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Author Topic: Variable Z Levels per Init File  (Read 2663 times)

Impaler[WrG]

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Re: Variable Z Levels per Init File
« Reply #15 on: October 08, 2009, 01:46:01 am »

This has the benefit of being very simply to include in the game because its already operating on a hard-coded value for 'sky' and 'subterranean' levels so putting these two externally defined value in their place would be extremely simply.  So long as players use a small area (creating a vertical fortress) memory usage will not be an issue.
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Rhenaya

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Re: Variable Z Levels per Init File
« Reply #16 on: October 08, 2009, 04:28:32 pm »

if players want to screw around their memory they can already use a very large area lik 9x9 near a mountain peak and a ocean ;) so its totally the players own fault if he does something stupid with those values
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User Profile: http://df.magmawiki.com/index.php/User:Rhenaya
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From "Angroshs Kinder" Das schwarze Auge Zwergenhandbuch - (Angrosh Children, the dark eye, german pen&paper, dwarven handbook):
"Elves!? Their men dont wear beards, and their women bathe nacked to lure you into the water and drown you. Thank Angrosh they are as ugly as the day and all big and skinny."

Draco18s

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Re: Variable Z Levels per Init File
« Reply #17 on: October 20, 2009, 06:12:16 am »

Looks like you got your wish (and then some).

Quote from: The One Toad
10/19/2009: The apartment cleaning project is underway this week. This time it's more to give the documentary people involved with the Seattle meetup places to walk around, since all of the bottle kicking would no doubt mess up the audio.

I've added the ability to specify in the world gen params the number of sky z-levels, the number of z-levels minimum between each layer (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom. It doesn't yet allow dynamic resizing but this should be enough for the requests I've heard about.
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Derakon

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Re: Variable Z Levels per Init File
« Reply #18 on: October 20, 2009, 09:30:29 am »

Awesome. Now we just need to be able to embark on a 1x1 region without using utilities. :)
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darkrider2

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Re: Variable Z Levels per Init File
« Reply #19 on: October 20, 2009, 04:29:27 pm »

I SUPPORT!!!
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profit

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Re: Variable Z Levels per Init File
« Reply #20 on: October 20, 2009, 05:48:16 pm »

I SUPPORT!!!
LOL then send in your donation because it's just been done apparently.
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Mods and the best utilities for dwarf fortress
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