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Messages - Rumrusher

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1
Not meaning to sound nosy, but clinodev might want to update the title. It is 51.01 now, right?
my hunch is the game is still on 50.13. the beta for adv mode is 51.01 which isn't out for everyone this includes those who are on steam who didn't jump on the beta.

2
Utilities and 3rd Party Applications / Re: DFHack 50.13-r2
« on: May 15, 2024, 10:06:54 am »
Code: ("tofort18.lua") [Select]
-- changes from advmode to fort safely and back (hopefully)
--[[Now to warn you about saving and loading in either game mode might lead
    to some side issues, for saving in fort mode switching to adv mode needs the adv to be `bodyswap`
    back in again. for Saving in Adv to switch to Fort mode you probably be safe-ish if the site.
    isn't a nano fort or a site that isn't 3x3 small. otherwise the game will try to resize the map.
    oh and switching to fort mode on any pre-gen site larger than 4x4 might implode one pc if
    you don't have like 20 gigs of memory for the 16x16 embark size.

ok so this version of this script has be updated again so that caravans and visitors and migrants
could show up at any edge of the map... and maybe leave from any spot... of the z level you assign the site too.
should be warned while I mostly iron out the Caravan crash which ties into entities than anything that messes with plotinfo.
there still some unknowns left in the game
so uhh I probably should get to figuring out how to map the surface (properly) at some point...
should be said This is a modified copy of Warmist's Tofort script and this one is made for messing around the world.
there's a more Fort mode focus one called TopFort which dives into switching into player forts... and sometimes lord claimed campsites.

5/15/2024: rework the script to align to 50 new df structures and changed one designation clear function so it functions with out a cursor.
this wouldn't really work in 50 but maybe, there's potential chance of it working in the beta 51 build that has adv mode.

]]--

if df.global.gamemode==df.game_mode.ADVENTURE then
local adv=df.global.world.units.active[0]
local comp={}
local plotinfo=df.global.plotinfo

function advGlobalPos()
    local wd=df.global.world.world_data
    return wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y
end
--function inSite()
--    local tx,ty=advGlobalPos()
--    for k,v in pairs(df.global.world.world_data.sites) do
--        local tp2={v.global_min_x, v.global_min_y, v.global_max_x, v.global_max_y}
--        if tx>=tp2[1] and tx<=tp2[3] and
--            ty>=tp2[2] and ty<=tp2[4] then
--            return v
--        end
--    end
--end
--local site=inSite()
--if site==nil then
--    qerror("No site you are in found.")
--end
local nomad={}
local h_ent
--local test= tonumber(...)
if plotinfo.main.fortress_entity~=nil or plotinfo.main.fortress_site~=nil then
plotinfo.main.fortress_entity=nil
plotinfo.main.fortress_site=nil
end
nomad=df.global.world.entities.all[test]
--for k,v in pairs(df.global.world.history.figures[adv.hist_figure_id].entity_links) do
--if v~=histfig_entity_link_memberst and not v==nil then
--nomad=df.global.world.entities.all[v.entity_id]

--print(test)
--else if v==histfig_entity_link_memberst then
--nomad=df.global.world.history.figures[adv.hist_figure_id].entity_links[0]
--end
--end
--end

if plotinfo.main.fortress_entity==nil then
    for k,v in pairs(df.global.world.entities.all) do
        --if v.type==df.historical_entity_type.SiteGovernment and v.id==nomad.id then --maybe match race too?
        if v.id==nomad.id then --maybe match race too?
            if nomad.positions.own==nil then
break else
h_ent=v
            break
        end
        end
if v.id~=nomad.id then
if v.type==df.historical_entity_type.SiteGovernment then

h_ent=v
end
end
    end
    if h_ent==nil then
        qerror("Valid historical entity not found. sorry...")
    end
    plotinfo.main.fortress_entity=h_ent
else
    h_ent=plotinfo.main.fortress_entity
end

function cleardesignate(adv)
local scorch=df.global.world.map.map_blocks
    for k,v in pairs(scorch) do
if v.flags.designated==true then
v.flags.designated=false
end
    for k2,v2 in pairs(v.designation) do
    for k3,v3 in pairs(v2) do
if v3.dig>0 or v3.smooth>0 then
v3.dig=0
v3.smooth=0
end
end
end
end
dfhack.run_command('revflood')

