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Messages - sGdYy409L

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1
Curses / Re: LCS 4.06.3 Download (Bank Heists, Sept 2012)
« on: November 18, 2012, 05:42:53 pm »

I want to do it, and re-implementing the game has a huge benefit in that this would allow support for mobile devices. Early this year, I built a framework that simulated the console presentation in AS3, adding mouse support so you can click or tap menu options like links, instead of having to do hotkeys. I am actually quite interested in making LCS playable on all platforms without difficulty, able to be ported to mobile devices, and with a rich and robust foundation for any mouse/audio/graphics support it may want.

That doesn't mean I'll necessarily take the time to finish this sort of rewrite -- I'm not currently doing it, and the amount of work involved makes it less likely that I can just do it as a lark. I don't want to encourage people to expect this to happen. But I also don't want to discourage discussion of the idea, and I certainly don't want someone else to speak for me and claim nobody is interested in doing it. I would consider it moderately improbable, but a lot of improbable things have happened over the course of this game's development.

I'm probably pointing out the obvious, but have you looked at the angband for android project?
http://code.google.com/p/angdroid/
http://angband.oook.cz/forum/showthread.php?t=1981
I haven't tried it out personally, and probably the angband code is cleaner than the LCS code, but I think they managed to port it without changing the internal logic (and menu structure).

2
Your speed of updates and the whole mod overall are amazing. I like the meerfolk especially.

Some small oddities: (last I checked is Genesis 5.10)
- Sausages are not made from the proper material (add the sausage material in b_detail_plan_default.txt to the [BODY_DETAIL_PLAN:*_MATERIALS] entries and it works).
- Leather can not be bought on embark and traders don't bring leather. Although this might be intended, it makes it really hard to get substantial amounts of leather.
- Scarabs don't breed. To me this was odd, since you can bring male and female versions at embark.

Also how are you meant to deal with Shadowlords? They are always invisible, and flee from the squads (like necromancers) so hunting them with the military just doesn't work. (At least in the open you have no chance of ever catching them). Traps do work - sort of, but since Shadowlords have a paralyzing attack, they might (and eventually will) paralyze your dwarfs while on a trap, resulting in them getting caged - or worse, killed. Pretty annoying creature overall. If somebody found a strategy I'd like to hear it.

3
I just noticed that the dfhack "changeitem" command can also be used to create proper bone bolts.
type:

changeitem m CREATURE:DWARF:BONE force

and enjoy your new dwarf bone bolts!

4
1), 5) - To my knowledge, there is no way of changing quality parameters of items in arena mode (If someone knows otherwise, please chime in). As much as I would love to perform a study on the effects of quality level on crossbow performance, this seems to be an impossible venture - at least on a scale which would produce reliable results. I could train up 10 Marksdwarfs and try to set up a small scale experiment in Fortress mode, but this simply wouldn't be enough to be able to perform even basic statistical analysis and achieve meaningful results.

It is possible with dfhacks "changeitem" command. For changing items equipped by a creature use it like this:
- select the creature with v
- select a worn item with +/-
- enter (manually or via hotkey) the command "changeitem q 5". This changes it to be of masterwork quality.

5
DF Gameplay Questions / Re: No iron, redux
« on: November 10, 2012, 10:28:15 am »
You can check sites for minerals pre-embark on the world map with dfhacks "prospect" command. With the standard world-gen settings, it should be easy to find a site with iron + marble (or another flux stone, but marble is the most common one, since it doesn't only appear in sedimentary layers).
Without dfhack: If you try out a few sites and just dig you should eventually find one with iron + flux. This will take more time though.

6
DF Modding / Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« on: October 29, 2012, 01:43:05 pm »
Blueprints as well as crates and sealed containers are stored in instrument stockpiles.

