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Messages - Maklak

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271
DF Suggestions / Re: Finite Webs and Fire
« on: October 17, 2013, 12:37:54 pm »
Interactions with finite number of uses would be nice for something else as well. In a futuristic mod we might get a stimpack with hint:attack, 1-5 uses and complete removal of the syndrome after those uses deplete.

I applaud the use of rechargeable organs to control some interactions.

Milk and wool already recharge with time and milk can be set to different values, so it recharges faster or slower.

> Clearly we need milk webs.
I think "milking" a tame GCS for web has been suggested somewhere.

272
DF Suggestions / Re: Ingame benchmark.
« on: October 15, 2013, 06:48:42 am »
I'd like a Dwarf Mark too, although my idea is that there should be a dfhack plugin to measure FPS over time. Uncap FPS, load your old (and laggy) fort, run it for 10k frames and get the time it took for a "score". This would have the benefit of using a layout the player is likely to make, but of course there wouldn't be comparing different players, you'd need an old save, etc.

273
What about maps with 10k+ gold or silver? Steel and iron are the only truly valuable metals in DF.

274
DF Suggestions / Re: New Optional Display for Water
« on: October 04, 2013, 08:00:47 pm »
Pressurization and level are not the same thing. There can be a flow of pressurized water, keeping it below 7/7, but it is still pressurized (or can be). I would rather have a toggleable view for water pressure (similar to what depot access does) instead of screwing around with water depth.

275
DF Modding / Re: Dwarf Fortress mySQL Database
« on: October 03, 2013, 05:17:33 am »
Thank you for the invite. When (if?) this works, it should make my own scripts (almost?) obsolete, which is fine. After I'm done with all of them (and am doing other stuff IRL now, so no progress), a logical step was to do something to bind them all, like a master CGI script or somesuch and I just mentally cringe at all the work it would take to rip my scripts to modules, glue them back together, add links everywhere and write a manual explaining how to set up a web server on a home computer.

I won't be joining your team, but by the looks of it, you're better off with MagmaMcFry anyway.
I didn't use databases in my scripts and kept everything in memory in lots of arrays and hashes, but I imagine at some point using a database pays off by actually being less complex and faster, even for non-persistent data. 
I didn't use objects because I wanted all my scripts to be single files. It lead to some redundancy and while I'm fine with procedural programming, McFry's approach of making lots of small modules is more professional. Personally I'd go for fewer and bigger modules, but "there is more than one way to do it".
Overall I think that I suck at perl, am unfamiliar with the rest of your toolchain and don't have anything meaningful to contribute to this project (at least not with very significant effort on my part), but if you need some code from my scripts, just take it. I had to solve some problems to make them work properly, so looking at my code may help when you bump into the same problems. Maybe. http://www.bay12forums.com/smf/index.php?topic=126953.0 If you have any doubts, just ask your programmer how horrible my code is and how much !fun! it would be for him to work with me :D

> - upload a php website so visitors can query information from the database
I'm surprised you're planning to use perl for reading data and php to show it. I think it would be more consistent to just use perl for both. CGI has been around for a long time.

> I ask this because when we import the RAWs into mySQL we can add some Rules. Right now i am creating
> if it must be mandatory for a ranged to have skill and ammo.
My approach would be not to stop reading data on errors such as negative VALUE (even if it can be negative, what's the point? cursed items?) or missing attack values, but to produce a list of problems and present it to the user. In case of say, a weapon with no ATTACK, add that to warnings and display " " or "ERROR" in the attack column. Or just have on top of the first page "Readnng done: NO ERRORS" or "ERRORS" with a link to a page with the list of issues.
Use perl and not the database for error detection (or php, whatever), because database will just refuse to insert / edit something that won't pass validation and you probably still want to show even incomplete data, so it is easier for the modder to figure out what went wrong. So basically, this:
> I'd say that the modder would find stuff like that out by himself. How about you just don't make
> anything mandatory that could ever possibly be omitted, so we can load any kind of raws
> into memory that don't have a tag format error when initially parsed.

I'd say focus on getting it to work at all and not on robust error detection at this point. Because working on something that works and you can see the results of small changes instantly is invaluable for programming. Don't be overly ambitious. Even getting some of the functionality to work is more useful than getting bogged down by code and quitting.

I think Dragons have SIZE 25M, so the limit would be a 32 bit integer. In general, assume most numbers are 32 bit integers. So the limit would be 2^31-1 = 2147483647.

> I want easy access to information, and reading over 30 wiki pages is not fast.
Even more to the point, you can have instant information for any mod. And data in tabular form. That was my motivation for writing my scripts.

> What people would like to search
Plants (mainly crops), creatures, items (mainly weapons and armour), syndromes and interactions, reactions (preferably sorted by building), buildings. Bonus points for adding links with IDs, so a table of plants has links to detailed information about them, chains of syndromes and interactions are linked, you can click for details on syndromes or interactions from creatures and so on. Reactions can have links to products and reagnets, items to reactions they're made with. It gets tangled pretty quickly if you try to do it right.

> People telling me what they are going to search most ( so i can create better indexes )
I don't think speed is going to be a concern with the size of a database from DF RAWs. At least for me the slowest thing was reading the data.

