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Messages - Shurhaian

Pages: 1 ... 26 27 [28] 29 30 ... 45
406
DF Modding / Re: Please start self packaging mods.
« on: November 25, 2009, 01:54:13 pm »
Wait, hold on. Duplicate entries work? In a predictable and useful manner?

...This is getting too far off topic, though. I need to do some digging.

407
DF Modding / Re: Please start self packaging mods.
« on: November 25, 2009, 01:39:08 pm »
On topic: I disagree with the OP; I prefer to be able to throw my mods together and not have to worry about init files and such every time I do. I think I've also heard of some idiosyncratic issues with such packages - nonstandard libraries causing problems here or there.

I'd argue for more compartmentalization of mods, but - does that work for all files? For instance, can reactions be in anything but reaction_standard?

408
DF Modding / Re: Please start self packaging mods.
« on: November 25, 2009, 12:09:13 pm »
Also think about linux users! :o

This.

That would be why I never did wind up trying the Mayday graphics...

409
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: November 25, 2009, 12:06:54 pm »
I think it's been stated earlier that that isn't the intent of DT. Allowing rampant editing of values opens a whole can o' worms in terms of game stability - and might be harder to do than it seems; witness the difficulty of setting nicknames / custom prof names under Linux.

DwarfTherapist is a UI aid and, if I remember right, not intended to be a cheating tool; opening it up so it allows normally-nonworking entities to be assigned labours is about as far as it goes(and even that can cause interesting things to happen).

But see also Dwarf Companion.

410
DF Suggestions / Re: Regarding animals and pets
« on: November 25, 2009, 12:02:46 pm »
I don't think assigned work animals should be completely without attachment. However, I think it should be something that takes time(or maybe not, but that's by chance) - every so often, a dwarf with an assigned work animal will get a possibly-random check to see if it adopts that animal as a pet outright. This could be accompanied by a message much like when cats adopt someone now(I've never put pets up for general adoption so I don't know how that works; I have framerate issues as it is).

This would mean, though, that you could assign a few dogs to the mason who's going out to wall up the magma pipe. If the fire imps stay out of sight, great, they can be unassigned and put back into the pool; if they come up to interfere with the work, the dogs will either take care of it, or at least buy the mason some time to get out of fireball range.

This does pose the risk of walling in the dogs. But if they aren't formally pets, it's not a huge deal.

411
Being able to search for specific ores is getting a bit too magical for my tastes.

I'm not sure, but I think flux CAN be present on maps that don't match "flux stone: yes" - it's just in small amounts, because it's not as a major layer.

Layers of stone are something you could argue prospectors have been able to determine. From that, you can do the work yourself - look on the Wiki's page on ore to know what can be found where. Hematite, limonite, and magnetite, the ores of iron, can all be found in sedimentary layers; hematite can also be found in igneous extrusive.

If you search for high drainage, you are likely to find sedimentary deposits. Conveniently enough, most types of flux are sedimentary, marble being the exception; see the Wiki's page on stone for a more exhaustive list.

Besides the "too easy" issue, I don't think you can guarantee that a specific ore will appear at a given square, simply because that's not how the game works. Every bit of ore is not stored in every tile when the world is generated. Even when you go to a site, only 48x48 blocks that have been interacted with in some way(start exposed, e.g. chasm/pit/visible magma pipe; special site features, like HFS or the underground river or a non-surface magma pipe; designated for digging), or are above ones that have, are actually populated with rock(see also the "Reveal" tool; designating the entire bottom z-level for digging will force the game to fill in the entire site, even if then undesignated); everywhere else is left blank, and filled in semi-randomly only when needed. I've embarked to the same site repeatedly, sometimes landed right on a limonite vein, sometimes not seen any.

tl;dr: The game doesn't know what specific ores will be there before you go there and dig in. Choosing a site with sedimentary layers makes it likely that you will have iron ores; choosing one with a flux layer means that will be present in abundance. And as mentioned, sedimentary rock tends to mean high-drainage. On the other hand, it may present you with an aquifer.

412
DF Suggestions / Re: init.txt standard (Yes/On?)
« on: November 24, 2009, 02:33:35 pm »
Also standard is boolean variable - thing can be either standardized entirely or not.
E.g. "pretty standardized" monitor is "quite flat" and "somewhat color".

Huh?  No, that's... not how English works.

Fallacy of equivocation. "Standard" in general English use is synonymous with "typical", but the relevant definition is techspeak/jargon - and, indeed, something either matches a standard or it does not.

I do still think TRUE and FALSE would be safer options(as mentioned, typoes of either won't likely be read at a glance as "valid value").

Tangentially, I do hope the raws get a bit more standardized; having some tokens with _'s between words and some where the words run together is an unnecessary nuisance, and I can't see that it'd make things any easier for Toady either. But since the raws are already getting an overhaul, it's probably best to wait and see what happens there.

413
DF Suggestions / Re: Regarding animals and pets
« on: November 24, 2009, 11:58:07 am »
That has nothing to do with the animal that's being led, though, is the point I and others have been trying to get at. Animals will slip through the door behind the departing dwarf whether or not that dwarf tows one of them along.

414
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: November 24, 2009, 06:46:49 am »
Would it be possible to edit the values that DT reads either via the program or another program?
You might want to explain what you mean, rather than just reiterating your query.

415
DF Dwarf Mode Discussion / Re: Fountain in the dining hall - Advice needed
« on: November 24, 2009, 04:16:16 am »
To elaborate on what was mentioned earlier:

The impassible tile of a screw pump is an excellent way to transfer power vertically. Water can flow diagonally around it, but only on the same z-level. It won't flow "diagonally" to the square directly under(or over) the pump, allowing you to bring power to the pump via a mechanism that's completely outside the water if you wish, or at least making sure that the water doesn't get where you don't want it.

