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Topics - darklord92

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1
DF Modding / Stonesense modding issues
« on: April 30, 2015, 04:35:47 am »
It's been a while since I posted here. I hope I have the right forum for this. I've run head long into a wall that I can't seem to pull myself over. I've been working on my mod talking closely with the original creators of the series to make it far more accurate then my "fill in the blank" ideas were.

However while trying to add in stonesense support I've run into an issue with subsprite colored creatures. I'm likely mangling the XML but I've tried several different variations of it to no avail. I'm wondering it it may be my image file instead.

Spoiler: xml attempts (click to show/hide)


the image file can be found here: https://dl.dropboxusercontent.com/u/30579921/color_talyxians_dl92.png



edit: forgot to provide an image of the problem. Either the first layer or the second layer is drawn, but never all of the layers and their own colors: https://dl.dropboxusercontent.com/u/30579921/Screenshot%202015-04-30%2005.39.16.png

2
DF Suggestions / Minor dialog/combat suggestion - screaming
« on: December 02, 2014, 01:08:44 am »
Really a minor thing, but I feel it would add a bit of an unsettling realism to combat. Adding in screams of pain, confusion, or horror. "Begon fear!" Certainly does not need to go, but adding in something more fitting to a goblin that just had his arm explode into gore would certainly add some flair, or even role-play encouragement if they were to call out for their god or king to save them as they crawl away in fear from something due to broken limbs. After all a goblin just recently doused in forgotton beast spittle, that starts to make his organs rot from the inside out, isn't going to put on a shake-spear play of "woe is me!"  Admittedly I got the inspiration mostly from the soundsense mod for the game, and the various combat noises it included.

3
DF Suggestions / Mandates having their own announcement log
« on: July 29, 2014, 04:29:56 am »
The main announcement log is usually filled, often quite quickly, with new announcements. This leads to mandates being missed simply because the player decided to set a large manager order such as process plants(30), and the log has been spammed heavily. The combat and hunting logs do a good job of reducing message spam from the important announcements. However seeing a separate "M" for mandate notification appear under the combat and hunting log indicators would be a great help. Even if the symbol is merely there to show a mandate is active or has changed.

4
Mod Releases / New Age Vilous Mod 1.4 - Updated for 43.01
« on: July 15, 2014, 11:20:52 pm »
This is a variant of:chronojiuj and Skies Vilous mod
Old thread

For fans of the World of Vilous setting created by Mick39. For those who have just found this mod; This mod introduces several new races and wildlife into the game from the fantasy setting Vilous.
Sergals: larger strong chimera like race with features from eagles, sharks, and wolves.
Nevreans: smaller avian creatures with inclinations towards art and mechanical systems.
Agudner: An older race of satyr like creatures who live lives similar to humans.
Talyxians: feral feline creatures with inorganic looking appearances. As well as high intelligence, but often lazy demeanor. 

For more information, the official wiki can be found here, and contains the most up to date information.

Bonus material includes:

Altered start text, if you prefer to not have your little peeps called dwarves when embarking.
Stonesense graphics , for the main races (does not include wildlife.)
Spoiler (click to show/hide)

Download: http://dffd.bay12games.com/file.php?id=5255

Spoiler: Change Log (click to show/hide)

5
DF Suggestions / Calender screen showing latest news
« on: July 08, 2014, 01:03:47 am »
Spoiler (click to show/hide)

So this is a lovely new screen! It's fast most of the time, so this feature idea really only applies to worlds with a huge population where it can take up to several minutes to go through a week.

Why not show some basic legends mode style text of current events? It lets us get a sense of what is going on in the world as we wait for it to reach the starting date!


6
DF General Discussion / Like the rings of a tree
« on: February 21, 2014, 02:13:18 pm »
Spoiler (click to show/hide)


I never put too much thought into this dev-log from a little while back, but it occurred to me today we can see the entire history of a town just from walking through it. From the original human structures, to the massive goblin tower from when it was taken over to finally the various magically grown tree structures from the current Elf rulers that stole it from the goblins only a decade back. Entire history of a region spread out like rings of a tree, likely the inner most buildings being the original. Near the center a ring of still ruined homes possibly overgrown by now, with various pits and trenches, and the location of the main dark tower with recent battle damage, before finally around the outer edge the magical tree structures.


Is any one else this excited to see all that history put to use, instead of just a blurb in legends mode of "was taken over by the loins of cloth in the year 44"?

