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Messages - Valdemar

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106
DF General Discussion / Re: Dwarf Companion
« on: February 16, 2008, 10:43:00 am »
quote:
Originally posted by bartavelle:
<STRONG>This is really cool! Do you mind if i re-use it?</STRONG>

Sure, go right ahead.

107
DF General Discussion / Re: Dwarf Companion
« on: February 14, 2008, 06:32:00 pm »
I've developed some quick GUIs for manipulating the terrain data. They both go in the scripts folder.

1. Designator GUI - Download
This can perform the same functions as designator.py. Move the in-game cursor to the tile you want to clone and press 'Get' in the third row, next to the boxes for tile type. Move the cursor to the top-left coordinates to clone to, and press 'Get' in the first row. Move it to the bottom-right corner and do the same to the second row. Then click 'Set tiles' and it will do it. You can type a name into the lower box and press Save to save the tile info to a file (tileinfo.db). Press Load to load the info with the name in the box. The action buttons off to the right will perform the labeled actions to the tile info - they are not very useful right now.

2. Designation Flag GUI - Download
This program will allow you to easily edit the 2nd number of a tile. Press Load to load the tile under the cursor into the program. Then you can edit the checkboxes and press Save to save it to the tile. Modifying the checkboxes will change the value in the entry field, which is the hex representation of the binary data in the checkboxes. If you modify the hex value, you must press Update to update the checkboxes. The boxes are labeled with an abbreviation of what they do; you can see the full details of what I've found at my user page.

Edit: Messed up links

[ February 17, 2008: Message edited by: Valdemar ]


108
DF General Discussion / Re: Dwarf Companion
« on: February 10, 2008, 09:45:00 pm »
I've gotten the terrain query/modification to work perfectly in 38a, but it does not work in 33g. Specifically, the "dbg.getDesignationCoord()" call is returning a huge (6 digit+) y-coordinate. I think the problem is just a slightly off offset.

For anyone having trouble with the terrain modification, first make sure you are using the latest companion version, 0.8. Go into the scripts folder and run the file 'designator.py' just like you would run 'dfcompanion_prototype.py'. This is not a GUI, it is more like a classic utility, so you will have to first bring up the 'K' cursor and move it to a tile. It will output six numbers in the format "<num>/<num>/<num> -> <hexnum> <hexnum> <hexnum>". The last three hex numbers are the tile information.

Setting another tile to this information is a little more complicated. You'll have to use the script through the command line, which can be difficult. I've written a quick script that simplifies things a bit, based on bartavelle's. Download it here and put it in the scripts folder. Again, bring up the 'k' cursor and move it where you want the tile placed. Run the script, and when it asks you for the info, enter the last three numbers from above, separated by spaces. The program will loop, so you can use it again without rerunning it.

I hope this helps anyone trying to use this wonderful tool!

To bartavelle: Have you had any luck figuring out what the numbers mean? I've collected some samples of tiles you can look at here. The first number seems to indicate the type of material, the second flags like revealed or designated, and the third occupancy. The data is somewhat consistent, but there are sometimes inexplicable changes.

Addendum: It just occurred to me that if you're not using a Python IDE, the window might just flash away quickly. To fix this, put this line at the end of the designator.py script, unindented:

code:

raw_input("Press any key to continue")


109
DF General Discussion / Re: The fractal bedroom macro
« on: December 28, 2007, 10:14:00 am »
quote:
Originally posted by Wiles:
<STRONG>Thanks for making this. It's very useful.

I did notice an error in the dining area, the wall on the right entrance is not in the same place as the left side</STRONG>


Oops. That's fixed now.


110
DF General Discussion / Re: The fractal bedroom macro
« on: December 26, 2007, 10:14:00 am »
quote:
Originally posted by Luckymoose:
<STRONG>Never used a macro before. How exactly does it work? In the video it seemed like you just built the complex the old fashioned way. Does this give you the whole layout instantly?</STRONG>

You just press a single key and it does the whole thing for you. The video got really slowed down, it's actually about 4x faster than in the video.


