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Messages - Jeoshua

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1
The closest thing I would "like" relating to this is the ability to designate "ceilings" to be created from the floor those ceilings are for.

Meaning, in DF terms, that I want to build floors that are 1 z level higher than the dwarf building them.  No need for scaffolding when all you're trying to do is build a ceiling, and it would make cavern room building easier, too.

3
DF Suggestions / Re: Emigrants
« on: May 25, 2012, 05:24:32 am »
Something similar has been mentioned before[1].  After all, where did your Initial Seven come from?  And the (at least two) waves of subsequent hopeful immigrants to your own possibly benighted site.

The starting 7 are created from whole cloth.  The following waves of immigrants, however, are taken from already existing populations of Dwarves from the Mountainhomes.  I know what you meant but... just couldn't let that slide without pointing out what's really happening.

4
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 25, 2012, 05:12:56 am »
3d mineral veins ARE on the books, and will be put into the game as soon as Toady gets around to messing with terrain.  At that point I'd bet, given how he seems to work in chunks and spurts, that a lot of work will be done on the terrain itself.  Likely there will be some concept of mineral layers and flows as well... so the "terrain" will be fixed at that time.

5
DF Modding / Re: Project Animal Man (PAM)
« on: May 25, 2012, 04:58:44 am »
If you have one, single [ENTITY:PRIMITIVES] entry with multiple [CREATURE:whatever_MAN] underneath it, they will not crowd out the other civilizations, since the game will weight them the same as a human or an elf civ.  If you have multiple [ENTITY:whatever_MAN_CIV] entries, you'll run into a whole lot of rejected worldgens when you try to get enough civs on the board that there are still humans.

6
DF Suggestions / Re: Emigrants
« on: May 24, 2012, 04:45:30 pm »
Been suggested a bunch of times.

I still support the idea.

Maybe kids could run away, too.  It happens in real life.  If Worldgen ever starts running after the world has been generated, maybe they even become a great hero after living on the streets as a gutter urchin for a while.  Or maybe they just get eaten.

7
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 24, 2012, 04:21:28 pm »
No I read the post.  Nobody ninja'd me.  I wasn't implying that alchemy wasn't used, merely that after alchemy was used that the temperature needed would be achievable in a fantasy world.  It's hard to define exactly how hot it COULD get, since we're talking Dwarven Fantasy Technology here, but 1300 C doesn't seem totally outrageous to me.  Basically anything below the point at which things would turn to plasma isn't completely rediculous,  especially considering that to get to that stage we've already established the need for some form of alchemical processes.  And that says that there is access to one or more reagents that would burn at incredibly high temperature if set aflame.

And after all, 350 C is really low in terms of fires.  A smoldering cigarette is hotter than that.

I think that the biggest issue reguarding the frequency of these metals, tho, is the difference between "existance" and "commercial importance".  For example, Bauxite is found all over, but is a relatively poor source for Aluminum by weight.  Nevertheless, the fact that it is commonplace is the very reason it is what is used for the production of Aluminum, today.  There are sources much richer in Aluminum by weight, but they are much rarer and the process for extracting the Al from them much trickier.

The minerals in question do not, however, need to be "economically viable" to exist.  As I see it, a more realistic treatment of both Platinum and Aluminum would basically cut them out of the running for ever basing a fort's economy on them, no matter the technology level employed.  But they could still exist and would be useful for making specialty or high-dorfbuck items and furniture.

8
The formatting and commenting suggestions are of minor consequence, truly.  The primary concern is that they work correctly, and they do.

I wasn't aware of how the language definitions would overlap, but now that you mention it I suppose it could be an issue.  There should probably be an [OBJECT:LANGUAGE] subsystem of some kind that handles them in a separate environment, since they are very peculiar files in general, many different actual object types being covered under one overarching type.  Technically you can place all of the language files into one file and it works correctly so long as they're ordered correctly

I've tested this, and Masterwork also contains a language_all.txt file with all the translations in one file.  The Words and Sym files were separate, but I tested out placing them into the language_all.txt file and it worked without any noticeable problems... tho it did change what things were named in a totally seeded worldgen like any file changes seem to do.

9
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 24, 2012, 03:31:25 pm »
Remember the Fantasy element of it all tho.  These are Dwarves, known throughout myth as the masters of rock, metal, and everything Dwarfy.

They could make something that hot, bet your life on it.  If that's the only real problem with getting Platinum, then the Dwarves would have overcome it.  Fire spirits, Magma elementals, ludicrous amounts of coke stoking a furnace rivaled only by that of the Gods themselves... if anyone could ever do it, it would be Dwarves.  More likely than Humans, even.

It's harder to justify Aluminum as a smeltable thing, since control over electricity is not one of the technologies generally ascribed to our diminutive, bearded friends.

It needn't be from a time traveler, either.  This is Middle to High Fantasy here.  The Dwarven God of Metal could have given the process to one of their charge in a vision.  Even in real life, techniques unknown to modern science have supposedly been passed on in more fantastical visions than that (such as the secret of Ayahuasca, a psychoactive potion, mixture of a DMT bearing plant with an MAO-inhibitor containing plant, supposedly given to the shamans of their respective tribes in a vision given by one of the plant-spirits, itself).

