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Messages - Jeoshua

Pages: 1 2 [3] 4 5 ... 139
31
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 22, 2012, 12:32:12 am »
More a supply and demand thing, eh?  The local industry needed lots of power, so why not build the power plants right there and get paid the big bucks?



Reguardless of all this, I would like to refer to exhibit A:
Code: [Select]
an ore of aluminum, but through a too-advanced process, in-game as the source of the corundum gemstones (ruby and sapphire)
bauxite melts around 2000C, so it's not practical to smelt it for aluminum (magma only goes up to 1300-1400)
[INORGANIC:BAUXITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:bauxite][DISPLAY_COLOR:4:7:0][TILE:133]
[ENVIRONMENT:SEDIMENTARY:CLUSTER:100]
[MELTING_POINT:13600]
[BOILING_POINT:15000]
[IS_STONE]
[SOLID_DENSITY:3100]

That's from 34.10 (okay plus Phoebus' Tileset but that's it).  No code about Bauxite being an ore of Aluminum.  No method of extracting it out of there.  No electrodes will attach to it and create pure aluminum.  It's not going to be created in a magma forge, the absolute PINNACLE of Dwarven technology.

32
Oh IT... you're harder core than most.

You're here on the forums.  "Normal" DF players just download it and freak out for a while, play a bit, get frustrated and leave.

Basically, anyone who actually stays around IS the Hardcore DF player.  Has to be to put up with this game.

33
Mod Releases / Re: Civilization Forge 2.70
« on: May 22, 2012, 12:20:05 am »
I combined older versions of Genesis, Civ Forge, and LFR into one master mod.

Haven't done it with the current versions, but it wasn't terribly hard and there were only a few doubled creature names.  Most everything in those mods is very modular, and WinMerge did a very nice job of letting me merge the changes to the Entities easily.

So yeah it can be done, and nothing will really "break", but there is abit of love that needs to be performed on the files that are changed in both mods.

Biggest trouble spots:
entity_default.txt
creature_standard.txt
item_weapons.txt

34
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 21, 2012, 11:53:33 pm »
Does the savagery of a biome change during world gen or afterwards if you've played your world for long enough? There's this continent in the south that is all savage badlands with the odd tiny jungle. I'm curious if the humans will ever settle it.

DOES change, if a town is right on top of that area.  This can lead to benign areas right near savage ones if humans are already present.  However in your circumstance that you've outlined nobody will ever move to that badland area unless you got there.  Worldgen could run for 10,000 years and nobody will ever go across the waters to get there and depopulate the local wildlife.

Better get to it ;)

35
Mod Releases / Re: Civilization Forge 2.70
« on: May 21, 2012, 11:48:13 pm »
In my experience, the Primitive Civs are kind of lame during worldgen.  They get beat up on and therefore make up a sort of "savage" race group.  If any significant amount of dwarves, humans, goblins, or elves are in the area they tend not to survive long.  This means you get Ruins and ancient stories about animal men in legends/engravings... but not so many seiges unless you're stuck on an island with just them.

As it should be!

37
Mac isn't Dorfy enough.

Linux... now that's Dwarfy.

38
DF Dwarf Mode Discussion / Re: Leather Armour vs. Leather Clothes?
« on: May 21, 2012, 11:37:46 pm »
I think clothing has no armor value at all, so it can only deflect the most marginal of blows...
You underestimate tunics.

And socks.

Funny story.  I was messing around with worldgen and raw editing, and managed to make a Goblin civ that would routinely depopulate the entire world and kill off everything nearby.  They had all kinds of weapons and armor and all that.  I decided to tone them down a bit, and one single change made them die off within 50 years during any worldgen I tried:

I removed their socks and shoes.

That's it.

With foot cover?  Deadly.  Without? DEAD.

39
Major Features, as I see it, for this mod (for an opinion):

  • Reduced leather types
  • Reduced stone types
  • Improved wood
  • Religion
  • Secret cults
  • All those upgrades
  • The Volcanic and Gemcutter workshops
  • Predefined critters (Hell, Night Creatures, Boogiemen, Vampires, Weres, etc)

Theres lots of other features, but if Masterwork 2.0 had just those features, it would still be worth a download.

