Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 51 52 [53] 54

Author Topic: Dwarf Companion - new version linked @first post  (Read 99712 times)

bartavelle

  • Bay Watcher
  • Coin coin!
    • View Profile

For moods I would require a fortress with a moody dwarf, with mood type "forge" or "magma forge", materials not yet harvested, and several types of metal bars available.

PM me if you have such a save available.

For the wounds I guess I'll wait for the damage system to stabilize before digging into it.
Logged

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile

Yea the main issue I'm having with DF right now is those invincible baddies you come across from time to time.  Like stuff made completely out of living metal, or worse yet, something made completely of harmless gas.

So I guess what I'm trying to say is the "Check these boxes to kill whatever it is yer looking at" boxes would help me out alot.  Of course, it's yer project though, and if I recall correctly you weren't originally sure about adding cheat functionality.  So it's up to you when/if you add it.
Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

bartavelle

  • Bay Watcher
  • Coin coin!
    • View Profile

So I guess what I'm trying to say is the "Check these boxes to kill whatever it is yer looking at" boxes would help me out alot.  Of course, it's yer project though, and if I recall correctly you weren't originally sure about adding cheat functionality.  So it's up to you when/if you add it.

Nah I'm all for adding as much feature as possible ... eventually. It is right now quite easy to have a creature disappear by checking its "dead" flag. But as it won't be a real death, you won't have a corpse and legends might not work properly.
Logged

Doughboi

  • Bay Watcher
    • View Profile
Re: Dwarf Companion - saves needed for DF2010, see last messages
« Reply #783 on: April 21, 2010, 01:38:07 pm »

Well I registered just to ask some questions I'm sure you've already been asked.

This current version you're working on will have all the functionality as the other versions but you're using Dfhack in order to speed up the time required to make it compatible with newer versions of dwarf fortress and for easier implementation of new features?

As examples that I can remember off the top of my head "it's been a while since I have used the program" is the ability to change skills which included agility, strength, and another one that escapes me. If you have plans on keeping this function with the new release could you possibly add a feature where you could increase all skills on the dwarf you are editing by 5, 10, 50, and 100? I say this because if I recall I had to manually edit each skill which is not to time consuming but requires some time on those who have a lot of skills listed. I think I ran one fort with the starter dwarves and I used cheat engine to freeze the skills point and gave the starter dwarves every skill which after embarking I would load your program in order to max their skills further and to speed them up in order to get the gear secure. I would use Dwarf therapist as well to set orders so that my specific goals would get finished quicker.

I know some people who frown upon this but I've always done this with my starter dwarves just to get a head start before the migrations and for food purposes.

So basically any and all functionality you keep from the older version would be a blessing and I'm sure you are. I always liked changing some animals to certain types as well and hope that is in the new release.

Will you be doing some type of change log when you release this new version and future releases?

Yea the main issue I'm having with DF right now is those invincible baddies you come across from time to time.  Like stuff made completely out of living metal, or worse yet, something made completely of harmless gas.

So I guess what I'm trying to say is the "Check these boxes to kill whatever it is yer looking at" boxes would help me out alot.  Of course, it's yer project though, and if I recall correctly you weren't originally sure about adding cheat functionality.  So it's up to you when/if you add it.

I always just set bleeding to say 20 on the creature so it would bleed to death and that works most of the time but I never tried that on special types.

Logged

bartavelle

  • Bay Watcher
  • Coin coin!
    • View Profile
Re: Dwarf Companion - saves needed for DF2010, see last messages
« Reply #784 on: April 21, 2010, 02:03:55 pm »

This current version you're working on will have all the functionality as the other versions but you're using Dfhack in order to speed up the time required to make it compatible with newer versions of dwarf fortress and for easier implementation of new features?

It will have less functionnalities to start with, as it is a total rewrite. But the general idea is here. I'm also quitting python to remove a software dependency.

