for him. Have put in an overhang as I heard climbing is an issue now. My thought was I could drop creatures into the pit for a montly sacrifice. Luckily I get no pause and zoom when he tranforms, just a report. He is a model citizen when he is in dwarf form. Unfortunately I have to contain him or he would just infect my whole fort (which I hear can be a valid but awkward strategy). I am thinking of putting in a workshop and some nice furniture for him. Not certain I can make an easy airlock to get in and out though. Dismantling a rebuilding walls are the only solution I have come up with so far.

Now I say that I just realised a drawbridge is probably the answer.

11
I meant the creature sprites. Not really sure of the terminology, been using a custom LNP setup so was meaning the stuff in the raw/graphics folder (which I assume is the creature sprites) I also assume the stuff in the data/art folder is the tilesets, but again, I'm not really sure on terminology or the specifics of how graphics/tilesets really work. I am using two different tilesets in two different forts at the moment and have an install for each. Was kind of wondering if I could just hot swap them on the same install easily.

It's been interesting inferring it all by reverse engineering how the stuff is installed and implemented though. It looks like the overrides just refer to the art folder, how do creature sprites etc get added to the game correctly, if it is not too labourious an aswer? I am probably missing something on the wiki.

I doubt I really understand things correctly. It has made me interested in editing raws or even potentially making my own tileset though.

It impressive the ammount of effort you have put into your pack, I am greatly enjoying it. Thanks for having the patience to answer my questions.

12
Would chaning overrides and graphics break a save? I assume so but thought I would ask.

13
DF Dwarf Mode Discussion / Minimum pop for all features?
« on: April 21, 2018, 08:32:05 am »
Hi, in the init file DF says that 80 is minimum pop for a monarch. I read somewhere omn the wiki it is 120 and I just recently recently read somewhere else on the wiki it is 140. I aslo read somewhere else that you need even more than the ammount to get a monarch for some other features. Which is correct?! Also, can I just change the pop cap in the init and a saved game will update to the new pop cap?

14
DF Gameplay Questions / Re: Scholarly Topics
« on: April 21, 2018, 04:03:33 am »
Wow, nice script Patrik, thanks for doing it, just what I wanted; I too am trying to unearth all the knowledge.

I don't know how you can play DF without two screens though :P . DF is actually about the only game I use both for, which I find quite amusing considering how retro it's visuals are.

15
DF Dwarf Mode Discussion / Re: Burrows not working, please help :(
« on: April 21, 2018, 03:48:11 am »
Yeah, I did try civilian alert and switch pulling, also thought of military but can't conscript children (so unrealistic) ;) . Child still plays make-beleive. Someone on another forum told me the problem is that playing is considered an essential need fulfilling task so must be completed first. Bedroom one is an interesting solution but I suspect he would be playing anyway. The spoiled brat managed to play for almost a month without stopping!

Magma is a great solution, unfortunately I would have had to bring it to him on very short notice and hadn't even broken into the first caverns yet. This does make me want to make a creche and a throne room with luxury magma chandeliers for the residents and a quick release switch for the magma in case they need some extra excitement. I think this might have to be my long term goal for this fortress.

I ended up DFhacking the child in in the end as this was bothering me so much.

In-case you are interested in a good tradegy, it turns out the first were-gila monster was the child's father, and the other one infected by that monster was the childs mother... and the child ended up killing it's mother when he transformed, and then had to watch her decompose in front of him.

Poor little blighter, I will be sure to keep him well entertained with goblins and other sacrifices on full moons. He will live like a king. Actually that makes me realise that the room bove the pit might make a very nice throne room for any nobles... perhaps I should make a skinner box out of pressure plates, do some Science! on wether were-creatures prefer Nobles or plump helmets when they can walk over a button. :D

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