10
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 24, 2012, 03:08:31 pm »
Depends on how you define "deposit", really.

Does it exist in veins ([ENVIRONMENT_SPEC:x:VEIN:x])?  No.
Does it exist in clusters measurable by several meters across? ([ENVIRONMENT_SPEC:x:SMALL_CLUSTER:x])? No.

Does it exist in nature, on Earth, in small inclusions in other minerals in a relatively pure form? (ENVIRONMENT_SPEC:x:CLUSTER_ONE:x])? Yes.


Platinum is found associated with:
  • Chromite
  • Olivine
  • Enstatite
  • Pyroxene
  • Magnetite
  • Gold

Aluminum is more rare, owing to it's chemical reactivity, but can nevertheless be found in it's pure form as small flakes in:
  • Cryolite
  • Bauxite
  • Feldspars
  • Granite

11
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 24, 2012, 12:26:05 pm »
Would it be good enough for both "native" minerals to be found as tiny one tile gemstone-like inclusions in minerals that otherwise contain the parent substance?  One tile's worth of native aluminum or platinum in an otherwise discontinuous matrix of a mineral that does verifiably contain that substance.

Example:
Pegamite is an Aluminum-based mineral.  Flecks and small inclusions of pure Aluminum have been found all over the world.  It's not enough to create an industry around, but these deposits of pure Al do exist.  Finding a one-tile deposit of Native Aluminum in a Pegamite vein or cluster would simulate the rarity of these deposits.

12
Oh man, I'm starting to use Notepad++ less and less now for changing settings.  Fantastic work thus far.

And the community has really stepped forward with the token definitions.  This pleases me to no end :D

Right now I'm most concerned with the idea of this utility spitting out a 100% workable raw folder with it's default settings.  I'm testing this by importing and then exporting a mostly vanilla 34.10 raw folder (it has phoebus color and tile changes, but is otherwise normal).

I've noticed that the png graphics files are being correctly exported over, but end up about half the size.  Looking at the difference in-game shows no real changes, and examining the files in photoshop reveals that very little has actually changed, mainly being confined to the backgrounds of the files.  I assume this is all due to recompression.

Possible additions or changes:
  • Comments - Various mods and even the vanilla game files use invalid tokens in order to make comments in the raws.  It might be possible to parse unknowns as a "comment" line.
  • Basic Tokens - Almost every token which takes no arguments gets output in the files as [TOKEN_NAME:] instead of [TOKEN_NAME].  Note the extra ":".  It parses correctly in DF, but leads to confusion when using external tools to check out the changes.
    In language_words.txt alone, there are 2,869 changes of this type, and all tokens seem to be correctly defined as taking no arguments.  Over the entire vanilla fileset, after exportation, there are 23,935 occurances of ":]"
    It could "easilly" be fixed by adding a new "Args Type" of "None" to the Token definitions, instead of just "Basic" or "List"
  • More on Language - language_words.txt is being exported over, but the words files (language_DWARF.txt, language_ELF.txt, etc) and the symbol file (language_SYM.txt) are not being evaluated or exported.  Two object types are basically being overlooked in the [OBJECT:LANGUAGE] files:
    • [SYMBOL:x] - subsymbol [S_WORD:x]
    • [TRANSLATION:x] - subsymbol [T_WORD:x]
    They're very simple file types actually.  Far simpler than language_WORDS.txt.  It might be possible to show the translations side-by-side in a grid so that all the translations could be viewed and edited at once (in a perfect world where everything is possible of course).
  • Formatting - There are several conventions of raw syntax that have evolved over time.  Technically they are not required for any specific tokens to work correctly, but they do help in readability.  Compare: body_default.txt before and after exportation.  At best, this is a minor consideration, but it would be nice to be able to specify that, for example, Caste level tokens be indented farther than Creature level tokens, or that [CON:x] should appear on the same line as a [BP:x] token
  • Save-Editing Mode - Some features may break a game if performed on a save\regionX\raw folder, such as adding or deleting any objects or object files.  It would be fairly simple to "lock" this ability with a menu option.
  • Adding Graphics Files - Under Manage Source, adding a GRAPHICS source will lead to a file named "object\filename.txt" instead of putting the file into the Graphics folder.

13
Mod Releases / Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« on: May 24, 2012, 11:09:28 am »
Actually if we're going to go truly "classic" with the descriptions, a "Basic" Orc should be stupid and brutal, where there should be a "High" Orc that is more cunning and intelligent.

Orc vs Uruk-Hai.

It could be modeled with Castes.

14
No, but the methodology will work to create one for 34.10.  I've done it, myself, and it works fine.

No, I won't upload it .  It's that simple of a hack.

Go download CFF Explorer and search google for "Enable LAA" for instructions.

15
Have you ever had a family member go overseas into war and then die?

I assure you, it's not a "happy thought".

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