end


function cleardesignate-old(adv)
local adv=df.global.world.units.active[0]
df.global.plotinfo.main.mode=10
df.global.selection_rect.start_x=0
df.global.selection_rect.start_y=0
df.global.selection_rect.start_z=610
df.global.selection_rect.end_x=-14300
df.global.selection_rect.end_y=9000
df.global.selection_rect.end_z=0
df.global.cursor.x=400
df.global.cursor.y=400
df.global.cursor.z=0
dfhack.gui.getCurViewscreen():feed_key(1)
df.global.cursor.x=adv.pos.x
df.global.cursor.y=adv.pos.y
df.global.cursor.z=adv.pos.z
dfhack.gui.getCurViewscreen():feed_key(1)
dfhack.run_command('revflood')

end
local carter={}
function addToEntity(entity,unit,addtoLead)
    local nem=dfhack.units.getNemesis(unit)
    local hfig=nem.figure
        for k,v in pairs(hfig.entity_links) do
if v.entity_id==entity.id then break else
carter=true
end
end
if carter==true then
hfig.entity_links:insert("#",{new=df.histfig_entity_link_memberst,entity_id=entity.id,link_strength=100})
    entity.nemesis_ids:insert("#",nem.id)
    entity.nemesis:insert("#",nem)
    entity.histfig_ids:insert("#",hfig.id)
    entity.hist_figures:insert("#",hfig)
end
    if addtoLead then
        local lead_id
        for k,v in pairs(entity.positions.own) do
            if v.flags.IS_LEADER==true then
                lead_id=v.id
                break
            end
        end
        if lead_id~=nil then
            for k,v in pairs(entity.positions.assignments) do
                if v.position_id==lead_id  then
                        v.histfig=hfig.id
                    break
                end
            end
        end
    end
end

plotinfo.civ_id=adv.civ_id
plotinfo.race_id=adv.race
df.global.pause_state=true


plotinfo.unk_races:insert("#",adv.race)
plotinfo.site_id=site.id
if plotinfo.main.fortress_site==nil then plotinfo.main.fortress_site=site end
if site.entity_links==nil then site.entity_links:insert("#", {new=true, df.entity_site_link, target=site.id, entity_id=plotinfo.fortress_entity.id,entity_site_link_flags.residence, entity_site_link_flags.trade_partner }) end
plotinfo.group_id=h_ent.id
plotinfo.game_state=2


if #plotinfo.tasks.discovered_plants==0 then
df.global.plotinfo.tasks.discovered_creature_foods:insert("#",0)
df.global.plotinfo.tasks.discovered_creatures:insert("#",0)
df.global.plotinfo.tasks.discovered_plants:insert("#",0)
df.global.plotinfo.tasks.discovered_plant_foods:insert("#",0)
end
if #plotinfo.alerts.list==0 then
    plotinfo.alerts.list:insert("#",{new=true,name="Dummy alert"})
    plotinfo.alerts.next_id=1
end


    local nem2=dfhack.units.getNemesis(adv)
    local hfig2=nem2.figure
    local nomad2=hfig2.entity_links[0]
    local nomad3=hfig2.entity_links
    local Test={}
    for co2,mp2 in pairs(nomad3) do
--print(mp2.entity_id,h_ent.id)
        if mp2.entity_id~=h_ent.id then Test=true else
            Test=false
            end
        end   
        if Test==true then
            addToEntity(h_ent,adv,true)
        end
    for co,mp in pairs(df.global.world.units.active) do
if mp.population_id==h_ent.id then
mp.flags2.resident=false
end
if mp.civ_id==h_ent.id or adv.civ_id==mp.civ_id then
mp.flags2.resident=false
end
        if mp.relationship_ids.GroupLeader==adv.id then
            local comp=mp
        if test==true then
            addToEntity(h_ent,comp,false)
        end
    end
end
function filleco(tbl,low,high)
  for v =low, high do
    tbl.general_items:insert("#",2)
  end
     tbl.weapons:insert("#",2)
    tbl.armor:insert("#",2)
    tbl.handwear:insert("#",2)
    tbl.footwear:insert("#",2)
    tbl.legwear:insert("#",2)
    tbl.headwear:insert("#",2)
    tbl.prepared_food:insert("#",2)
    tbl.wood:insert("#",2)
    tbl.thread_cloth:insert("#",2)
    tbl.paper:insert("#",2)
    tbl.parchment:insert("#",2)
    tbl.bone:insert("#",2)
    tbl.tooth:insert("#",2)
    tbl.horn:insert("#",2)
    tbl.pearl:insert("#",2)
    tbl.shell:insert("#",2)
    tbl.leather:insert("#",2)
    tbl.silk:insert("#",2)
    tbl.yarn:insert("#",2)
    tbl.inorganic:insert("#",2)
    tbl.meat:insert("#",2)
    tbl.fish:insert("#",2)
    tbl.plants:insert("#",2)
    tbl.drinks:insert("#",2)
    tbl.extract_animal:insert("#",2)
    tbl.mill_animal:insert("#",2)
    tbl.cheese_animal:insert("#",2)
    tbl.extract_plant:insert("#",2)
    tbl.mill_plant:insert("#",2)
    tbl.cheese_plant:insert("#",2)
    tbl.pets:insert("#",2)

