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Topics - KrunkSplein

Pages: [1] 2
1
DF Modding / Memory.ini settings for 40d*?
« on: April 07, 2009, 04:51:42 pm »
I was wondering if anyone has found the memory addresses for 40d11 to work with Reveal (or the equivalent Tweak util)?

I don't know how to find them myself, otherwise I would.

2
Howdy!

Let me preface this by saying that I know that graphical updates are in the pipeline, and that graphics are by no means necessary when enjoying DF.

I had an idea that seems too simple to be valid, but I figured it was worth sharing nonetheless.  As we all know, the two most common modifications to a DF installation is the usage of Tilesets and Creature Graphics.  The creature graphics are fine as-is, so we'll be ignoring those for right now and focusing on Tilesets.  Everyone has a preferred tileset, with most incoming players opting for something all-encompassing like Mayday's which provides a semblance of sprite-based graphics for various objects around the fortress.  The unfortunate downside to this is that you run the risk of making in-game text unreadable.  For example, accented O's are used in both Names and as Levers.  In many tilesets the characters are replaced with a graphical representation of a lever.  This is fine until you have pets, visitors or residents with an accented O in their name.  Suddenly they are Arl-lever-n Minedigger.  It kind of kills immersion.

My "simple" solution - I use quotes because it may well be complex - is for DF to use two independent tilesets: one for pure text, one for objects.  I'm not talking about anything fancy - no 32-bit color, just standard grayscale that gets colored in-game depending on the material.  By default, the Text tileset and Object tileset would be one and the same; no different from the way things are now.

This could open up a lot of doors.  For instance, people who cannot (or choose not to) use a 16x16 tileset.  Perhaps they play in a tiny, tiny window, or just prefer the rectangular look of stock-DF.  This gives them the opportunity to view their fortress as something other than standard ASCII.

Anyway, this has been rattling around in my head for a few days, so I figured I'd share it.  Any thoughts, suggestions or rebuttals are welcome.

3
DF General Discussion / A long-lost DF player needs advice
« on: February 27, 2009, 05:32:02 pm »
Ahoy hoy,

Let me preface this post by saying that I just got out of surgery a few hours ago, so I'm a little loopy.  As such, sorry if my sentences make either no sense or are too verbose as I try to explain myself.

I love DF.  I love everything about DF.  Even when I'm not currently running a fortress or anything, reading the Dev Log is enough to keep me happy.  However, I have not actually played since I think 39c.  That means I've never played with a grid larger than 80x25, and I don't even begin to know how to handle the updated OpenGL versions.

As I mentioned earlier, I just had surgery.  As such, I have a fair amount of free time on my hands - perfect for, say, getting reacquainted with the splendor of DF.  That's where your advice comes in.  I'm confident that I can figure out how to set the grid size, character set and graphic tiles without too much bother, but that's pretty much it.  I haven't run a successful fortress since 3D was introduced.  My knowledge begins and ends with making stonecrafts, farming and brewing.  I don't know how to find magma (and thus, I don't know how to set up a good glass/armor/weapon making area), I don't know how to set up a good weaving operation... basically, unless it comes down to basic subsistence stuff I don't know what I'm doing.  If I get invaded by anything more than a thief, i'm hosed.  OH! and stonefall traps. i know how to make those.  Valid combat dwarves, not so much.

I know this is a tall order and that i can probably get the gist of most of this from sorting through the wiki, but honestly it's taken me almost an hour to write this post.  Vicodin isn't really helping me focus.

oh, and in case you would like an overall theme of my fortresses so you know what I'm aiming for, it's total self-sufficiency.  Except for the entrance to the trade depot and perhaps some siege defenses, no outside access should be necessary to sustain the fortress after the first year or two - you still need wood for beds, after all.  though I guess fishing is useful too for bones and shells - can you fish inside?

anyway, I'm going to stop asking questions before I confuse myself further.  I know i've asked for a lot, but really any info would be much obliged.

Thanks,
Rob

4
DF Dwarf Mode Discussion / Starting with Magma
« on: June 16, 2008, 11:59:06 am »
I've built a lot of forts in the new release, but I have not yet dealt with Magma in 3D.  I was wondering if there is any change to your starting dwarves' skills to deal with any chasm/magma creatures, or if you simply draft new refugees to be the defense force?  Alternatively, I suppose we can always use Traps, but I'm not sure how well those work against magma critters.

