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Messages - assasin

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1
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r1
« on: June 23, 2017, 09:31:54 am »
Yeah, it looks like that site is down. I'm not entirely sure where to get Allegro for Windows, then. Maybe https://github.com/liballeg/allegro5/releases would work, but those builds all contain "mingw" in their names, which worries me a bit. You might be better off disabling Stonesense for now unless you specifically want to work with it.

Disabled stonesense and everything seems to work fine. Good enough for now I guess. Thanks.

2
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r1
« on: June 23, 2017, 08:11:52 am »
I downloaded dfhack source to play around with and damn the build process has been a mission. Current problem. It keeps trying to download a files for stonesense that don't seem to exist anymore. I'm trying a win32 build. I think I've traced where the problem is. I believe the problem is gna.org has shut down and so the files have disappeared into the aether.


dfhack\plugins\stonesense\CMakeLists.txt
Code: [Select]
# windows
ELSE(UNIX)
    SET(ALLEGRO_DOWNLOAD_DIR ${stonesense_SOURCE_DIR}/win${DFHACK_BUILD_ARCH})
    IF(DFHACK_BUILD_64)
        download_file("http://download.gna.org/allegro/allegro-unstable-bin/5.1.12/allegro-msvc2015-x64-5.1.12.zip"
                      ${ALLEGRO_DOWNLOAD_DIR}/allegro-msvc2015-x64-5.1.12.zip
                      "3abb0bd88251efde001a8b65fdf17683")
        execute_process(COMMAND ${CMAKE_COMMAND} -E tar xzf ${ALLEGRO_DOWNLOAD_DIR}/allegro-msvc2015-x64-5.1.12.zip
                        WORKING_DIRECTORY ${ALLEGRO_DOWNLOAD_DIR})
        download_file("http://download.gna.org/allegro/allegro-deps/1.2.0/allegro_deps-msvc2015-x64-1.2.0.zip"
                      ${ALLEGRO_DOWNLOAD_DIR}/allegro_deps-msvc2015-x64-1.2.0.zip
                      "eb8d0f4569b84c36bef3733b40b00c72")
        execute_process(COMMAND ${CMAKE_COMMAND} -E tar xzf ${ALLEGRO_DOWNLOAD_DIR}/allegro_deps-msvc2015-x64-1.2.0.zip
                        WORKING_DIRECTORY ${ALLEGRO_DOWNLOAD_DIR})
    ELSE()
        download_file("http://download.gna.org/allegro/allegro-unstable-bin/5.1.12/allegro-msvc2015-x86-5.1.12.zip"
                      ${ALLEGRO_DOWNLOAD_DIR}/allegro-msvc2015-x86-5.1.12.zip
                      "86e6aeea828743107dc1f3a3d562e53d")
        execute_process(COMMAND ${CMAKE_COMMAND} -E tar xzf ${ALLEGRO_DOWNLOAD_DIR}/allegro-msvc2015-x86-5.1.12.zip
                        WORKING_DIRECTORY ${ALLEGRO_DOWNLOAD_DIR})
        download_file("http://download.gna.org/allegro/allegro-deps/1.2.0/allegro_deps-msvc2015-x86-1.2.0.zip"
                      ${ALLEGRO_DOWNLOAD_DIR}/allegro_deps-msvc2015-x86-1.2.0.zip
                      "be096bfef256cb113e25dbb2eb7fd410")
        execute_process(COMMAND ${CMAKE_COMMAND} -E tar xzf ${ALLEGRO_DOWNLOAD_DIR}/allegro_deps-msvc2015-x86-1.2.0.zip
                        WORKING_DIRECTORY ${ALLEGRO_DOWNLOAD_DIR})


I have no experience in large projects or tools like git/automated builds/etc. I don't quite know the etiquette. I apologise if I've screwed u[ anywhere.

3
Quote
Expanding on the personal areas idea, furniture items, such as beds, chests, tables, and statues, could be claimed by dwarves to be placed in their personal quarters as they please.

I think the OCD players would probably want to choose the location of the various pieces of furniture. But the exact quality and material could depend on the ingame economic system.


Quote
Additionally, particularly greedy nobles could steal the possessions of those of lesser rank, leading to a multitude of emotions for both sides. When the economy finally gets rolling, money could change hands instead of blatant theft.

Why just nobles. I'd prefer it if prisons were used for actual problematic dwarves (such as those who take other dwarves possessions) than be for scapegoats for whenever a noble throws a tantrum.

