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Messages - jeisler

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Masterwork DF / Dwarves won't equip orichalcum weapons (1.23)
« on: December 23, 2016, 12:45:01 am »
Can't seem to get my military to use anything made of orichalcum so far.     If I have a bunch of mithril shortswords and orichalcum ones, the dwarves will only pick up mithril.   (if I just have "individual choice" or "shortswords" for their weapons in the uniform)

If I change the material so they're "orichalcum shortswords" then nobody will equip anything.

However, if I tell them to pick a specific weapon and then give them one of the orichalcum ones, they'll equip it just fine.


Is this a known quirk, or is something just being finicky for me? 

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Sorry if this is already known or if I've missed something, but for the life of me I can't get Ironhand graphics to work.    All dwarves look like Phoebus' set.    Also, using Ironhand for TWBT doesn't seem to work (just get the usual graphics characters in place of punctuation and such).    If I select another set like Phoebus for TWBT, it looks fine.

Tried swapping graphics back and forth several times with no luck.    Unpacked a fresh downloaded copy, did nothing other than change to Ironhand graphics, and still no luck.

Using:  "Masterwork V1.02 (42.06).rar"   (latest download)
Thats more an issue of Ironhand itself. Ironhand is not being updated anymore, so there is no TWBT content for it at all.

The GUI currently only changed tilesets, not creature sprites, which are handled differently. I could add this too, but Ironhand does not have sprites for all creatures either.


Ahh, that could be it, yeah.   I took a look at the Starter Pack and found that when you pick TWBT for that, it just slips another font in there instead.   For the graphics themselves, I think (could be wrong) what they've done is used Ironhand, but Phoebus fills in the missing graphics mostly.

Actually I have no qualms with Phoebus' set, I just really like the dwarves and goblins and such from Ironhand!


So now I'm torn - play with the content of Masterwork, or with the graphics I like, heh heh.    Either that or spend time trying to bash them together  :P


Thanks!

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Sorry if this is already known or if I've missed something, but for the life of me I can't get Ironhand graphics to work.    All dwarves look like Phoebus' set.    Also, using Ironhand for TWBT doesn't seem to work (just get the usual graphics characters in place of punctuation and such).    If I select another set like Phoebus for TWBT, it looks fine.

Tried swapping graphics back and forth several times with no luck.    Unpacked a fresh downloaded copy, did nothing other than change to Ironhand graphics, and still no luck.

Using:  "Masterwork V1.02 (42.06).rar"   (latest download)

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Just checking in here to see if there's any feedback on the Dwarf Therapist changes for Genesis.  (page 509 if anyone missed it and wants to try) ... it's had a small handful of downloads, so if anyone has had any trouble or anything, let me know.

I've run it quite a bit without any troubles, but I may just be lucky... or something.


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That's awesome, only problem I see is that every mod would need to be manually added rather then it just detecting the stuff manually but hey can't have it all I guess? :D


Fortunately, it won't require any monkeying with Dwarf Therapist itself.   Any mod maker can just include a text file with their mod that people can use.   It's not *quite* as good as having it detected, but when I eyeballed the raws some more, and gave it thought, I realized there was no realistic way to make it magically detected for any possible mod.

Mod makers can just supply a "caste_default.txt" file and DT will work fine.   If you change mods, just swap the .txt file and you're fine.    Note, I named the file _default.txt because I figured at some point it'd be nice to be able to select which file you want to use from within DT itself, so you could have files like "caste_genesis" "caste_tomitomo" "caste_orcfort" etc, and you could just pick the one appropriate for the mod you're currently using.

I may end up doing that anyway, but it really doesn't add all that much value, I think.... so I don't plan to put a lot of effort into this unless the changes are likely to get picked up and put into the official DT.


So... the short version is, there won't be a need to add any mods to DT itself, so there's no issue with mod makers needing to get their mod added in any way.   They just spend literally 30 seconds typing up the .txt file and their mod is supported  ;)

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Uploaded to Mediafire:

** Feb 18th 2012 - Note:   This Therapist for Genesis is for DF2010, and will almost certainly not work with 34.01
** I saw that someone picked up maintaining DT after chmod retired from it, so I may look into merging my changes into the new version at some point....

http://www.mediafire.com/download.php?3b4si2fsrri4bis


Just a small zip file.   There's the new "Dwarf Therapist - Castes.exe" file you can run (I changed the name so nobody accidentally overwrites their original), and then the caste definition file is "etc/caste_default.txt"

Unzip into your "DwarfTherapist 0.6.10" folder and it should be set.