111
DF General Discussion / The fractal bedroom macro
« on: December 25, 2007, 09:32:00 pm »
My older bedroom macro is not really aesthetically pleasing, so I wrote this macro, which builds an entire bedroom and dining room complex. It has 56 bedrooms and the dining room can easily fit 24 tables.

Here's how I envision the dining room being furnished:

Note - the macro is much faster than in the movie - it is done in just under a minute, not the movie's 4! Speed it up to 4x or so to get an idea of how it really works.
Demo Movie
Download


112
DF General Discussion / Re: canyon engineering challenge
« on: April 08, 2008, 08:21:00 pm »
quote:
Originally posted by Pitchblack:
<STRONG>Any chance that the other teams will finish?</STRONG>

quote:
Originally posted by Jamini:
<STRONG>Hats off to Mountain Banners, the only remaining (and most deserving) [competitor] for the canyon engineering challenge!</STRONG>

Um, we're still in this (Team 1: Anvilsmith and I). It's been going a bit slowly and I'll be away the next few days, but we're going to finish. We're in year 6. You can see what our bridge looks like at the top of this page, though it's an old picture and we're going to add more features in these next two years.


113
DF General Discussion / Re: canyon engineering challenge
« on: March 10, 2008, 07:29:00 pm »
I've finished year 4 for team 1. Sorry for the delay.

We met our quota of 5000 blocks! (total) The third and fourth supports are done and the fifth one started.

   

Download Save

Edit: Oops, I meant year 4

[ March 12, 2008: Message edited by: Valdemar ]


114
DF General Discussion / Re: canyon engineering challenge
« on: February 03, 2008, 03:02:00 pm »
Spring of year 4 is complete. We got 21 (!) migrants, most of which have been appointed to masonry duty. With their help, we were able to complete the third tower and start the fourth. Our total number of block laid is now 2978. My (maybe too optimistic) quota for the end of the year is 5000.

I find what's holding up construction of the towers most is the pump system. Do we really need to have a pump in each and every tower? I think we should build the next few towers without pumps, until we reach the third-to-last tower, which will have one for symmetry.

With our last immigration wave, we got the Dungeon Master and reached 74 dwarves. We will soon be at risk of goblins and the economy, which we are ill-prepared for, so I'm going to disable those.


115
DF General Discussion / Re: canyon engineering challenge
« on: January 26, 2008, 02:45:00 pm »
quote:
Originally posted by Anvilsmith:
<STRONG>Okay, I'm finally getting some free time in which to build the bridge. Year 3 is on its way.

Valdemar, please let me know whether you're still playing. Otherwise, anyone willing to join (or, rather, be) my team is welcome to discuss it with me.

</STRONG>


I'm still here. I'll take another turn if nobody else wants to.


116
DF General Discussion / Re: canyon engineering challenge
« on: December 25, 2007, 04:10:00 pm »
10 Moonstone - Monom Zulbanstettad, our cook seems to have had an inspiration, as she is demanding gems and leather. She ignored the yellow jaspers we presented to her, which indicated she wanted a specific gem. Her friends informed me that she has a liking for white jade, which we unfortunately have none of. She soon went stark raving mad.

15 Moonstone - A skeletal cougar is attacking our fort! Our pack of dogs and hunter managed to dispach it, and thankfully nobody was killed.

7 Opal - A horde of skeletal and zombie rhesus macaques are raiding our fort! Three of them each managed to get away with a piece of clothing, and one took a steel bolt. The other two were killed by our dogs before they could escape.

25 Obsidian - More attacks! This time, it was a pack of skeletal groundhogs. We managed to kill them, but I can see skeletal wolves and cougars in the distance. This place is really giving me the creeps. I think I need a break from all this. I'll pass the position of leader to another qualified dwarf, and relax for a while.