Any advice?

Thanks!

5
DF Adventure Mode Discussion / I'm intrigued, yet suspicious...
« on: June 05, 2008, 02:18:00 pm »
Hey everybody.  As you all know, a new version is just around the corner, so I'm reluctant to start a fortress right now.  I was well-versed in the creation and maintenance of 2D fortresses, though admittedly work has gotten in the way of my proper enjoyment of the Z level stuff.  But I digress.

I find myself in a position right now where I want to play DF, but (as I mentioned above) I don't want to dive into a new fortress with a new release imminent.  The obvious choice, of course, is Adventure mode.  I have spent the last few days thoroughly enjoying reading threads like Most Awesome Thing You've Thrown and Epic Failures, so I am eager to try it out.  Unfortunately, I tried doing this and wound up wandering the world alone, unable to find a town, dungeon, cave, anything.

Basically I see all these great stories of guys in crazy armor using a dead colossus to explode a GCS, or using wrestling to break every bone in a naked mole rat's body, or throwing a giant serrated disc and watching limbs fly, but I don't know how to get that far.  Ordinarily I'd just study the Wiki for hints, but it's down for some reason.

Anyway, any advice as to how to get a truly badass adventurer started would be most welcome.

Thanks!


6
DF Dwarf Mode Discussion / Possession
« on: July 29, 2007, 06:02:00 pm »
I loathe possession.  The screen pauses and we cut to a dwarf with an exclamation point, and I get all excited - I love strange moods, and the legendary skills they bring.  But then I see he - my metalsmith - has been merely possessed.

All the torture of a strange mood with none of the benefits!

I just pray that the possession doesn't count as this dwarf's sole strange mood - it sucks to lose a 'free' legendary on a metalsmith.


7
DF Dwarf Mode Discussion / Fortress Progression - Tips and Tricks?
« on: July 14, 2007, 01:39:00 pm »
I've been working on my second fortress for four full years now.  I had started this fortress because I had been displeased with some of the design decisions I'd made on my first fortress.  I then proceeded to make virtually identical decisions on this fortress.  In any case, I export a map at the beginning of every Winter, which I then upload to the Archive.

I was hoping that some of you could take a gander at the progression of my fortress.  Any tips, questions or comments would be much obliged.

So without further ado, I present to you Outpost Budammomuz, 'Yearlingcrypts':
Winter, 1051
Winter, 1052
Winter, 1053
Winter, 1054

Enjoy!


8
DF Dwarf Mode Discussion / Planning 3D Fortresses
« on: August 30, 2007, 03:32:00 pm »
I'm sure all of you have seen the fortress planning spreadsheet, which works fantastically for planning out fortresses in the current release.  However, that third dimension really throws a wrench into the 2-D spreadsheet.  Any ideas as to what we should use to plan out future fortresses, other than our imaginations?  I have tons of ideas, but i'm not sure how feasible they will be.

Sorry for the rambling, i'm not all there today.

Thanks!


9
DF Gameplay Questions / A Bridge Over Troubled Magma
« on: July 14, 2007, 11:49:00 am »
I'm working on my second fortress, and I'm trying to put up Magma defenses.  However, I still want to be able to work Below where the magma travels horizontally across the length of the fortress.  There's also an area where the magma branches off and cuts right through one of my hallways.  So a bridge needs to be built!  However, even though the Wiki says stone bridges can be built over magma, I'm getting red X's when I try to place one.  Do magma bridges have to be steel?

10
DF Gameplay Questions / Jewelcrafters on strike?
« on: June 29, 2007, 11:28:00 pm »
Hey guys, I had a quick question.  I have a two jewelcrafters, a jewel-crafting workshop, and rough gemstones.  However, when I try to give the workshop the order to cut the gems, I get a "there's no rough gems to cut" cancellation message.  Here's a screencap of me hovering over the rough gem they say we don't have:

Could it be that the gem had already been tagged for moving into a stockpile?

Also, for those of you keeping track of my fortress development, here I am at the very beginning of my second winter:
Outpost Arakled, 'Shaftrack', Winter 1052


11
DF Gameplay Questions / Locating a dead trapper, and Snow Storms
« on: June 26, 2007, 08:39:00 pm »
With only 15 days or so left in my very first Winter in my very first Fortress, I felt I was doing quite well for myself.  49 foodstuffs, 42 drink (need to make barrels for booze).