> I'd say that you always use the same table for objects that have the same object constructor
> (object constructors are [ITEM_WEAPON:], [REACTION:], [BODY:], [ATTACK:], [SYNDROME], etc.).
I second this and this is what I did. For example IIRC the only difference between Ranged and Melee weapons are presence or absence of RANGED and AMMO. So just have those columns, fill them with NULLs for melee and when you need to query for just ranged or just melee weapons, return only those that have / don't have a NULL.
Furthermore for some things you may want to not read all the tokens, because there are just so many that aren't relevant for displaying data in a table. In those cases instead of a white list (that is a list of all the valid tokens), I used a blacklist (that is read tokens, process relevant ones from a whitelist, stop processing, store result and unget token on any from the blacklist. If you make your blacklist contain things like EOF, ITEM_, REACTION and so on, this works.

> I can fully read (and reproduce, for testing) all [OBJECT:BODY] raws.
Hm, not the thing I'd start with, but it may be kind of useful to see how all the body parts are connected. I guess.

Oh and this tread might be better off in the "Utilities and 3rd party applications" subforum.

276
DF Suggestions / Re: Caravan ambush
« on: September 30, 2013, 01:05:36 pm »
I think he meant this:

When a war with Elves or humans ends (do wars ever end in DF?), that civilisation still doesn't trust you and sends more guards per caravan.

Second suggestion is that merchants should fight instead of run when their animals die, which I disagree with. Merchants aren't soldiers.

277
DF Suggestions / Re: aging wine, cheese, etc.
« on: September 29, 2013, 08:07:56 pm »
> Whether or not a dwarf gets a happy thought from drinking, and the strength of that thought, is random.
If this is true, then the wiki is wrong. I can also change 5 farmer / 4 brewer / 1 cook to 5 farmer / 1 brewer / 4 cook in my embarks.

278
DF Suggestions / Re: New Optional Display for Water
« on: September 28, 2013, 05:28:44 pm »
Some indication of pressurised water would be useful, yes.

279
DF Suggestions / Re: aging wine, cheese, etc.
« on: September 28, 2013, 05:24:59 pm »
Meh, I'm not strongly opposed to this idea, but I think there are more important things to improve about the food system. Such as over-abundance of food, especially meat and the price of prepared meals.

Besides, if quality of some types of food improved over time before spoiling, how would that affect what the Dwarf chooses to eat / drink? Keep it random, but get better thoughts for better drinks? What about prepared meals? How would the quality of ingredients factor in with quality of mincing and the meal itself? It's just... I don't see this suggestion working. Well, maybe if it changed material on a timer, similarly to how transformations can work for creatures, but that might slow down the game. I don't know.

280
DF Suggestions / Re: Seperate Construction Labour
« on: September 28, 2013, 07:48:39 am »
> Does construction even have skill associated?
Yes, depending on the material used it can be masonry, carpentry or metalsmithing. Surprisingly, there are no skill gains from construction, but high skill speeds up the process.

281
DF Suggestions / Re: Work artifacts and legendary items into boasts.
« on: September 27, 2013, 02:02:00 pm »
Does the artefact show up in "thoughts and preferences" page? I think it should.

282
DF Suggestions / Re: Seperate Construction Labour
« on: September 27, 2013, 02:00:33 pm »
> a simple burrow should keep your mason near the workshop you know?
I dislike having many burrows and besides sometimes these guys derp out and take a stone from afar instead of from the pile right next to the workshop.

> Could also put an option somewhere to set skill requirements for construction jobs, just like the workshop profile.
That should work great.

283
DF Suggestions / Re: Integration of cave dwelling Civs into your fortress.
« on: September 23, 2013, 07:43:40 pm »
This reminds me of the caring for your tigerman thread. IIRC the conclusion was that Tigermen needed meat or prepared meals with meat in them and grates with drinkable water to survive. They couldn't be assigned any jobs, so instead they milled around in social zones and sometimes rose to the position of mayor. That's... moderately entertaining I suppose, although I'd prefer to use tame animal men for auxiliary soldiers.

284
The darkening one looks better. Stonesense does a "fade to blue", btw. Anyway, seeing moar z-levels at once this way would be good, especially for those areas with lots of multilevel slopes, like the caverns on a flat map, they always get me confused. Knowing what z-level you're on isn't a problem, because the game displays this in the right lower corner. Plus if trees and grass on lower z-levels look a bit different, there should be no mistakes as to what isn't on the current level.

As to Minecraft, a friend showed me some mods recently and the crafting was really impressive. So was the massive space (what kind of memory compression even goes on to keep all that terrain in memory?) I much prefer DF when it comes to monsters and general gameplay, though. Minecraft also has no NPC AI to speak of, unless you count things like programmable digging turtle, redstone-logic magma-powered machinery and stupid mobs that rush you.

285
DF Suggestions / Re: GURPS golems
« on: September 21, 2013, 06:35:16 pm »
Nay, I just don't see how this would fit into the game.

We could, however, have constructed pets (with a sane way of producing them, not this chain of transformations with evaporating body part), similar to Masterwork Gargoryles or Turrets.

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