end
function filleco2(tbl,low,high)
  for v =low, high do
    --tbl[v].unk1=site.pos.x
    --tbl.unk1:insert("#",site.pos.x)
    --tbl.unk2:insert("#",site.pos.y)
    tbl.general_items:insert("#",nil)
     --tbl[v].unk2=site.pos.y
  end
 
     tbl.weapons:insert("#",nil)
    tbl.armor:insert("#",nil)
    tbl.handwear:insert("#",nil)
    tbl.footwear:insert("#",nil)
    tbl.legwear:insert("#",nil)
    tbl.headwear:insert("#",nil)
    tbl.prepared_food:insert("#",nil)
    tbl.wood:insert("#",nil)
    tbl.thread_cloth:insert("#",nil)
    tbl.paper:insert("#",nil)
    tbl.parchment:insert("#",nil)
    tbl.bone:insert("#",nil)
    tbl.tooth:insert("#",nil)
    tbl.horn:insert("#",nil)
    tbl.pearl:insert("#",nil)
    tbl.shell:insert("#",nil)
    tbl.leather:insert("#",nil)
    tbl.silk:insert("#",nil)
    tbl.yarn:insert("#",nil)
    tbl.inorganic:insert("#",nil)
    tbl.meat:insert("#",nil)
    tbl.fish:insert("#",nil)
    tbl.plants:insert("#",nil)
    tbl.drinks:insert("#",nil)
    tbl.extract_animal:insert("#",nil)
    tbl.mill_animal:insert("#",nil)
    tbl.cheese_animal:insert("#",nil)
    tbl.extract_plant:insert("#",nil)
    tbl.mill_plant:insert("#",nil)
    tbl.cheese_plant:insert("#",nil)
    tbl.pets:insert("#",nil)

end

function fill(tbl,low,high)
  for v =low, high do
    tbl:insert("#",0)
    tbl:insert("#",v)
    tbl:insert("#",143)
    tbl:insert("#",v)
  end
end
function fill2(tbl,low,high)
  for v =low, high do
    tbl:insert("#",v)
    tbl:insert("#",143)
    tbl:insert("#",v)
    tbl:insert("#",0)
  end
end
function fillz(tbl,low,high)
  for v =low, high do
    tbl:insert("#",adv.pos.z)
    tbl:insert("#",adv.pos.z)
    tbl:insert("#",adv.pos.z)
    tbl:insert("#",adv.pos.z)
  end
end
function fillunk(tbl,low,high)
  for v =low, high do
    tbl[v].unk1=site.pos.x
    tbl[v].unk2=site.pos.y
  end
end
function fillanimal(tbl,low,high)
  for v =low, high do
    tbl:insert("#",1)
  end
end
function fillstone(tbl,low,high)
  for v =low, high do
    tbl:insert("#",0)
  end
end

function fillTrain(tbl,tbl2,low,high)
  for v =low, high do
    tbl2:insert("#",0)
tbl:insert("#",5)
  end
end


function mapcheck2()

fill(df.global.plotinfo.unk_mapedge_x,0,143)
fill2(df.global.plotinfo.unk_mapedge_y,0,143)
fillz(df.global.plotinfo.unk_mapedge_z,0,143)

fill(df.global.plotinfo.map_edge.surface_x,0,143)
fill2(df.global.plotinfo.map_edge.surface_y,0,143)
fillz(df.global.plotinfo.map_edge.surface_z,0,143)