4
Quote
I would just as soon have them come free for embark-or VERY nearly free, because they don't take up much space.
The dwarves could even carry them on their persons (People?)

I guess they could come equipped if you put the skillpoints into them. But I'm not sure if they should be completely free. I'd assume there'd be a rebalance of embark points if more was needed for a basic fort so it wouldn't really be different to how it currently is.

5


Quote
Just make sure you draw the line appropriately-forcing a fortress to start out at stone-age tech is not reasonable, sorry. You can assume that the dwarves would, as a matter of course, come supplied with basic tools.

I'd imagine basic tools would be pretty cheap when it comes to embark points.


6
This thread looks interesting. One thing I'd like to mention is a mechanic to vary tech levels between broad regions in a logical fashion so one continent might work mainly with stone and be damn good at it (like meso-americans) while others may be pretty terrible in general and others be renaissance. Of course limited trade could work to solve this but if every region has the same core techs and has the same chance for inspiration it might be a bit off. So maybe just take it into account in the algorithm. It'd serve two functions. The first is to add more variable difficulty (so a new player could set up a colony in a low tech area and only have to worry about raids with slings and burnt sticks and an experienced player could try build an empire starting from the stone age while renaissance goblin civ is right next door.) The second is its more realistic in larger worlds with limited travel.


Also don't forget slow social changes over time. Things like slavery, marriage customs, economic reforms etc. would probably be more efficient to shove into the same system. Of course it could work with the inspiration system (nobody can say people like Wilberforth, Luther, Luther King, Marx, Confucius etc. weren't inspired. No matter what you may think of them personally) though unrest could also be added at a later date to model the resistance to that sort of thing.


7

Quote
Or you could come over and support the innovations thread to enable stone-age starts, including all the technology that makes an appearance between the stone age and medieval times :D

I wasn't talking about stone age starts. I was talking about production lines starting from a logical source. Obviously there'd be some overlap but that's no reason to leave one idea half completed.

8


Quote
For now I am less concerned with job permission management and more focused on the whole "tool production tree" thing. I have an interesting model in the works. Will post more after school.

Its just a small addition. Not really too important but might be useful as things get more automated in the future.

Quote
As for Job limitations, restriction, and profiles. That would and should all be possible. I suspect that the functionality would be rather simple. Select workshop -> profile -> stockpile like menu of what can be produced -> permit or forbid whatever you want -> optionally save for loading later. Or am I missing something?

Pretty much. Like I said its just a small addition.

Quote
The tree in the top of the image is a simplified tree where recurring objects and tools are hidden. The bottom mess is actually a summary of all the processes(Yes, I know the bucket is missing a line from the raw resource image. Also, immagine that everything that would need stone/wood/ore to produce just gets it. If I added those lines then the image would be unreadable. Just goes to show that there really needs to be a good way of showing the process.)

I'm sure everyone here understands the basic idea. It'd definitely be nice to see part of the production remove the need to trade for an anvil. Though realistically if you're doing a minimalist start with no tools on embark it should be probably start with knapping tools from boulders on the ground and fallen sticks off trees. I'd expect in most cases you'd bring at least a mallet and chisel with you. Maybe an adze for carpenters and tools other common starting professions like you'd bring an axe and pickaxe for woodcutters and miners.

9
Of course one would need to take into account the assigning of jobs to these zones (assuming one is using the manager). So when one is created I'd like to see an interface similar to a stockpile (which would automatically filter based on the tools and constructions already in the workshop) allowing you to specify exactly what you want that zone to do. (The way I invision it working is pretty much the exact same as a stockpile, but instead of stuff getting hauled to it it'd just enable or disable what the manager (or upgraded system) can assign it to make). It'd be more flexible than just assigning from a limited list like "Kitchen, masons shop" while not having the irritating randomness of having a cook go to a carpenters shop just to use the work table to slice some vegetables. Of course added functionality like skill levels or whatever could also be added. The advantage to this is that this way you (combined with custom labour profiles) kinda make custom professions/limit hauling times/etc.. A masons shop next to the grave yard with everything but slabs and coffins disabled,   

Of course doing this multiple times could get annoying so I guess there'd have to be a tool to make custom profiles which can be saved and maybe for new players an inbuilt set of custom profiles.

10
DF Suggestions / Re: Races and Wars
« on: September 19, 2014, 02:01:09 am »

Quote
Thats very very very very very very nice news!!!!!!!!