Oh, and deffinitely think about having a switch for the whole "Evil Ethics" for the Dwarves.  I can't seem to generate enough worlds where they're not at war with everyone nearby.  I realize that's supposed to be a difficulty thing, but it would be nice if only the ambusher and babysnatcher types wanted to war with the Dwarves, instead of just about everyone ;)

40
zener:

No, what Meph is going to do is what most of the other big mod authors are doing right now.  These mods have been developed over 31.25 -> 34.10.  There are a lot of changes.  So they're starting "fresh".

That doesn't mean new things aren't going in.  That means they're adding stuff to Vanilla 34.10 instead of taking the 31.25 derived versions they're working with now and upgrading them completely to 34.10 standards.

In other words, it seems, everyone is going to create a new MAJOR version, instead of just upgrading again.

So keep working on what you're working on, but take special note that if you're basing it off things in Masterwork currently, the underlying stuff might shift around or become obsolete.  So don't make anything using the smoke reactions, or copy creature tags from any Masterwork-specific creatures.

If you're making something from SCRATCH that could go into VANILLA DF, Meph may still consider putting it in to the next version of Masterwork.



Ninja'd by the thread author  ;D

41
DF Dwarf Mode Discussion / Re: Updating without Losing Save?
« on: May 21, 2012, 11:04:03 pm »
None of the changes from 34.08 -> 34.10 involve anything resembling an addition or major change in the computing environment of the game.  Updating should be as easy as dropping the new version on top of the old, and then copying the Raw folder into the Save\Region1\Raw folder.

Should be, note that.  34.09-34.10 is deffinitely save compatible, but going from 34.07-34.10 I'm not so sure of.

42
DF Suggestions / Re: Cave-in system
« on: May 21, 2012, 11:00:16 pm »
That would go under "optimizations".  My example was a worst case, brute force scenario, using more calculations and being altogether more pessimistic about the ramifications of those calculations than needed to be.  And it still only came out to a fraction of a second to check most of the map in that style.  It's not something you'd want to happen every time you mined a tile or moved anything around, but it's also not a definite FPS killer.

Optimizations like keeping the last mechanical stress number and comparing it to the new would increase the memory footprint of the system, but would seriously speed up its execution.  That's a good point too, and something that should be really considered.

If storing one number per tile and comparing it to the last valid result, as that would, could potentially save a lot of calculation, as that would, then it should be considered.

However, it doesn't really change the amount of calculations needed to be performed on a Cascade-style system.  If the weight support calculations "flow outward" from a spot, any time a tile's support environment is changed those changes in force will need to flow outward.  If the system is coupled with the reductions in transferered weight that I outlined, at a certain point that "flow" will stop naturally.  This basically models the same situation you're talking about, but would be a bit more abstracted and a touch less computationally intensive.

43
Looks like all the major mods decided to scuttle their old versions and just take what works and make a new, fresh versions.

I support this, although it will delay things ;)

44
I do this, myself.  With mods like Genesis I generally take out all the female castes and leave one, and if I'm playing vanilla I give the male caste [POP_RATIO:7] and the females [POP_RATIO:1].

They still survive fine in worldgen, but with 1 female dwarf for every 7 male dwarves, skyrocketing baby booms are a thing of the past.  Plus, it explains why nobody in myth really talks about female Dwarves.

45
Good luck on your trip and take 'er easy.  And if she's easy, take 'er twice.  :P
Anyway, no disrespecting women here. Keep it civil, I know it is the internet, but still... ;)

As a fellow member of the poor, misunderstood people of the United States, I would like to say that... you just didn't get the joke.  No disrespect to women was intended in cc's post there.  Just a light-hearted comment.

And if you didn't catch it... most of this posting was completely sarcastic, except the part about cc not being a woman-hater ;)

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