Final 3D image of the bridge:

DFMA Map of the fortress

Tips for my follower:

We're running out of alchohol, and the river is still frozen. You should brew some more.
You should also mine more dolomite, as we have very little left for blocks.
Don't build a construction over the one tile in the middle of the bridge - it's a drain.
Watch out for the skeletal cougars that will inevitably invade your fortress.

Savegame

[ December 25, 2007: Message edited by: Valdemar ]


117
DF General Discussion / Re: canyon engineering challenge
« on: December 25, 2007, 02:13:00 pm »
8 Malachite - Work on the support continues.

21 Galena - The mighty support is finally completed! The 4th floor now contains 9 bedrooms and a large dining room. Work can now begin on the actual bridge and the mini-fort outlined in Anvilsmith's plans.

14 Limestone - The dwarvern caravan has arrived. Despite Anvilsmith's worst fears, it came bearing quartzite, coal, and an anvil. But they would not let go of it so easily, oh no. It seems our broker has made a mistake in negotiations, for the dwarves were asking for 1790☼ for it, not 1250☼! He must have mixed up what the dwarves were offering to pay and what they were offering to sell. Strange. We cobbled together everything we had, offering the dwarves a profit of over 800☼. But those greedy little highway (err, bridge) robbers declined even that! We were forced to hand over one of our steel maces to appease them, giving them 1100☼ in profit.

Our broker once again requested what he had requested before. The dwarves offered to pay extra for toys, idols, flasks, and drinks.

1 Sandstone - Our stone crafter, Udib Sezukèrith, has been acting oddly recently. I fear he is ill. He's grabbed some stone and shell and locked himself in his workshop. He hasn't eaten for a week.

5 Sandstone - Udib has emerged from his workshop at last. He's wearing a bracelet he calls Zustashmamot, "Ancientplait". It seems that he's learned a lot, as now all of his crafts are of very high quality. Our broker estimates its value at 10800☼.

10 Sandstone - Whoops. That wasn't very smart.

6 Timber - More migrants have come. Six new dwarves have been added to our ranks.

18 Timber - The fort in front of our bridge is complete! Now we can begin extending the bridge across the canyon.


118
DF General Discussion / Re: canyon engineering challenge
« on: December 25, 2007, 11:20:00 am »
Note: I forgot to write down the dates of events, most dates are wild guesses.

From the Journal of Valdemar Géringnil, Mason:

I've arrived at the fortress of Lundeb, "Cloudeater". My engineering skills have been requested here, as the dwarves here wish to build a massive bridge across the canyon the river has dug. I have been left blueprints by the former leader, Anvilsmith Tabarathel, which show his vision for the first support for this mighty structure.

10 Granite - Kobold scum! Over 5 thieves swarmed our fortress. Most were quickly chased off, but one got away with one of our steel battleaxes! Revenge shall be ours....

Some elves also came to trade. They offered us several cages filled with elk, raccoon and groundhog corpses. I thought they were pacifists... Anyway, we bought several barrels of alcohol with some of Urvad's well-made toys.

17 Slate - Migrants! 19 of them! This will finally allow us to accelerate construction of the great bridge, but our food stocks are quickly dwindling under the load... I've assigned 3 of the migrants to farm, and 5 of them to masonry. The rest can just lug our stone and blocks around for our masons.

5 Felsite - The 4th layer of the support is progressing nicely. I've laid out bedrooms in it according approximately to Anvilsmith's blueprints, but with more symmetry to make it more aesthetic. I've also had to order a large mine dug underground to get stone for our rapidly growing tower.


119
DF General Discussion / Re: canyon engineering challenge
« on: December 22, 2007, 10:24:00 am »
I'll join in on team 1. Nice idea!

120
DF General Discussion / Re: The great 2x2 starting site search!
« on: January 13, 2008, 09:09:00 pm »
quote:
Originally posted by valcon:
<STRONG>ok gotcha guys covered:

I have *NO* idea how to get the seed # though ... let me know if this is what you're looking for and how to get the seed and it is yours!</STRONG>


That looks like a nice seed. To get the seed number, open world_gen_param-region1.txt in your DF folder. It should have the seed in it.


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