Don't get your hopes up. Its not going to happen within the next five years at least. I'll be pretty surprised if more than the basic framework is completed within ten. Of course the board standard for any truly advanced feature is about twenty years. So....

11
DF Suggestions / Re: Have stuff be invented and be unique in that world.
« on: September 12, 2014, 04:40:44 am »
Personally I think tech levels have an added bonus of helping fine tune the difficulty. If you're a new player who wants to experiment with military and doesn't want to start on an island could have a high tech civ but embark in a low tech area (of course it'd be relative in some ways; I'd assume a hunter gatherer society would have a much better grasp of medicinal herbs than some more "advanced" societies whose idea of disease involves humours or miasmas and healing involves bleeding) and have raids not include high tech siege equipment or tunnelers. On the opposite end of the scale you could start with no digging tech (assuming dwarves started out in caverns and than specialised) and embark on a  terrifying glacier with very high tech goblin neighbours and try to survive and trigger the modifiers to develop new techs and than expand into ruling the world.

12
DF Suggestions / Re: Option to turn off Music
« on: July 08, 2014, 01:27:53 am »
Just turn it off in the init files. It's annoying but its what I do whenever I download a fresh copy of the game.

13
DF Suggestions / Re: Suggestion: Make Ghost's Optional
« on: June 28, 2014, 05:24:22 pm »
Quote
You you have the idea, except that the raws are not formatted in HTML, XML, or any other standard.  The code in the raws looks like:

I have what idea? The quote from Wikipedia clearly says HTML is for web pages. Maybe I should've added more to the post. What I was trying to do was say that dwarf fortress cannot be modded through HTML and the raws are the text files which need to be edited. I am not be an expert. I've done some minor modding of dwarf fortress and I have started to learn some very basic web design; but its enough for me to know the difference between the two. Are you sure you replied to the right post?

14
DF Suggestions / Re: Suggestion: Make Ghost's Optional
« on: June 28, 2014, 03:41:17 pm »
Quote
I guess I misspoke then. Not open source, but if that code was html, then it could be modded, yes?


from Wikipedia
Quote
HTML or HyperText Markup Language is the standard markup language used to create web pages.

HTML is written in the form of HTML elements consisting of tags enclosed in angle brackets (like <html>). HTML tags most commonly come in pairs like <h1> and </h1>, although some tags represent empty elements and so are unpaired, for example <img>. The first tag in a pair is the start tag, and the second tag is the end tag (they are also called opening tags and closing tags).

The purpose of a web browser is to read HTML documents and compose them into visible or audible web pages. The browser does not display the HTML tags, but uses the tags to interpret the content of the page. HTML describes the structure of a website semantically along with cues for presentation, making it a markup language rather than a programming language.

HTML elements form the building blocks of all websites. HTML allows images and objects to be embedded and can be used to create interactive forms. It provides a means to create structured documents by denoting structural semantics for text such as headings, paragraphs, lists, links, quotes and other items. It can embed scripts written in languages such as JavaScript which affect the behavior of HTML web pages.

Web browsers can also refer to Cascading Style Sheets (CSS) to define the look and layout of text and other material. The W3C, maintainer of both the HTML and the CSS standards, encourages the use of CSS over explicit presentational HTML.[


from dwarf fortress wiki
Quote
Raw files are text files found in the raw/objects/ subdirectory of Dwarf Fortress (used for world generation), as well as inside the saved game folder (data/save/<region name>/raw/objects/) for already generated worlds. These files can be looked through to discover various specifics of game items, materials, and creatures, and can be changed to alter how the game behaves. They are sometimes referred to by players as just "the raws".

The raw/graphics subfolder of Dwarf Fortress is used to store user-customizable graphics sets. The raw/interaction examples folder is absolutely useless and completely ignored by Dwarf Fortress.

Dwarf Fortress is not an open source program, so most modding of the game is limited to altering the raws or doing memory hacking.

Duplicating the raw files can cause several bugs, and even crashes. The game gets very messy and buggy when you do it.


15
DF Dwarf Mode Discussion / Re: Hostile work environment
« on: June 25, 2014, 06:52:33 pm »
Quote
Oh, I see you've made it past our asp moat, and the angry crocodilles.  Well, the last thing to defeat before you get to fight the dwarves are the WAR HIPPOPOTOMI!

A bit of plywood can bridge the snake pit, crocs jaws were designed in the Triassic, One of the most dangerous and aggressive animals in Africa- reeeeeeeeeeeeeetreeeeeeeeeaaaaaaaaat.

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