for _,Lay in pairs(df.global.plotinfo.map_edge.layer_x) do

fill(Lay,0,143)
end
for _,Lay in pairs(df.global.plotinfo.map_edge.layer_y) do
fill2(Lay,0,143)
end
for _,Lay in pairs(df.global.plotinfo.map_edge.layer_z) do
fillz(Lay,0,143)
end
end
function sigh()
 mapcheck()
 mapcheck2()
for k,v in pairs(df.global.plotinfo.unk_mapedge_x) do

end
for k,v in pairs(df.global.plotinfo.map_edge.surface_z) do
df.global.plotinfo.map_edge.surface_z[k]=adv.pos.z
--v=152
end
end
function mapcheck()
fillunk(df.global.plotinfo.unk2a8c[0],0,143)
fillunk(df.global.plotinfo.unk2a8c[1],0,143)
fillunk(df.global.plotinfo.unk2a8c[2],0,143)
fillunk(df.global.plotinfo.unk2a8c[3],0,143)

end
Tab={}
Tab2={}
for k,Lay2 in pairs(df.global.plotinfo.map_edge.layer_z) do
for k2,Lay3 in pairs(df.global.plotinfo.unk2a8c[0]) do
if k then break else
Tab:insert("#",k)
end
Tab2:insert("#",k2)
return Tab,Tab2
end
end
if #df.global.plotinfo.map_edge.layer_z[0] == 0 then
print("map edge empty proceed to fill")
sigh()
 else
print("welp map edge currently full")
 end

 if plotinfo.main.fortress_entity.squads==0 then
for Sqa,Ds in pairs (df.global.world.squads.all) do
if Ds.entity_id==plotinfo.main.fortress_entity.id then
plotinfo.main.fortress_entity.squads:insert("#",{new=true,Ds})
end
end
end
if #plotinfo.tasks.discovered_plants==0 then

--for k,Lay2 in ipairs(df.global.world.raws.creatures.all) do
--return k
--end
local Anim=#df.global.world.raws.creatures.all
local Plan=#df.global.world.raws.plants.all
fillanimal(df.global.plotinfo.tasks.discovered_creatures,0,Anim)
fillanimal(df.global.plotinfo.tasks.discovered_creature_foods,0,Anim)

fillanimal(df.global.plotinfo.tasks.discovered_plants,0,Plan)
fillanimal(df.global.plotinfo.tasks.discovered_plant_foods,0,Plan)
--for k,Lay2 in ipairs(df.global.world.raws.plants.all) do
--return k
--end
--end
end
function fillTrain(tbl,tbl2,low,high)
  for v =low, high do
    tbl2:insert("#",0)
tbl:insert("#",5)
  end
end


 
if #plotinfo.kitchen.item_types==0 then
plotinfo.kitchen.item_types:insert("#",0)
plotinfo.kitchen.item_subtypes:insert("#",0)
plotinfo.kitchen.mat_types:insert("#",0)
plotinfo.kitchen.mat_indices:insert("#",0)
plotinfo.kitchen.exc_types:insert("#",0)
end
if #plotinfo.infiltrator_histfigs==0 then
plotinfo.infiltrator_histfigs:insert("#",0)
plotinfo.infiltrator_histfigs:insert("#",0)
plotinfo.infiltrator_years:insert("#",0)
plotinfo.infiltrator_years:insert("#",0)
plotinfo.infiltrator_years_ticks:insert("#",0)
plotinfo.infiltrator_years_ticks:insert("#",0)
end
if #plotinfo.economic_stone==0 then
for k,Lay2 in ipairs(df.global.world.raws.inorganics) do
fillstone(df.global.plotinfo.economic_stone,0,k)
--return k
end
end


if #plotinfo.economy_prices.price_adjustment.general_items==0 then

filleco(df.global.plotinfo.economy_prices.price_adjustment,0,114)
filleco2(df.global.plotinfo.economy_prices.price_setter,0,114)

end
--fix training info
if h_ent.training_knowledge == nil then
    h_ent.training_knowledge={new=true}
end
if #plotinfo.main.fortress_entity.training_knowledge.level==0  then
local Anim=#df.global.world.raws.creatures.all
fillTrain(plotinfo.main.fortress_entity.training_knowledge.level,plotinfo.main.fortress_entity.training_knowledge.unk_10,0,Anim-1)
end