As examples that I can remember off the top of my head "it's been a while since I have used the program" is the ability to change skills which included agility, strength, and another one that escapes me. If you have plans on keeping this function with the new release could you possibly add a feature where you could increase all skills on the dwarf you are editing by 5, 10, 50, and 100? I say this because if I recall I had to manually edit each skill which is not to time consuming but requires some time on those who have a lot of skills listed. I think I ran one fort with the starter dwarves and I used cheat engine to freeze the skills point and gave the starter dwarves every skill which after embarking I would load your program in order to max their skills further and to speed them up in order to get the gear secure. I would use Dwarf therapist as well to set orders so that my specific goals would get finished quicker.

I'll write this down and will make sure it is convenient to increase skills. Are you refering to skills (mining, carpenting, ...) or attributes (strength, agility, toughness, ...) ?

I always just set bleeding to say 20 on the creature so it would bleed to death and that works most of the time but I never tried that on special types.

I'm not sure were bleeding is in this version :D
Logged

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: Dwarf Companion - saves needed for DF2010, see last messages
« Reply #785 on: April 21, 2010, 02:10:58 pm »

I mentioned the "click this to make it dead buttons" because the main things I'm having trouble with in the new version are specifically things that can't bleed to death.  If they could bleed (or be killed at all really without a 30 z level death pit.  And some of these things I'm pretty sure they could survive that too.) or really be killed at all normally I wouldn't need the method. :)

You need a forge mood with a good stock all kinds of metals right?  I don't have one handy right now, but I do have a relatively mature fort with magma forges.  But the game is pretty heavily modded.  If I came up with a forge mood would that still be useful for you?  And what if I conveniently dropped in a smelter reaction that creates all metals for free if I do?

P.S. All vanilla metals are still there, I just added one or two and have some extra critters and stuff.
« Last Edit: April 21, 2010, 02:14:11 pm by Greiger »
Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

peterix

  • Bay Watcher
    • View Profile
    • Dethware
Re: Dwarf Companion - saves needed for DF2010, see last messages
« Reply #786 on: April 21, 2010, 02:53:04 pm »

I mentioned the "click this to make it dead buttons" because the main things I'm having trouble with in the new version are specifically things that can't bleed to death.  If they could bleed (or be killed at all really without a 30 z level death pit.  And some of these things I'm pretty sure they could survive that too.) or really be killed at all normally I wouldn't need the method. :)

You need a forge mood with a good stock all kinds of metals right?  I don't have one handy right now, but I do have a relatively mature fort with magma forges.  But the game is pretty heavily modded.  If I came up with a forge mood would that still be useful for you?  And what if I conveniently dropped in a smelter reaction that creates all metals for free if I do?

P.S. All vanilla metals are still there, I just added one or two and have some extra critters and stuff.
That should IMHO be fine. The new DF versions pack the raws along with the save, so mods aren't a problem :)

Doughboi

  • Bay Watcher
    • View Profile
Re: Dwarf Companion - saves needed for DF2010, see last messages
« Reply #787 on: April 21, 2010, 04:46:38 pm »

This current version you're working on will have all the functionality as the other versions but you're using Dfhack in order to speed up the time required to make it compatible with newer versions of dwarf fortress and for easier implementation of new features?

It will have less functionnalities to start with, as it is a total rewrite. But the general idea is here. I'm also quitting python to remove a software dependency.

As examples that I can remember off the top of my head "it's been a while since I have used the program" is the ability to change skills which included agility, strength, and another one that escapes me. If you have plans on keeping this function with the new release could you possibly add a feature where you could increase all skills on the dwarf you are editing by 5, 10, 50, and 100? I say this because if I recall I had to manually edit each skill which is not to time consuming but requires some time on those who have a lot of skills listed. I think I ran one fort with the starter dwarves and I used cheat engine to freeze the skills point and gave the starter dwarves every skill which after embarking I would load your program in order to max their skills further and to speed them up in order to get the gear secure. I would use Dwarf therapist as well to set orders so that my specific goals would get finished quicker.

I'll write this down and will make sure it is convenient to increase skills. Are you refering to skills (mining, carpenting, ...) or attributes (strength, agility, toughness, ...) ?