Anyway, I'm going along and suddenly my trapper dies!  Unfortunately, he was off on his own, so I have NO idea where his corpse is.  I'd like to give him a proper burial.  I look at his thoughts, and it says "He has been accosted by terrible vermin."  That leads me to one of two trains of thought:
-he was killed by something he was hunting (are foxes considered vermin?)
-he was killed by the snow storm occurring while he was out hunting.

I have no idea if weather can do that, nor do I know what animal may have killed him.  More importantly, I don't have any clue where the corpse is.  I've checked throughout the fortress, and he's not there.

Is there a quick way to locate the dead?

And because I'm very proud, here's my fortress as of the very beginning of Winter.  I had just gotten 11 refugees.

Outpost Arakled, 'Shaftrack'


12
DF Gameplay Questions / A few early questions
« on: June 23, 2007, 09:25:00 pm »
Howdy all!

I'm very new to DF, only two or three hours in.  I have a couple of gameplay questions that I couldn't find the answer to on the Wiki, and I was hoping y'all could help me.

My primary trouble is that I can't seem to get anything built.  Well, that's not true - I was able to build a carpentry workshop and make three beds.  However, the Fishery is stuck in some sort of limbo - I've had an idle carpenter, fisher and mason, none of whom would attempt to build the actual room.  The same goes for the bridge over the underground river, which leads me to my next question.

In my reading, I saw that the underground river floods annually.  I would much rather not lose anything - or anyone - to flooding, but the central hallway in my fortress goes right up to the river itself.  Below is a link to a screencap of my fortress.  It isn't large enough yet to warrant an uploaded map.

Krunk's First Fortress

There isn't much to see, I basically just wanted to give you guys a reference as to where the river meets with my central corridor.  The larger room is where my initial dining area will be, and the fishery in question is at the lower left.

Also, I had created a barrel in the carpentry workshop, but I was never able to find it.  Any advice in that regard?

Any advice whatsoever would be much obliged.

Thanks!
Krunk


13
DF Gameplay Questions / Goblin Dark Fortresses and Demons
« on: June 11, 2008, 08:45:00 pm »
I've been playing Adventure mode for a few days now, and I've recently taken to killing every living thing in goblin towers.  However, I was expecting there to be a demon at the heart of most/all of them.  Is it only a certain goblin 'capital' that has them?

14
DF Gameplay Questions / Ignoring a sparring accident
« on: July 29, 2007, 10:02:00 pm »
I wasn't paying attention, but as I was passing by my barracks I saw some blood on the floor and a passed out member of the Fortress Guard.  I examine his wounds, and he's unconscious with some light gray wounds sprinkled around, and a dark gray right hand.  I look at the floor, and sure enough, there's his hand, two gloves and his shield.  He regains consciousness every now and again, but then passes out immediately thereafter.

That's a regular sparring injury - a perfect example of why not to give obsidian swords to new recruits.

The trouble is that no one will help the dwarf, nor will they move his disembodied hand outdoors.  So we have an unconscious thirsty dwarf on the floor of the miasma-filled barracks.

Any advice?


15
DF Gameplay Questions / Pits, Wells, and Deep Channels
« on: December 10, 2007, 05:29:00 pm »
Hey guys!

I've finally had some time to start playing around in the new version, and I'm enjoying the heck out of it.  I haven't started messing with anything complex yet, all I've really done is dig straight down and started making a layered fort.  That actually brings me to my question - how do you dig pits, wells and such?

For example, lets use this side-view.  The flat bit is the ground, the X's are solid rock, and the tildes are water:

code:
___________
XXXXXXXXXXX
XXXXXXXXXXX
XXXXXXXXXXX
XXXXXXXXXXX
~~~~~~~~~~~

What I want to do is something like this:

code:
_____._____
XXXXX XXXXX
XXXXX XXXXX
XXXXX XXXXX
XXXXX XXXXX
~~~~~~~~~~~

The period there is a grate, and the empty spaces are, well, an empty space.  From above, it would look like this (X=ground, #=grate):

code:
XXXXXXX
XXX#XXX
XXXXXXX

The only problem is that i can't think of a way to dig straight down like that.  A channel will work for one tile down, but what about this several-layer-deep pit?  I can't think of any way to do it that doesn't leave my miner drowning in the water below.

Any help would be greatly appreciated!

Krunk


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