7
DF Suggestions / A proposal: remove fortress time
« on: December 17, 2012, 08:24:51 pm »
I've noticed alot of times in updates that each side of the game needs to be tweaked between fort time and adventure time. However i see this as becoming a major issue when it ultimately comes to having dwarfs running your fortresses after retirement. There is an absolutely massive gap between fortress and adventure mode time, a dwarf mode time unity is about 72 times that of a adventure mode unit.


Proposed solution:

Remove fortress time all together, Dwarf fortress is ultimately a simulation game aiming for realism( though sometimes allowing stuff to break so it can be more fun of course ) , fort time is compressing that simulation in an un-needed way. dwarf mode can be tweaked in several ways to run in adventure time. some of the changes to include and their possible impacts on dwarf mode as a whole are listed:


crop growth - This is probably one of the largest issues with changing from fort time to a global adventure time. However it has an easy solution. allow some crops to take longer than others and allow short easy to harvest crops( such as raspberries or prickle berries ) to be harvested within a short time. and leave more bountiful but longer growing time crops to take seasons as per normal.

movement - as far as i can see dwarf time mainly controls day and night cycles as well as some other things possibly seiges as well as caravans. but as far as the actual ticks used to calculate the distance a creature moves, it can remain unchanged, adventure mode is a turn based simulation of the df world where as fort mode is simply running those 1 second frames at a set frame rate. so movement is largly unaffected by a move to adventure time.

traps and machines - machines are already planning a rewrite and would probably not require much tweaking if this is considered to be implemented. It would merely take 100 ticks for something to activate, or 100 in game seconds. to the player this would be sped up as with movement. but to creatures and adventurers it would be 100 turns.

day and night - one of the major things lacking in dwarf mode is a true night time, currently df goes from day to day instantly with things like werewolf interactions occurring weekly. instead with the new time weekly interactions would take place daily at night( however it would still be the exact same reallife time gap as it is now in fort mode)


- if there are any issues you all feel i missed feel free to tell me



conclusion:

the ultimate plan of this proposal is to change fort time into adventure time while still leaving many of fort modes elements including movement to remain unaffected

creatures will move at the same speed they do now as that is the games frames per second, so if a dwarf now takes 3 seconds to move down a 10 tile hallway, when moved to adventure time the frame speed would allow the dwarf to travel the same distance in the same time. however the actual ingame fundamentals would be different because in fort mode currently going 10 tiles is about 12 ingame minutes. where as in adventure time it would take 10 ingame seconds.


day and night will take the place of weekly interactions such as were beasts, as the game is already moving at the speed of the old fort mode it would take 86400 ingame seconds to rotate 24 hours, as such weekly interactions would take 43200 ingame seconds to toggle on and off day and night.

8
DF Dwarf Mode Discussion / extra brave migrants?
« on: October 06, 2012, 03:37:36 am »
I'm doing a 7 dwarf survival that has run fairly well so far ( 12 years, first generation of kids have grown up ) , besides ghost issues, and tied to those issues would be the migrant issues. You see i'm only allowed 7 dwarfs. So i periodically cover the overworld with magma to cut down on the absurd amount of ambush and berserk messages, But the migrants even after 528 have been killed continue to come. I'm lost if i have an option set to always let them come or if the migrant code is bugged. in the older versions even 60 deaths would mark your fort as a deathtrap and you'd rarely get any!

9
DF General Discussion / !!SCIENCE!! + arena bug that needs it
« on: October 02, 2012, 12:36:37 am »
((Yes this bug will be go into into the bug reporter soon))

I believe i have found the process of which DF worlds are created. Obsidian a rock created by MAGMA itself Coliding with another wall of obsidian. HARDENED MAGMA + HARDENED MAGMA = ALL ELEMENTS

Collapsing obsidian on top of obsidian in arena mode causes a plethora of other stones to spray out as a mist

this is both interesting and really dwarfy, anyone got ideas for it?

10
DF Modding / A starving conundrum
« on: September 24, 2012, 01:41:43 am »
I simply can't find the problem with my mod. It seems that both ( and probably the third variety) of sergals within my mod starve/dehydrate their babies to death without explanation. The babies seem to change their jobs to "drink" or "eat" but never seem to be fed instead they stay like that till sleep starvation and rarely madness sets in before death leading to tantrum spirals within the fortress.

I have placed the raws here in hope I can gain some help in fixing this conundrum. I didn't want to place this in the modding question trend as it may be much larger than one or two posts of fixing.

Due to the length of posting the raws I have placed each section of the raws in the post just after this one.