You can even place a pump in a vertical shaft for no other reason than to transfer power, helping to prevent spillage. Place it above(or below) the gear mechanism, and place a v-axle or gear assembly above(/below) the pump. Just make sure that the floors over and under the impassible tile(and ONLY those squares) are channelled out - that is, channel on both the tile where the pump will sit and the one directly above it, but not any of the surrounding eight tiles on either z-level, and site the impassible tile on top of the lower channel.

It takes more power than a gear assembly, but with a water wheel you usually have power to spare.

416
DF Suggestions / Re: Championship. So easy?
« on: November 24, 2009, 02:48:01 am »
It would be interesting if some things that currently cause civs to declare war(and maybe some that currently don't) could instead be resolved by a contest between champions of the relevant civs/sites.

417
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: November 24, 2009, 02:42:03 am »
Having some problems getting started.  I'm running df version 40d16 and dt linux alpha R296.  It starts fine, but when I try to connect to DF, I see this in the trace:
[snipped trace]
In the end, nothing is ever loaded.  The status bar in DT remains "not connected" and none of the buttons are active.

Suggestions?

Bizarrely, I'm now having this problem as well.

I unpacked DF 40d16 Linux into a brand new directory, tweaked my init file, and installed CivForge - no other changes, which is LESS raw editing than I've done in the past.

Copied over the DT directory. Ran DT. Got that problem.

Deleted the DT directory. Installed R296 fresh from the release archive. Ran it. Same problem.

And yet I've had this release working flawlessly in the past.

Trace produces a similar result, with the base address = 0.

However: The last time I ran it successfully was before upgrading Ubuntu from 9.4 Jaunty to 9.10 Karmic. I'm not sure what else may have been upgraded since then, but I am calling DT with "LD_LIBRARY_PATH=. ./dt" so unless I misremembered the syntax that SHOULD cover those libraries... maybe they just aren't playing nice with the kernel anymore?

418
I'd also like to add - for the love of all that is good, PLEASE give us a way to abort a search short of aborting the game entirely. And have the game left zoomed to the best match when we do.

As it stands, it'd be nice if the finder stopped at the first full match.

My computer takes 2.5sec or so to scan each location. On a large map I have 257 of them. This translates to 10 minutes of searching - which is vexing when I have a solid hit within 70. (Yes, I know my laptop's 1.6GHz Celeron and 1/2 GB of RAM are horribly inadequate for DF, and the framerates I play at would probably make most of the community weep, being under 20 in general play - but dammit I need my dwarf fix! And the point still stands.) If it's not going to give us a way to scroll between sites, there's no need for it to keep checking the lot when it's already found a perfectly good one.

Being able to manually abort and wind up at the best hit would be a more general solution to this, letting the player decide at any time "good enough," and would also allow the player to correct "oh crap, finger slipped, hit NumpadEnter instead of NumpadRight" sorts of mistakes.

419
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: November 23, 2009, 06:43:20 pm »
I can explicitly confirm that the recent builds of DT, at least Linux side, work on 40d16; and if Linux can(given the difficulties that Ubuntu Linux was throwing at it), there's no reason for the Windows build to be worse off(though that's not the same as specific confirmation Windows-side, I admit).

420
DF Suggestions / Re: People Carrying Money
« on: November 23, 2009, 06:25:35 pm »
Falling into a number of traps here..

I really don't see a reason for enemies carrying money.
Trap #1: Not everything in the game needs to have pure advantage for the player. Enemies can carry their money because they like being rich, and the best way to make sure they STAY rich is never letting their money out of their sight. (Ed) This is a bit of game flavour which makes perfect sense - AND it does, in fact, have potential use in game; read on. (/Ed)

Quote
In fortress mode, you have a set amount of coins in the economy. Adding more isn't really necessary. It's even better to not use coins at all due to the constant carrying.
Trap #2: The economy as it stands is known to be flawed. The economy will not be broken forever. Rejecting suggestions because they don't work with today's flawed implementation isn't the wisest of things. (It's far from the stupidest, but the whole point of a suggestion is to think forward.)

Once the economy(and esp. stacking of items, including coins) is working better, dwarves might well require coins and other precious goods rather than relying on omniscience about their own bank balances.

Having a way to carry money, combined with intelligent stacking(or at least storage of multiple similar items in a container, as Toady recently stated marksdwarves are doing for ammo) may in fact banish a great many of the economy's problems.

Quote
In adventure mode, each civilization has a different form of currency, don't they? So let's say you steal money from an enemy, you surely aren't going to spend their currency at their home, will you? They probably aren't fond enough of you to let you waltz in and buy that Carp Waterskin you've had your eye on.
Trap #3: Not all money is without intrinsic value. In fact, purely-extrinsic currency(which gets its value for no more reason than that the issuing government says so; paper money, but also base-metal coins) is, IIRC, a fairly modern thing; until relatively recently, the base unit of currency was based around precious metals.(ed.: e.g. the pound sterling, based on sterling silver; many currencies have been based on gold. /ed) In DF, ALL economic coin values are proportional to the value of the metal; a single coin, in terms of the economy, has a base value of 0.5, and the multipliers of x2, x20, and x30 give copper, silver, and gold their respective values of 1, 10, and 15 dwarfbucks.

You might not be able to go into that enemy city and buy their carp leather waterskin, but you could take their coins back home and add them to your own wealth to buy that *<<-naked mole dog leather waterskin->>* instead. You might not get full value for coins from another civ, but that's just because of the need to make sure they're pure.

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