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Messages - gchristopher

Pages: 1 ... 37 38 [39] 40 41 ... 53
571
DF Dwarf Mode Discussion / Re: Fishing Bug Workaround
« on: September 18, 2013, 01:49:44 pm »
If you're just trying to keep the fishing bug from affecting the rest of gameplay, adding the [SHELL] token to horn and bone material types in material_template_default.txt is sufficient. The only reason you are required to fish is to obtain shell for strange moods. Every other benefit of having a fishing industry is easily accomplished in other ways. This at least lets you ignore bugs with fishing by ignoring fishing entirely. 

How do you increase the population counts in world gen? That's a nice feature of Masterwork.

572
DF Dwarf Mode Discussion / Re: We Need Some Way To "Ward" Off Vampires
« on: September 03, 2013, 11:45:11 pm »
Assuming a well could have a reaction, I was wondering if you could queue up an equivalent job that brings the vampire to the well to deposit vomited vampire blood all over where the other dwarves are drinking.

573
DF Dwarf Mode Discussion / Re: We Need Some Way To "Ward" Off Vampires
« on: September 03, 2013, 06:10:27 pm »
I made a quick little building/reaction I was talking about earlier.

Spoiler (click to show/hide)

Remember to add "[PERMIT_REACTION]" and "[PERMIT_BUILDING]" to the entity files for the dwarf civ.

That really is lovely. I'd be really tempted to test changing the effect to immediate CE_VOMIT_BLOOD and add the reaction to wells. Maybe impair movement, too.

574
I hope I didn't kill it! C'mon, people, this fort is still pretty simple!

I just had to skip my Horrorfailed turn, because of RL commitments. That game isn't moving much either.

575
DF Gameplay Questions / Re: aquifier strategy
« on: August 18, 2013, 02:03:56 pm »
The most used method for this is the double slit method
If you don't want to copy that method of aquifer piercing keystroke-for-keystroke, consider trying to pierce a slightly different hole shape than the standard 2x4.

If you want to go with powered pumps, you can definitely do a multi-level aquifer piercing using pumps to transmit power instead of gears, but it will probably end up looking fairly goofy.

576
Yes, I was out hiking for the week and wasn't able to get the turn in. Sorry!  (Also, it appears this thread has been pretty heavily hijacked.)

Good luck StLeibowitz!

If possible, I'd still like to be signed up for a turn at some point! It was just bad luck that my turn came up just after I'd made commitments to be out of internet access.

577
FRICK! I'm going too slowly. I just got a reminder from Deathsword.

I'm very sorry, everyone. My turn came up during a time with too many real-life commitments to do it right. Please skip me and sign me up at the end of the turn list.

578
DF Dwarf Mode Discussion / Re: Any way to view the land pre-embark?
« on: August 01, 2013, 06:29:14 pm »
Flatten it with the magic of dfhackery. The upper left x,y is 0,0. Type "lua" in dfhack to get started.

Code: [Select]
df.global.world.world_data.region_details[0].elevation[x][y] = 100
100 is just above sea level. You can

Code: [Select]
print(df.global.world.world_data.region_details[0].elevation[x][y])
to figure out what the local elevation starts as.

Be sure to also flatten the squares adjacent to your embark if you want perfect flatness.

River altitudes are in
Code: [Select]
df.global.world.world_data.region_details[0].rivers_horizontal.local_id[x][y]
df.global.world.world_data.region_details[0].rivers_vertical.local_id[x][y]

I'm totally convinced that searching for ideal embarks is a preposterous waste of time. The only thing dfhack doesn't cover adequately is if you want to mess with geology. For a custom, from-scratch geology, I have to edit world.dat by hand.

579
DF Dwarf Mode Discussion / Re: Hermit challenge, how?
« on: August 01, 2013, 01:01:26 pm »
Also, what the heck happened to the Hermits United Community Game??

Was I the only one who made it to ten years? My little guy showed up to the meeting with Forgotten Beast silk socks and nobody was there to hear the story!

580
DF Dwarf Mode Discussion / Re: Hermit challenge, how?
« on: August 01, 2013, 12:58:36 pm »
Set your population cap to 1 or 7 or something small.  With respect to migrant waves, you should only get the first two. 
This is not true. Small populations (below 4?) ignore the population cap setting and generate migrants.

I ran a hermit game for 30-40 years using a dfhack script to remove the scheduled migrants event at the start of each season. I'll post it tonight. I think there's a way to make a script run automatically every season, which would prevent migrants in a hermit game.

I think you could erase the array that designates which map edges are valid arrival points for migrants, but this would also break caravans and possibly break invasions.

581
The save looks... "good" isn't the right word. I mean, it's a working game, all right, but what the holy crap have people been trying to do here?

35 FPS aint bad, given the population, preposterous pathable areas and entire levels dug out in decorative diagonal stripes!

Skunk farming is the dominant meat industry.

I know, I'll hit 'n' and see if there's some explanations. I see "The Derp Engine: I think I broke the water wheel, guys." Right on!

26 Forgotten Beasts running around! There's got to be some serious upside to that. There's a fire breather, a gasser, one with deadly dust, and a few web flingers!

Things are surprisingly not catastrophically bad, at the moment. But boy oh boy is there some potential to change that!

582
Alright! Time to throw a save game on a pretty new PC and see what kind of FPS happens when you leave an aquifer draining!

This is 34.11, right? Do I need to mess with any settings other than using the right raws? Can somebody with a lot more recent sleep and less inappropriate beard growth point me at the save game?

Got the neotemplar save, and oh, look, I set up a directory to play Horrorfailed back in December to make sure I could load a save. It's already quite late, but let's try it!

583
I got a turn notice! I'm in the wilderness starting tomorrow, until the 29th, but other than that, I'm raring and ready to cause some damage in my own particular idiom.

If 7 days is too long of a wait, can I be bumped back one turn? I'm definitely up for getting some Fail on.

584
DF Dwarf Mode Discussion / Re: How to bring back the dead?
« on: July 16, 2013, 03:07:33 pm »
Question: One of my favorite dwarves died, and, yes it's cheating, but I'm still a newbie at this game, so I'm asking:
Is there any method to bring a dwarf back from the dead just as he was in life?
Yes, it's possible, but extremely complicated and more of an ongoing research project than a newbie-friendly tool. There's a lot of discussion, mostly on the dfhack thread.

Probably it's better, as a new player, to start emotionally preparing for dead dwarves than to risk corrupting your save game by hacking away at the memory to bring one back.

585
The overall time for a full circle is _around_ 400 ticks, but it seems to vary.
Sorry, have been too busy to catch up to these neat designs. They look very cool!

As far as I can tell, cart behavior is purely deterministic, but especially with derailment and collisions, a cart can have a velocity that isn't in its primary direction of motion and accumulate offset values within the tile that aren't apparent just from watching its movement. These velocities and offsets can make what's actually happening to the cart appear to vary or be random, because just knowing what tile the cart occupies doesn't tell you everything about its state. A dwarf picking up and dropping a cart always resets it to 0 offset, but I'm not totally sure what the rules for tracks and offsets are. dfhack autodump doesn't reset offsets and an autodumped cart can do very strange things.

It's worth keeping in mind when you see weird behavior, so you can probe its state tick-by-tick in the vehicles array to help diagnose things.

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