11
DF Suggestions / [adventure mode] Forced site leadership in adventure mode
« on: September 14, 2012, 09:11:56 am »
Seeing as goblin sites are fast approaching in the new release of df. The possibility of raiding a dark tower and than "retiring as a peasant/claim site" is becoming increasingly tempting. The ability to take over sites like demons and megabeasts, or other civilizations during world gen would add a lasting legacy to player characters. Player characters becoming permanent leaders of goblin or human(etc) sites by a bloody palace coup :P

12
Other Games / why is everquest 2 hated?
« on: July 11, 2012, 01:01:15 am »
I'm curious, there's never a direct explanation all I've seen so far is "eq2 sucks" or "WoW is better". To be honest eq2 has been my first mmorpg and i don't understand why it has such a hated reputation. The world looks nice, enemies are fresh and there have rarely been recolors of other models, each area has been unique, the world is huge. It seems like a decent game so far some of the quests do feel heavily weighted to do in a group but thats what a mmorpg is for.


I'm not sure why it's compared to WoW constantly in terms of graphics, both games look like they aim for two different styles; eq2 focused on a more realistic and "darker" fantasy world with more real textures and colors, where as WoW follows a cartoon like colorful attractive design. The art is eq2 is also more focused on the lore, the history of the game and it's world. Where as WoW focuses it's art into the characters and and monsters.


Can someone please explain why eq2 seems to be hated so much, let alone constantly compared with other mmorpgs as inferior despite the fact there is they are not compare able as both games attempt to convey different art styles. I want to avoid outright argument, or nonconstructive comments such as "eq2 is ugly" as they do nothing but add to the confusion and do not explain why that is an argument, why is it ugly, why is hated?

13
Posting for discussion and science not rage.

world tiles: 16x16=256 tiles2
region tiles 16x16=256 tiles2
local tiles 16x16=256 tiles2
embark tiles: 48x48=2304 tiles2


2304*256=589824
589824*256=150994944
150994944*256=38,654,705,664 tiles2


Assuming each tile during a game is 3ft by 3ft by 7 ft tall

38,654,705,664*6= 115,964,116,992 ft2

which converts to

35,345,862.859 km2

The diameter of a sphere with 35,345,862.859 km2 of surface area is 3354.2417300660018 km from one side to the other.

in comparison:
---------------------------------------------------------------------------
planetoidsurface area km2diameter in km
earth510,072,00012 756.2
Moon37,930,0003,476
large DF world35,345,8633354.24
Nirn (elderscrolls planet)22,571,4292680.43
---------------------------------------------------------------------------

Other fun facts about the df world:

the atmosphere of a df world is approximately 0.64 km high, (300 tiles *7feet each to the max height<presumed as survivable altitude>) earths is 100-120km


The depth of a dwarf fortress world is ~700(from core to end of breathable atmosphere) tiles meaning there is 4900 ft or 1.49352 km.


the complete surface of a dwarf fortress world (cubed counting air and solids from core to end of breathable atmosphere) would be 173,194,728,009.892 km^3      Earth's is approximately:  3,314,447,856,000km3   (diameter km/2 +120 km(max breathable atmosphere)*surface area km2so: 6498*510072000)


the earth is 3.803005575 times larger than a df world. (earth diameter / df diameter )


take in mind it is still very large: if you could fill a df world with human sized cubes ( ~0.07m3) you could fit 54,328,679,102,474,210,400,140 people in it. 

14
DF Gameplay Questions / Forgotton beast silk
« on: March 25, 2012, 12:39:02 am »
A forgotton beast recently decided to poke about the caves beneath my fort. after some somewhat delicate dancing i managed to ensnare it in a locked room where i originally planed to trap a GCS. Quite fortunately, this beast also sprayed webs (hehehe ) and is producing an ample supply of "forgotten beast silk". I'm curious, are the properties of this silk the same as normal silk? is there poisons attached to it, is it stronegr, more valuable than cave spider and GCS silk? Broker says the silk is worth 6 dwarf bucks each.  when weved into cloth it's value becomes 17dwarf bucks.



15
DF Gameplay Questions / Are migrants less afraid of bad forts?
« on: March 14, 2012, 06:36:49 pm »
I'm doing a "vault" sealing my dwarfs below the surface in a haunted region, so far the plan worked however migrants from above are still coming even after over 195 deaths above ground.  back in 31.16 40 or so deaths gave me " no migrants were attracted to your deathtrap of a fortress"  . Now I'm getting " migrants have shown up despite knowing this fort may be there tomb"

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