df.global.gamemode=df.game_mode.DWARF
df.global.gametype=df.game_type.DWARF_MAIN
if df.global.gview.view.child.child==nil then df.global.gview.view.child=df.viewscreen_dwarfmodest:new()
df.global.gview.view.child.parent=df.global.gview.view
 end
 cleardesignate()
    print("Mode change complete.")
else
    local adv=dfhack.gui.getSelectedUnit(true)
    if adv then
        --swap units...
    end
    df.global.gamemode=df.game_mode.ADVENTURE
    df.global.gametype=df.game_type.ADVENTURE_MAIN
df.global.gview.view.child=df.viewscreen_dwarfmodest:new()
df.global.gview.view.child.parent=df.global.gview.view
    print("Mode change complete.")
end

ok made some more modifications to warmist's tofort script in hopes of dfhack using beta testers of adv mode could ... have fun with switching into one of their dwarves and go on an adventure... or something, maybe even just swap into fort mode  from adv mode and finally butcher the game you caught. this is basically untested in 51 and possibly Very unstable as I have no idea if this works in 51, kinda hope it does.

oh and probably make a backup of your saves before messing with this.

3
DF General Discussion / Re: Future of the Fortress
« on: May 05, 2024, 02:06:05 pm »
There are, yeah. Including also tunneling and sapping, ladders and siege towers to go over the walls, and siege weapons to destroy them. But it's all a long ways off.

I found a neat way to circumvent it and annoy the player into coming outside; interactions that don't require line of sight to target, and thus can apply effects to your dwarves from anywhere on the map as long as the source creature lives! You can make the dwarves slowly go insane or become progressively sicker! Diabolical!
figured one way the game already does that was just cause the fps to deplete with the ever growing number of pathfinding checks and invaders just showing up? like what the cavern dwellers do.

4
Oh my God I noticed how it was doing it or at least I know how it's doing doing some of it I have an embark with nothing at it and I built some shops I built a butcher shop it had nothing in it when I retired I come to it as an adventure and it's filled with elf body parts now I bet I go back to my fort and now the damn butcher shop's going to be filled with elf body parts I didn't put no body parts there but they're going to be there when I retire when I go back to the fort 😂🤣🤣🤣🤣


Yep I went back to the fort in fort mode and yep I'll be that butcher shop was still filled with all those those brand new elf parts that I didn't put there and that Fort that went crazy I must have did something something weird must have happened in between visits with the adventurer that it just added a ton of asinine items it's at least an interesting way to get weird and unique items at your fort now I can make a bunch of elf item things I guess is kind of cool
so one thing to keep one sane in all this is ... I guess leaving the fort out of your control will lead to the citizens to do what they want.
which with libraries they attract scholars and visitors around the world to visit and trade and add books to the place.
so it's not a different version of the save and load feature and more 'ok time to turn this site into something similar to the pre-gen sites in adv mode with all the pros and cons of doing that.'
that butcher stuff though is new I haven't heard of anything like that before.
Yeah I don't know I was playing vanilla goblins and necromancer elfs attacked so maybe maybe they did it for some reason I have no idea and they butchered them ?

Okay now I know there's something weird going on with going back and forth from retiring a fort and going into adventure mode this time I went in and I just went nuts and started smashing everybody in the face with a hammer I killed like three people and then got killed myself I quit and came back into that game as an adventure again and the bodies were still there after I quit the bodies were still there??? They shouldn't have been there right like that doesn't make sense.
ok I think I know what might have happen with more thought on it, your fort got invaded mid 2 week wait and defeated the invasion, and the result might have lead to a butchering or slaughtering of them which uhh leads to the result being visible if you visit. you probably want to check legends mode to see if there any event of something like that happening to the fort.

another factor I can see with this dead body thing is you died and quit the game I would have said the game saved and force you to make a new adventurer, but chances are this might be a quit without saving still storing the adv mode data from the last session and returning to the same spot led to the same bodies, this probably gets cleared if you close the process so the left over session data gets cleared.
this does lead to some interesting testing to see what you could do with doomed timelines leaking into the past.

