Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: embark geography seems more interesting  (Read 3622 times)

Urlance Woolsbane

  • Bay Watcher
    • View Profile
Re: embark geography seems more interesting
« Reply #15 on: December 04, 2017, 07:41:22 am »

Without dfhack I can't quickly compare subterranean geology, nor biome shears, but I suspect the subsurface geology may well be the same.
If you have a hex-editor, you can edit the savegame to change the mode from Dwarf Fortress to Arena. First, make sure the save is uncompressed. Then, on opening it, you should see your fortress' name. Four bytes before that is the variable you want. Change "00" to "04."


If everything isn't immediately revealed, possess someone then unpossess them.

I hope this all makes sense, goodness knows I'm not at my most lucid right now. Sorry about that.
Logged
"Hey papa, your dandruff is melting my skin. Is that normal?"
"SKREEEONK!!!"
"Yes, daddy."

PatrikLundell

  • Bay Watcher
    • View Profile
Re: embark geography seems more interesting
« Reply #16 on: December 04, 2017, 08:34:11 am »

I'm comparing caves between 0.43.05 and 0.44.02, and there is one significant difference: they're a lot larger.
The old caves are 1*1 mid level tile "boulders" on the pre embark map (assuming the world gen setting was to display them). This is also reflected in the cave feature (buried deep down in the df.global.world.world_data.feature_map structure), where the start x = end x and start y = end y.
The new caves are 3*3 mid level tiles with a "boulder" at the center and a "wall" around it (as displayed by the Phoebus tile set). This is also reflected in the cave feature, where end x = start x + 2 and end y = start y + 2. I suspect that also answers the question of whether the Kobold cave remake affects regular caves: it probably does (someone would have to send an adventurer to one or embark on top of one to check).
Apart from the size change, DFHack does not show any change to the cave feature intself, but that doesn't prove there isn't any: it''s possible potential additions haven't mapped/examined (and neither of the caves I looked at were inhabited by Kobolds).

Edit: The cave feature of a cave where Legends Viewer claims Kobolds live looks the same as the non Kobold cave looked at earlier.

Edit 2: Embarked on top of a non Kobold cave, and yes, it's definitely different. This cave had above surrounding ground open "rooms" in a mound, and the path down to the cavern is more "roomey" than the narrow path of previous versions, although I wouldn't exactly call these wider features rooms.
« Last Edit: December 04, 2017, 09:39:58 am by PatrikLundell »
Logged

CaptainArchmage

  • Bay Watcher
  • Profile Pic has Changed! Sorry for the Delay.
    • View Profile
Re: embark geography seems more interesting
« Reply #17 on: December 04, 2017, 03:10:12 pm »

First, there may be variation between worldgens using the same seed between versions. However, it is possible a few under-the-hood changes happened that may make, with the same input criteria. I believe kobold caves were added in for this release, though I haven't embarked on one or explored one yet.
Logged
Given current events, I've altered my profile pic and I'm sorry it took so long to fix. If you find the old one on any of my accounts elsewhere on the internet, let me know by message (along with the specific site) and I'll fix. Can't link the revised avatar for some reason.

feelotraveller

  • Bay Watcher
  • (y-sqrt{|x|})^2+x^2=1
    • View Profile
Re: embark geography seems more interesting
« Reply #18 on: December 05, 2017, 09:13:08 am »

Without dfhack I can't quickly compare subterranean geology, nor biome shears, but I suspect the subsurface geology may well be the same.

If you have Windows version, and are willing to use 32-bit DF v0.44.02 and Cheat Engine, I have a script which basically reveals all tiles (something like "Reveal" from DFHack). I use it for Adventurer, where I usually wander with this script on, but it also works in Fortress mode. This won't help with the biome shears I guess, because they are normally invisible, but it allows to look deep underground and compare general composition or something.

Unfortunately (in this case ;)) I currently run linux and... well it's just going to be too much trouble.  But thanks.

If you have a hex-editor, you can edit the savegame to change the mode from Dwarf Fortress to Arena. First, make sure the save is uncompressed. Then, on opening it, you should see your fortress' name. Four bytes before that is the variable you want. Change "00" to "04."


If everything isn't immediately revealed, possess someone then unpossess them.

I hope this all makes sense, goodness knows I'm not at my most lucid right now. Sorry about that.

Um, so I got through the first bit and have an arena save.  Fun - new stuff for me.  However nothing was revealed.  Trying to figure out how to 'possess' someone I could only discover the dfhack (dfusion).  Is there another way? 

(I'm really not interested in compiling dfhack just for this... apologies but someone else can no doubt check this if they are determined to know.)
Logged

feelotraveller

  • Bay Watcher
  • (y-sqrt{|x|})^2+x^2=1
    • View Profile
Re: embark geography seems more interesting
« Reply #19 on: December 08, 2017, 11:16:52 am »

Okay, got the embark revealed and the geology matches down to the last tile.  I did not find a single difference, even with gems.  I had two instances of df open with the embark in 43.05 and 44.02 and at full screen map switching between windows overlayed on each other could not spot a difference, checked maybe 20 z-levels, including cavern spaces, magma and spoilers (well just the blank columns).  Extra juicy comment: although the trees on the surface were different (different biomes, duh) and those of the 2nd and 3rd caverns were also, as a big surprise - to me at least - the 'trees' of the first cavern matched down to the last branch.
Logged
Pages: 1 [2]