If some people want to give it a try, feel free.   All I ask is not to distribute it around much, at least until I can figure out who (if anyone) is handling Dwarf Therapist maintenance/development.



Oh yes, and it will not require a new .exe file when any mods are changed - just update the caste_default.txt file with any changes and you're good to go.

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Yep, I hoped it would read the CASTE:MALE_ASPID, take out the MALE part to determine the gender and get ASPID as a caste name :P. It would make the program usable for different versions of the game mod without recompiling.


I've actually gone ahead and done it via a text file - I gave more thought to reading the raws themselves, and felt that there was too much room for error.   

For example, it just says "CASTE:MALE" for stone dwarves, and the "CASTE:XXX" is just a label, we can't really trust that the name there is the "real" name you'd want for the caste.    Then if I go into the CASTE_NAME area, there's say "moss dwarf" and "moss dwarfette"  ... but then we don't know which of the two caste names you'd actually want to use.

Say you had a human race of "warrior" and you wanted the female of a warrior caste to be called "Amazon" and the male ... it's just not practical to have these decisions all made automagically without some goofiness.


Sooo.... I figured the text file definition is the best way - the way I've done it you can just write in the names you want, and you specify the gender (I thought it was reasonable to think there would be a mod somewhere that has an only-male or only-female caste, so I didn't want to hard code in 2 genders for each caste).


The format is really simple.    Just do:

[MALE]Stone Dwarf
[FEMALE]Stone Dwarf
[MALE]Aspid Dwarf
[FEMALE]Aspid Dwarf

etc.

Enter these in the order in which they appear in the mod's raw file and that's it.    This will (should?) work for any mod, although it'd be weird if you had a mod where you could play more than one different race in fortress mode, but as far as I know that doesn't happen.

This'd even work for the Orc Fortress version of Genesis as well, just need to punch in the orc's caste names.     I may even create a file for it myself.



I've been trying to find anyone in the Dwarf Therapist IRC channel, but so far no luck.    I'll upload the .exe for this soon, if some people want to give it a try.     Provided all is good, you'd be totally welcome to list it with the Genesis mod and make it available for anyone to download.     


If I can get in touch with anyone about the DT code, I'll see if they want to get these changes merged into the official DT code tree (the changes will have no effect on the core DT - if there's no caste file supplied, it just runs vanilla... so there's no real reason not to merge it, I guess).



8
This looks epic. I didn't get my PC back this weekend but I will get it in a day, and this edition for DT would be awesome to play with :).

A question: how do you read caste names?

Still I have returned to modding as I promised, here's my new mod :)
http://cataclysmff.zxq.net/SMF/index.php?topic=21.0

It turns out that the castes are actually how DT currently reads gender.   That is to say, a female X is one caste, and a male is another.

So I just actually look at the caste value for each dwarf, and use that to correctly indicate gender, and then just pop up the appropriate caste text.   Right now it just says "one is male" and "anything else is female"  ... so adding castes is what makes DT go wacky.


Right now the names are hard coded in, but there are two possible next steps.   The easy way is to have a text file which any mod maker could use, specifying their custom caste names.    This would allow DT to (basically) never need updating, and any mod maker could easily customize it for their own mod.

The more difficult way is to actually read the raw data.   I see how it could be done, but I'm not certain it could be done perfectly without a lot of work (especially if people made races other than dwarf playable).

I'll probably go the "easy" route, as it'll allow any modder to have their own castes show up with a minimal amount of work.    I'll look into reading the raws a bit more though, as it would be the cleanest and cleverest way to do it.   


As far as the download goes, I wanted to try and get a hold of the DT maintainer (if there even is one) before I start distributing anything.    I guess it may be OK to hand out the plain executable to some folks, but I didn't want to step on any toes or anything.

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Hey, I just wanted to throw a post in here.   I figured I'd offer to give something back, since I've enjoyed the works of quite a few folks in the modding area.


I've updated Dwarf Therapist for the Genesis mod.    It determines gender of each dwarf (no more all-female lists), and Caste has been added to the "group by" menu, so it's easy to identify what's what in your immigrants.   Also the hover-over tooltip shows the caste as well.


Specifically I've updated it for the TomiTapio version (so it handles Domple and Warrior castes), but there's no reason it wouldn't work with the regular version either.

Here's a quick screenshot showing basically what's going on:




If this is something people would be interested in, I could make it available to the Genesis folks, or maybe even distribute it through Dwarf Therapist as an alternate version or something.    It would actually be pretty easy to make it flexible enough to allow any mod with added castes to work fine.

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