5
Oh my God I noticed how it was doing it or at least I know how it's doing doing some of it I have an embark with nothing at it and I built some shops I built a butcher shop it had nothing in it when I retired I come to it as an adventure and it's filled with elf body parts now I bet I go back to my fort and now the damn butcher shop's going to be filled with elf body parts I didn't put no body parts there but they're going to be there when I retire when I go back to the fort 😂🤣🤣🤣🤣


Yep I went back to the fort in fort mode and yep I'll be that butcher shop was still filled with all those those brand new elf parts that I didn't put there and that Fort that went crazy I must have did something something weird must have happened in between visits with the adventurer that it just added a ton of asinine items it's at least an interesting way to get weird and unique items at your fort now I can make a bunch of elf item things I guess is kind of cool
so one thing to keep one sane in all this is ... I guess leaving the fort out of your control will lead to the citizens to do what they want.
which with libraries they attract scholars and visitors around the world to visit and trade and add books to the place.
so it's not a different version of the save and load feature and more 'ok time to turn this site into something similar to the pre-gen sites in adv mode with all the pros and cons of doing that.'
that butcher stuff though is new I haven't heard of anything like that before.

6
This is a nightmare in the steam version too I really really hate the fact that things move around so much when you retire forts I'm not sure what good it does to simulate people moving things 5 ft and dropping them outside in the middle of the woods but oh well
And it doesn't matter if you do a big map or a small map there's tons of stuff scattered everywhere and I've noticed it's not even stuff that's in your fort sometimes the game generates new tons of items and scatters them everywhere which really pisses me off

And I know it generates new items and a ton of new items because I made a fort several forts and retired them with absolutely nothing but what was on the embark wagon and low and behold when I reimbark that site there's tons of s*** everywhere that I didn't even have. It's pretty annoying to play a game completely about micromanagement only to have 100% of your micromanagement totally destroyed every time you use the retirement feature
soo ............... this mess is mostly tied to unretiring is based off the reclaim gametype and that one scatters the fort on returning to the location. in the years of poking around figuring out how to get unretiring to not be that of a mess I ended up learning... I don't care about micromanaging thus found stockpiles is a pain and you're better off just stuffing everything into buildings .
though unretiring does have like one line of code that targets containers to spill them over and this could be sidestep by loading the fort with a different gametype which 10+ years ago was just adv mode to fort mode.
another factor with how unretiring works is clothes refresh which might lead to shedding of extra wears.

I could deal with it if it just scattered just the items that were on that map at the time of retirement but it makes I swear hundred sometimes or more of new random items that shouldn't exist there like an example I retired before with little to no items and upon retiring it the whole landscape and I mean almost every tile had a book parchment or some piece of junk on it and the bigger your fort and the more stuff you have the worse it is
so if I remember one thing with df50 that it created a bunch of extra hidden artifacts that possibly due to not being placed on a pedestal/table in a civ zone it  scatters the stuff.
I can also see books scattering all over if the bookshelves don't keep the (artifact like) books in place on top of the chests filled with scrolls and quires spilling out due to some how chests in player forts just don't stay built I guess?
though I guess one way to deal with artifact scatter is to get someone to hold all these artifacts and park them in the fort.

7
You can't control those companions, only the party members from creation.

(Though last time I used bodyswap in DFHack in 0.47.05, it upgraded a rescued prisoner companion to a full party member.)

that's a silly feature !!! i don't like having tons of party member that i cant control :( but oh well
so the big thing you need to remember is party members you make at the start are just adventurers you're making more adventurers and grouping them into a party.
they are a different type of characters from the non playable ones you can befriend.
this was a thing in 47 when it was introduced and led to the same reaction of 'wait I can't control my companions?!' from the players who learn of it's limitations to just other fellow adventurers.
which lead to separation of terminology with non controllable characters and the controllable characters.
which is why I stick to calling npc followers Companions and player character followers or ones made in adv mode, APM or adventuring party members or adv party members.
also chances are bodyswap script in dfhack for 47.05 had an update where it adds the bodyswapped person to the core party members list so you can tab over to them again and/or just adds them to the list of retired adventurers on the next run.

