Please post all discussion, questions, suggestions and bug reports for Launcher in this thread. Thank you.
There are several new features for the GUI planned, next release will for example feature Profiles you can load, save and edit. Since I know that people will have questions, I rather make the thread first. I also have a long list of wanted features that splinterz and me exchanged, I think it is time for the community to have a word.
So yeah. This is the place for everything related to the launcher. If you muck up settings, generate errorlogs, manage to break the worldgen, find bugs... just post it here.
List of suggestions. Actually 4 months old, but its still good.
And just a note for everyone: While I did do the first GUI, Splinterz is now exclusively working on it. The code behind it got to complex for me. Its all his work.
- Toggling guns, landmines, turrets, everything too high tech for 1400-hundrets, completely off. Currently you can only toggle the workshops, but traders still bring them, as do sieges. Larger project. Maybe best done with profiles?
- Toggling mages, and everything too magical for historical 1400-hundrets completely off. Currently people can disable most things, but they still arrive as migrants. Larger project. Maybe best done with profiles?
- Expand the "English Dwarves" to "English Language". It currently changes the dwarven civ to use plain english. This could be expanded to all civs, or at least all playable civs.
- Link the dwarven guilds to the guildhall button. If people deactivate the guildhall, the guilds should be gone as well.
- Link the dwarven military groups to the garrison button. If people deactive the garrison, the groups should be gone as well.
- Link the altars to the specific mages in the same fashion. No black altar = no black mages as possible migrants. No Mages Guild = No arcane dwarves. This would also require that the "elemental altars" button will be splitted. (Or not, if people disable it, all fire/earth/water/air mages are disabled, but I have the feeling that many people would only disable the fire mages.)
- Init.lua/Onload.lua option for GUI. If a init.lua file is in the raw folder when a save is generated, this init.lua will be copied to the save and runs specific scripts. Putnam once wrote a monthly quicksave script, but I never figured out how to set this up in the GUI. People could active "Monthly Quicksave", and then generate a world, and this world would quicksave. If they deactivate the button, the next world they gen, does not quicksave. But if they reload the old world (which still has the init.lua in the save raws), it will quicksave again.
- Playtest-Mode button. Adds a cheat workshop with cheat reactions that spawn about everything. People like BillyJack and other people that like to test things in new versions could use this. Or newbs that just want to have a look at the features of the mod.
- Enabling/Disabling dfhackSimple button that replaces the SDL.dll with the original, stopping dfhack from booting. Good for debugging, to check if dfhack causes a crash. Most people dont know that its the SDL that starts dfhack.
- A DFHACK section/tab, which toggles entries in the dfhack.init. Toggling dwarfmonitor, siege-engine-control, rendermax, digginginvaders, workflow, quicksave and the like. Its a bit superfluous, but I think many people simply dont know about the dfhack scripts that they are missing out on. If there is a nice, graphic tab that says: Quicksave is enabled, press 'Q' ingame, then more people will use it. Same for the others. They will be like: "What the heck is X?" and try it out. And seeing the hotkeys now and then doesnt hurt either.
There is only war - Adding another set of optional entities/invaders. Similar to FD races. Maybe take 2-3 signature races from other major mods, like CivForges Xelics, LfRs Shedims, Genesis Fallen Ones... might be obsolete considering the race update I do plan.
Phrasing on Creature Generator Tooltip"This tool generates random creatures and possibly civilizations" (in the other creatures tab) could be "This tool generates random creatures, megabeasts and civilizations that trade or siege you." Just to make it clearer that there are civs and megabeasts.
- Options for embark group size and embark pointsIf there is any way to add the "dwarves" and the "points" script, which determine the starting dwarves and embark points, to the init.lua, then two textbox options could be added, in which people can chose their embark party and points. Default would be 7 and 1350. I asked in the dfhack thread about this, lets see if its possible.
- Active season option for all races on the civ tab Maybe some people want 2 dwarven caravans, or are sick of the constant goblin/orc caravans they are getting when they play orcs. Others would like to make Gnomes or Warlocks more active. Minor suggestion.
- 'Harder Nobles' buttonRaises the demands, mandates and requirements for nobles.
- 'Harder Tantrums' buttonChanges personality values in the creature files to make dwarves tantrum more easily.
- Link 'Harder Farming' to the clutch size of birds. Currently they are reduces all the time. OR split it, and make one 'Harder Plant Farming' for farmplots and one 'Harder Animal Farming', which lowers the litter sizes and clutch sizes of pets.
- 'Harder Embark'. A bit experimental, but I can remove the skills from embark that you can usually train. The 10 points you give dwarves... the entity permitted_jobs toggle that, and if I remove all of them, people can only give their dwarves military and social skills. No learned laborers at embark. I am not entirely sure how this affects worldgen (for example I removed mining, but could still embark with stone), so some testing has to be done. Just letting you know its possible.
- 'Harder Megabeasts' button. Lowers the treshhold for megabeast attacks. They have triggers like entities in their creature files, which can be affected.
- 'Harder Titans' button. Same thing, but in the data/world_gen.txt. TITAN_ATTACK_TRIGGER:x:x:x, across all tilesets.