I always just set bleeding to say 20 on the creature so it would bleed to death and that works most of the time but I never tried that on special types.

I'm not sure were bleeding is in this version :D

Yes both normal skills and attribute skills as well. A set all skills + attributes to specified number would be great. I think the features I used the most on your program was editing skills, modifying moods, and changing creature types. I agree with Greiger about a kill function or something that will nearly kill them so they die naturally or with assistance from your dwarves. Either way would be a nice feature to have.

Ahh ok, so your first release will lack a lot of the old features but you plan on adding them as you progress on the rewrite?

BTW I love your program for doing the stuff I need/want and look forward to your new program.
Logged

SammyLiimex

  • Bay Watcher
    • View Profile
Re: Dwarf Companion - saves needed for DF2010, see last messages
« Reply #788 on: April 27, 2010, 07:02:46 pm »

I just want a mood modder like your old version did. I always would change SHELLS to something like gem or bars or stone because I never can seem to figure out how to get shells. The map i'm on never allows fishing it seems (I like volcanos!) And you dont get shells from eating or cooking anymore, so i cant just start with like 30 turtles and save the shells for later like I used to, and they start out rotten or something so I can't process them.
Logged

Shurhaian

  • Bay Watcher
    • View Profile
Re: Dwarf Companion - saves needed for DF2010, see last messages
« Reply #789 on: April 27, 2010, 07:40:07 pm »

They don't start out rotten, they start out processed; but the problem still stands, especially since we can't get cave lobsters from the caverns to compensate.

(On a map where fishing works, you get the bones and shells when the fish are processed. Fish bought at embark or from caravans have always been processed - but now that hurts for moods.)
Logged
Working on: drakes - making the skies(mostly) a bit more varied

My guards need something better to do than make my nobles happy with hugs and justice.

SammyLiimex

  • Bay Watcher
    • View Profile
Re: Dwarf Companion - saves needed for DF2010, see last messages
« Reply #790 on: April 27, 2010, 08:13:43 pm »

They don't start out rotten, they start out processed; but the problem still stands, especially since we can't get cave lobsters from the caverns to compensate.

(On a map where fishing works, you get the bones and shells when the fish are processed. Fish bought at embark or from caravans have always been processed - but now that hurts for moods.)

Ah, thanks. I didn't know why, but everytime i started I'd bring 30 lobsters or turtles and the fishery didn't let me get the shells, the error it gives is "needs unrotten-..."
Logged

Shurhaian

  • Bay Watcher
    • View Profile
Re: Dwarf Companion - saves needed for DF2010, see last messages
« Reply #791 on: April 27, 2010, 09:59:39 pm »

You have plenty of unrotten fish - they're just not unrotten raw (uncleaned) fish.

Correction: Cave fish exist(I'm looking at one now), so cave lobsters might well be there too - but they certainly can't be counted on.
Logged
Working on: drakes - making the skies(mostly) a bit more varied

My guards need something better to do than make my nobles happy with hugs and justice.

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: Dwarf Companion - saves needed for DF2010, see last messages
« Reply #792 on: May 04, 2010, 11:01:47 am »

Finally got a metal mood here.

Its a mature fort with a metalsmith in a secretive mood.  A good supply of different metals are available, and there are dummy reactions handy to be modified to produce any other metal you may need.
Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

bartavelle

  • Bay Watcher
  • Coin coin!
    • View Profile
Re: Dwarf Companion - saves needed for DF2010, see last messages
« Reply #793 on: May 04, 2010, 02:14:46 pm »

Finally got a metal mood here.

Its a mature fort with a metalsmith in a secretive mood.  A good supply of different metals are available, and there are dummy reactions handy to be modified to produce any other metal you may need.

Cool! I'll check it asap. I have to report success on many points, so it should not be too long before a first version is available.
Logged

Doughboi

  • Bay Watcher
    • View Profile
Re: Dwarf Companion - saves needed for DF2010, see last messages
« Reply #794 on: May 04, 2010, 07:38:05 pm »

good to hear. I'm looking forward to it.
Logged
Pages: 1 ... 51 52 [53] 54