The blueprints, as well as petri dishes, fuel cells, plutonium rods and gunpowder containers are all made from non-standard materials. Thus they are not stored in any stockpile, since you cannot turn on their corresponding material. (This is the same issue as for large gems).
If you e.g. try and add the [IS_STONE] or [IS_METAL] tag to the respective materials, the items will get stockpiled (In an instrument stockpile). I didn't get it to work with other material classifications, such as [BONE], [PEARL], [SHELL] or [YARN]. (But I didn't recreate the items after changing the raws).
The disadvantage is, that you have now things like "gunpowder" or "depleted" showing up in your stone stockpile options. Using [IS_METAL] furthermore makes the item meltable.
An other fix (like distinguishing the different blueprints by item type rather than material) might be preferable.

7
Try splintermind's version of dwarftherapist:
http://code.google.com/r/splintermind-attributes/source/browse
If you are using archlinux, you can use the PKGBUILD on the AUR.

There is a patch for this issue attached to a bug report somewhere on the dwarftherapist page, too. (You don't need the patch when using splintermind's version).

8
It is much simpler than that. GCS do not need to have a valid path anymore in order to shoot webs. The following design works for me (34.07) with a hostile CGS. For a tame CGS add a second row of fortifications after the bait creature (and move the drawbridge up such that it blocks line of sight to the (hostile) bait creature).
Code: [Select]
  d       : bait creature which is hostile toward the CGS
╞════╡  : drawbridge, to block line of sight toward the CGS when collecting webs.
╔╬╬╬╬╗  : fortifications
║ S  ║  : CGS
╚════╝


9
DF Dwarf Mode Discussion / Roc Farm (with !!SCIENCE!!)
« on: September 29, 2011, 07:27:22 am »
Has anyone ever got this to work? Obviously you have to change [PET_EXOTIC] to [PET] in the raws.

Just to try out I in addition removed the [FANCIFUL] tag, added [COMMON_DOMESTIC] and changed the [PETVALUE] to 10. This makes rocs available on embark. I bought about 10, put them in a locked room with nestboxes and after roughly a season (mid-summer, but I don't know exactly when the nestboxes were built) roc hatchlings hatched.

So it seems:
- The megabeast tag doesn't matter.
- Egg size doesn't matter.

Could be of course that the [COMMON_DOMESTIC] tag interferes.

So it might be possible to set up a roc farm with the only change in the raws being [PET_EXOTIC] to [PET] to account for the missing dungeon master. So how do I adjust worldgen parameters to maximize my chances of catching them in the wild?

10
DF Gameplay Questions / Re: Tree Farming
« on: September 22, 2011, 01:56:38 pm »
I started a flat 2x2 embark and (almost*) completely mined out the first and second subterranean soil layers. The result: Trees grow outdoors, mushroom trees grow in the first and second underground layers. So as of 0.31.25 this seems not to be true anymore.

Huh, perhaps it did change - I just repeated the test, and while saplings initially only appeared along the map edge, they eventually started to appear elsewhere.

Actually I was not so careful to remove all saplings before starting the test. Thanks for verification.

11
DF Gameplay Questions / Re: Tree Farming
« on: September 22, 2011, 12:55:48 pm »
So that means that if i channel my whole "surface" z-level and then build a floor all over it, the mud/dirt below will grow surface plants/crops? fi this is true i will !!SCIENCE!! the hell out of it.
You'll still need another solid layer of soil underneath it - while subterranean plants only require a soil floor (as of 0.31.19), surface plants still require an unmined soil wall within a 2-tile radius on the Z-level beneath them.

I started a flat 2x2 embark and (almost*) completely mined out the first and second subterranean soil layers. The result: Trees grow outdoors, mushroom trees grow in the first and second underground layers. So as of 0.31.25 this seems not to be true anymore.

* ~ 3 7x7 areas are unmined because of stairs and murky pools. The surface trees continue to grow everywhere though.



A related Question: What is your strategy of dealing with shrubs? Will shrubs block tree growth? So is it advisable to remove them, or will my dwarfs trample too many tree samplings my doing this? (I am not interested in the shrubs, just the trees).

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