) or site instead of one list for all population information you now get grouped lists for civilized, animal people, outcasts, prisoners, slaves and others. If you navigate to an entity (civ, group. You also get the number of sites that are currently owned by this civ. One entry of a civilization shows the portion of people from the original civ-race + the portion of people from other civilized races that migrated into this civ. The list of civilizations is split into current and fallen civilizations. Next to the map is a chart of the civilized world population distribution. Instead of only a list of civilization names you now get more detailed information on top of the world stats page. My main goal with this release was essentially to get a good overview of all this things without having to navigate through a lot of pages. Will I get visits from the kobold civs or are they already extinct? Is the civ I want to play even composed of dwarves or mainly of goblins and humans? How strong is their population compared to the goblin civilization next door? How many fortresses do this dwarven civilization have? I wanted to get an idea of the distribution of powers in my newly generated world. When ever I fired up Legend-Viewer in previous versions the first thing I did was to go through the individual civilization pages. To display the new population chart correctly you will need IE9+ rather than IE7+ as previously.Īs some of you may have already seen. * Lots of style changes to the generated HTML pages Information is available how they are connected * Removed link between beast attacks and parent event collections, until more * Kobold groups and sites were never properly linked to their parent civilization * Regions includes overworld and underground regions * Collections includes eras and artifacts * Wars, battles, conquerings, rampages are grouped into warfare * They are searchable and can be filtered by eventtypes * Artifacts have now their own tab (in collections) * Populationlists on entity and site pages are now split into * Added population and site count information for each civilization * Split civ-list into current and fallen civilizations * Added a chart for civilized world populations NOTE: If you see a lot of UNKNOWN stuff it is because of this: (Optional) Export Additional Detailed Maps `(d)` * the legends_plus.xml file contains a lot of information that is missing if you export via the old wayĤ. * this command generates all files you need and an additional file with the ending legends_plus.xml Enter the command ` exportlegends info` and press enter Enter DF legends mode on the save you want to exportģ. Recommended: (requires DFHack which is usually included in Lazy Newb Pack)ġ. * Abandon or retire your fortress/adventure on the copy If you are already playing a fort or adventure on the save you want to use, you need to: Browser like navigation, including tabs, allows to easily view other people/places/entities by just clicking names in the event logs or search lists, CTRL+Click opens a new tab. Eventually I'll let the user impact the world in various indirect ways.the long-term goal being to have a simulated world running that you can then play with sandbox style.Recreates Legends Mode from exported data. Right now you just enter the starting parameters and it starts the simulation, theres no user interaction once the simulation begins. Legends Mode (Starting Location and Year to setup Fort) This is for the veteran dwarf fortress players, what is a good place to setup a dwarf fortress for beginners and the year to setup the fort in terms time passed in game Once familiar with the game, what is a more challenging, yet rewarding place to setup a. For some reason it doesn't run on safari. Its entirely in javascript right now, it should run fine in the latest version of Firefox. I have a very early proof-of-concept version running at. Like the "game of life".except in my simulation the rules will be A LOT more complex. You have a simple square grid map and each grid tracks its own state and the state of its neighbors and applies rules for how to behave. The idea is basically to simulate the rise of cultures and civilization(s) using relatively simple "cellular automata" type rules. This thread inspired me to finally start a project I have been thinking about for awhile now. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Want to start playing? Read this sidebar!
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