8
This is a nightmare in the steam version too I really really hate the fact that things move around so much when you retire forts I'm not sure what good it does to simulate people moving things 5 ft and dropping them outside in the middle of the woods but oh well
And it doesn't matter if you do a big map or a small map there's tons of stuff scattered everywhere and I've noticed it's not even stuff that's in your fort sometimes the game generates new tons of items and scatters them everywhere which really pisses me off

And I know it generates new items and a ton of new items because I made a fort several forts and retired them with absolutely nothing but what was on the embark wagon and low and behold when I reimbark that site there's tons of s*** everywhere that I didn't even have. It's pretty annoying to play a game completely about micromanagement only to have 100% of your micromanagement totally destroyed every time you use the retirement feature
soo ............... this mess is mostly tied to unretiring is based off the reclaim gametype and that one scatters the fort on returning to the location. in the years of poking around figuring out how to get unretiring to not be that of a mess I ended up learning... I don't care about micromanaging thus found stockpiles is a pain and you're better off just stuffing everything into buildings .
though unretiring does have like one line of code that targets containers to spill them over and this could be sidestep by loading the fort with a different gametype which 10+ years ago was just adv mode to fort mode.
another factor with how unretiring works is clothes refresh which might lead to shedding of extra wears.

9
Hi, long time player, back to adventure mode after a 12 year hiatus. I seem to remember it was pretty easy to get followers back then, but I can't seem to get any one to follow me now. How do I go about convincing people to join me as companions?
ok so between 12 years ago to now you missed like a whole lot of updates that made it so trying to get fame to get followers requires a bit more work, mostly to butter up folks who seek adventure.
also there's other ways to get followers including the one that goes after the unit's art value than their excitement seeking value. which is for entertainment.
it's possible to debate someone into loving arts and just wow them with a performance so good that they just want to join you to entertain others.
side stepping that 47 added adv party members which allows the player to team up with other adventurers which doubles for followers this also does make it so companions and party members are now terms to take in consideration where companions are npc followers and party members are pc followers. and each adventurer can have their own companions which joins up with the giant pile of other folks followers which probably push the follower count beyond the follower recruitment cap.

so if you pick up a bunch of pets and or form an adventuring party of a lot of folks you're probably not going to get drunks to follow you... but you don't need to get drunks to follow you when you can make human outsiders to be meat shields instead.
oh and you could just park everyone(tell everyone to wait) in one spot to shrink the follower size down under the recruitment cap and just pick up folks in a session then tell everyone to follow you again which would also push you past the recruitment cap again.

I was walking through a town and met a man skink Hunter Ghoul and when I asked him to join me he asked me to convince him I tried everything I could but I couldn't figure out how to convince him but that was different than the option that I was getting from everybody that says I don't think I want to do that..
so if they ask for proof you can bring up an event of your adventurer doing a really good performance and that would tell them, or lead to them saying you need more practice.

10
Hi, long time player, back to adventure mode after a 12 year hiatus. I seem to remember it was pretty easy to get followers back then, but I can't seem to get any one to follow me now. How do I go about convincing people to join me as companions?
ok so between 12 years ago to now you missed like a whole lot of updates that made it so trying to get fame to get followers requires a bit more work, mostly to butter up folks who seek adventure.
also there's other ways to get followers including the one that goes after the unit's art value than their excitement seeking value. which is for entertainment.
it's possible to debate someone into loving arts and just wow them with a performance so good that they just want to join you to entertain others.
side stepping that 47 added adv party members which allows the player to team up with other adventurers which doubles for followers this also does make it so companions and party members are now terms to take in consideration where companions are npc followers and party members are pc followers. and each adventurer can have their own companions which joins up with the giant pile of other folks followers which probably push the follower count beyond the follower recruitment cap.

so if you pick up a bunch of pets and or form an adventuring party of a lot of folks you're probably not going to get drunks to follow you... but you don't need to get drunks to follow you when you can make human outsiders to be meat shields instead.
oh and you could just park everyone(tell everyone to wait) in one spot to shrink the follower size down under the recruitment cap and just pick up folks in a session then tell everyone to follow you again which would also push you past the recruitment cap again.

11
DF General Discussion / Re: Future of the Fortress
« on: April 17, 2024, 06:48:12 am »
hmm having now thought about this if premium adv mode is getting a soundtrack is the classic build of adv mode going to stay silent or is there going to be like a toadyone original adv mode classic track for that also?

