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Author Topic: Nano Fortress (2013.1.25.1)  (Read 89746 times)

James Sunderland

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Re: Nano Fortress
« Reply #135 on: December 21, 2008, 01:38:44 pm »

This is redundant...

Nano is Greek for dwarf.
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Until I embarked on a map with an aquifer, I had always taken rocks for granite.

GetAssista

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Re: Nano Fortress
« Reply #136 on: January 04, 2009, 05:17:44 am »

Seems like the utility stopped working in 40d wrt constant respawn of critters on a map?  :-\
I have a pleasant time on a 1x1 terrifying glacier after killing off initial skeletal sasquatches. It sucks
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Mcshay

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Re: Nano Fortress
« Reply #137 on: January 04, 2009, 10:54:52 am »

As I understand it, that happens in all maps (possibly only on 40d). The creatures only have a set local population, making it possible to make them go 'extinct'.
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Deon

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Re: Nano Fortress
« Reply #138 on: January 04, 2009, 11:31:30 am »

Wow, I missed it for some time... It makes a great 1x1 "adventurer abodes" - places where you can store your stuff since it's really small and items don't get scattered too far.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

KaelGotDwarves

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Re: Nano Fortress
« Reply #139 on: January 04, 2009, 01:15:46 pm »

Yeah, besides embark anywhere, this is the other utility I'm really sad got borked by the new 40d(variable) versions :(

Hope we'll eventually have a new version.

Jifodus

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Re: Nano Fortress
« Reply #140 on: January 06, 2009, 11:06:48 am »

Yes, undoubtedly most of the tools got broken by the variable versions.  I believe most of the issues comes from using a different compiler.  I haven't spent time updating my tools for two reasons, one is that they are currently unstable and two I haven't been paying too much attention to these forums/devlog so I don't know if Toady One is planning on using Visual Studio 2008 for building the next versions of Dwarf Fortress.

However, I will be updating my tools for the next official release of Dwarf Fortress, unless the variable versions become stable earlier.
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GetAssista

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Re: Nano Fortress
« Reply #141 on: January 06, 2009, 06:31:38 pm »

Jifodus,
don't get concerned with this

The tool is working perfectly for what it was designed. It also may still work fine wrt respawn, as starting groups of critters seem to appear right when previous group is killed. It's just that there are too few of those groups available for spawning, and I run out of monsters quickly. But that must be DF biome population problem, as mentioned ealier
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Fist_Of_Armok

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Re: Nano Fortress
« Reply #142 on: January 06, 2009, 08:06:13 pm »

Arrrgh, I'm so tempted.

To nanofortress or not to nanofortress? That is the question...
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Nadaka

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Re: Nano Fortress
« Reply #143 on: January 07, 2009, 12:57:43 am »

I have distinctly not been having an issue with failure of beasts to respawn. At one point I had almost 3 thousand skulls from all the zombie elk, horses and hoary marmots I had to put down. It got to where I turned my hunters off, as the respite I gained from having a herd of relatively harmless living creatures on the map was worth not harvesting their meat.
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penguinofhonor

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Re: Nano Fortress
« Reply #144 on: February 16, 2009, 12:49:12 pm »

Hey, everyone, this doesn't seem to work with the 40d# versions. At least not 40d9.
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Vugor

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Re: Nano Fortress
« Reply #145 on: February 17, 2009, 03:04:56 pm »

It does seem that is in need of updateing.
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knightedskull

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Re: Nano Fortress
« Reply #146 on: February 18, 2009, 09:17:16 am »

I'm currently not having any problems with it.  :P
I'm fighting wave after wave of blizzard men and ice wolves.  :D
No zombies yet that were not little critters.  :-[
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Jifodus

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Re: Nano Fortress
« Reply #147 on: February 19, 2009, 03:27:47 am »

There were some pretty interesting peculiarities regarding the 0.28.181.40dN versions, anyway a working version of Nano Fortress for the test versions:

http://www.geocities.com/jifodus/nanofortress-0_28_181_40dN.zip

NB: It is not backwards compatible, it is strictly for the test releases. I do not know how many test releases it is compatible with, but I have tested it on 0.28.181.40d9. Update: Attempting to unpatch Dwarf Fortress will fail when it tries to unpatch the finder.

See http://www.dwarffortresswiki.net/index.php/User:Jifodus#Source_Code for obtaining the source code to Nano Fortress.
« Last Edit: February 19, 2009, 03:45:24 am by Jifodus »
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puke

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Re: Nano Fortress
« Reply #148 on: February 20, 2009, 04:07:34 pm »

so the d9 incompatability isnt really a problem, right?  its just a graphics engine update, right?

just make your world and embark in D, and then play the game in D9.  you only need the nano fortress utility during embark, dont you?

and EVERYTHING will need to be rewritten after the new version comes out, anyway.
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Jifodus

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Re: Nano Fortress
« Reply #149 on: February 20, 2009, 11:52:52 pm »

It was more work than I anticipated. The problems I encountered:
  • Window classname isn't "OpenGL", now it's "SDL_app".
  • Dwarf Fortress.exe has relocatable information and at least under my copy of Vista it isn't being loaded to 00400000 as I expected. If there are utility porting issues, this will be the Number One problem.
  • Offsets actually changed between versions, which implies Toady tweaked the embark information.
  • It patches the finder code, but it doesn't properly unpatch the finder code. I didn't notice this until after I uploaded it, so I haven't bothered trying to figure out how to fix it.

Updating EmbarkAnywhere was less of a problem.
« Last Edit: February 20, 2009, 11:55:20 pm by Jifodus »
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