To add a suggestion onto this, it might be fun to add lo-fi chiptune versions of the songs to classic. Understandable if that might be too much work.
hmm kinda like toady strumming it a bit more than chiptunes, like lo-fi chiptunes doesn't really gel with the vibes with rest of classic's soundtracks... of 2 songs.
...oh yeah happy birthday toady

12
DF General Discussion / Re: Future of the Fortress
« on: April 16, 2024, 06:44:56 pm »
so the kicker to this the insurrection aspect of world sim/gen does lead to this but I also don't think this prevents snowballing as one sub-faction who made a peace treaty with one faction could get overthrown by another sub-faction who could just go back to conquering the world again, you kinda don't see this in fort mode as you're playing an hive mind controlling a small outpost miles away from the politics and back stabbings, but in adv mode if you ask the local nobles about the political powers and what not they will talk about the different parties vying for control of that civ.

I guess there's a difference in my mind between a schism and an insurrection being that the latter doesn't lead to fragmentation of the civilization, it just leads to one sub-faction leading the whole, while the former does lead to the fragmentation of the civilization into multiple new civilizations. I'm mostly curious about the former then, and I think it would prevent snowballing via a fragmentation. Just to clarify.
so if I remember an insurrection kicks out the ruling group of folks while the inhabitants the population fodder just stay the same, it usually leads to a whole lot of deaths on either side but the main mass of the people under them don't really change. it usually when another civ outside of the internal civ comes invading when folks start bailing and even then that also causes the natural population of inhabitants to just switch alliances.
though this feels like someone attacking to raze a place which scatters the whole populace, then goes in and captures the land later.

also given how the game works entities that branch off the main entity makes a copy of the main entity raw data so those fragmented civs still behave like the main civ they branched off so that just snowballs in a different way.
you end up with a bunch of outcast civs that usually get pick up by bandit groups to terrorize the land or reforming into nomadic group to roam the land... or try to resettle in the same/different spot or some other world gen/sim mechanic  I don't know off the hand that happens. any way I found the thing that prevents snowballing is figuring out how the battles are won and just beef up the defenses of the weaker civs so that the one that tries to attack a bunch ends up getting cooked.

13
DF General Discussion / Re: Future of the Fortress
« on: April 16, 2024, 12:26:13 am »
Are there plans to implement schisms / civil wars as part of the villains arc? It would make sense that parts of the kingdom may rebel against a usurper. It may also help prevent snowballing in worldgen. It would also be interesting if the different sides had opposing preferences, like blue vs red clothing or cow symbols vs eagle symbols, different religious sects...

Very excited for Adventure mode to come out. Hoorah!  :)
so the kicker to this the insurrection aspect of world sim/gen does lead to this but I also don't think this prevents snowballing as one sub-faction who made a peace treaty with one faction could get overthrown by another sub-faction who could just go back to conquering the world again, you kinda don't see this in fort mode as you're playing an hive mind controlling a small outpost miles away from the politics and back stabbings, but in adv mode if you ask the local nobles about the political powers and what not they will talk about the different parties vying for control of that civ.

14
DF General Discussion / Re: Future of the Fortress
« on: April 15, 2024, 02:36:43 am »
hmm having now thought about this if premium adv mode is getting a soundtrack is the classic build of adv mode going to stay silent or is there going to be like a toadyone original adv mode classic track for that also?

15
Utilities and 3rd Party Applications / Re: DFHack 50.11-r6
« on: March 25, 2024, 08:54:26 am »
ok so it seems like I wrote an open-legends script that actually opens legends and a open fort mode script that kinda opens fort mode afterwards.
but like
Code: ("open-leg.lua") [Select]
local old_screen=dfhack.gui.getCurViewscreen()
local new_screen=df.viewscreen_legendsst:new()
old_screen.child=new_screen
new_screen.parent=old_screen
new_screen.page:insert("#",{new=true,header="Open Legends",mode=0,index=-1,scroll_position_list=0,scrolling_list=false,
scroll_position_text=0,
scrolling_text=false
})
Code: ("open-fortmode.lua") [Select]
df.global.gamemode=df.game_mode.DWARF
df.global.gametype=df.game_type.DWARF_MAIN
local old_screen=dfhack.gui.getCurViewscreen()
--local new_screen=df.viewscreen_choose_game_typest:new()
local new_screen=df.viewscreen_dwarfmodest:new()
old_screen.child=new_screen
new_screen.parent=old_screen

like you run the first script to open legends, and run the second script to go back to fort mode.
but given the the original open legends had warnings about save corruption that also applies with using these scripts

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