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Messages - Elfy

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1
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 16, 2014, 12:29:41 pm »
Quick Question for Masterwork veterans: Can you get your mages to shoot missiles? I sure cant.
Air mage shoots missiles without problem in 4j. You need to make them first though. And equip them as ammo. And use staff as a weapon. And they somehow counts as "missiles" not "magical missiles" in ammunition assignment interface. And as usual all military is quirky, so your mage might be reluctant to pick his equipment up. But after it is all set, it works. Can't say how effective it is though. Since I trained my mage NO hostiles come to my fort at all. :(

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Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 10, 2014, 12:55:24 pm »
Last tip: once you get past 15-20 population, try to specialize all you can through castes, the experience bonus will make them all that much usefull in a short time.
There is one thing to be aware of though. Physical attributes do matter, and switching caste generates new set of them at random. Which means that your physically exceptional dwarves would probably be of more use as they are. Useless ones though are perfect candidates.

3
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 07, 2014, 02:34:58 am »
But good, solid help you are doing, thanks for that. :)
Thank you for such a great mod :)

And yeah, please ask someone who actually knows these internal structures to look at this caste mismatch after transformation.

For now I'll be using this hack
Spoiler (click to show/hide)

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Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 06, 2014, 01:04:41 pm »
All right. I "fixed" guilds issue.

Disclamer: I have NO idea what I'm doing. So it might not make much sense to more knowledgeable folks and it might break something else horribly. I post it only to provide some experimental data. And because so far it works.

Here is the deal.
Code: [Select]
local unit=dfhack.gui.getSelectedUnit()
if unit == nil then
    print('No unit selected')
    return
end

if unit then
    print(unit.status.current_soul.caste)
end

I ran this code for various native and transformed guildsdwarves and noticed that transformed ones have their before-transform value. That is, mostly the same as male and female caste.

Then I put this line in the script above

Code: [Select]
unit.status.current_soul.caste = 10
and run it for a dwarf which was supposed to be male Smith but didn't get XP bonus. Just because. I have no idea whether it's ok and whether it will stick, but I had to try, right? And voilą, next pair of chain gauntlets gave him proper +180XP instead of +45XP.

The number was taken from inspecting some native guild member, but I suppose there is a proper way to find specific guild ID.

Meph, if you can make sense of this and fix it properly it would be great.

5
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 06, 2014, 06:02:05 am »
Windows 7 x64. Guilds learning bonuses did not work for dwarves transformed in fortress in 4j, in 5.10, and I got 3i from archives yesterday and it did not work either. I'll go further back as time allows.

4j was somewhat modified, but two other versions were right from archive, dfhack and all that.

Also I tested install/save from Ogamaga too, and it did not work for me. From PM I got that it might not worked for him either, some more testing is needed.

UPD:
2i: wow, this looks like a different mod :-D Couldn't find a way to change caste in it.
3 (the first one, without letter): nope, not working. Tested carpenter and miner.

That's it, I guess. Either something is missing from packages, or there is some system issue which affects at least two players.

UPD2: naturalskills.lua does nothing for this issue.

6
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 05, 2014, 07:44:31 pm »
All right, Meph.

I did fresh embark, with two proficient miners (skills assigned in embark, I assume that they have exactly the same XP).

One has to dig exactly 200 tiles of stone to get to talented.

Meanwhile I build a guildhall and convert second miner to Mason. Everything goes as it should, announcement, seven days pause, another announcement, dwarf info says *MASON GUILD*. And after that it takes second dwarf exactly 200 tiles of stone to level up to talented.

I did not use Therapist. For purity I didn't even run it once on this game. I only used dfhack commands "reveal" and "createitem COIN GOLD 500".

This does not work this way for dwarves who are members of guild from the start (immigrants).

So. Uhm... Either it is broken or I have some rather severe misunderstanding here. Any ideas?  :'(

7
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 05, 2014, 06:23:44 pm »
I have a problem with effects of joining guilds in 4j and 5.10. Everything seems to work except that after transformation XP gains in relevant jobs are the same (low, -50% in my case). It doesn't happen with naturally occurring guildsdwarves, they have a proper +100%. Tested only for civilian guilds, like Masons, Smiths and Carpenters by observing XP changes in Therapist.

Can anyone confirm this behaviour? I wasted two days doing experiments because... well, I couldn't believe that this whole thing was purely decorative and no one have noticed, but now I reproduced it in freshly generated world on clean right-out-of-archive version of 5.10 and I'm pretty much out of ideas. Please help! I can't stop thinking about it %-)

Also, fun fact which I didn't see mentioned anywhere is that joining guild not only generates new set of physical attributes, but also changes the age. Seems completely random.

Anyone? Pretty please! If anyone knows how to change learning rate from dfhack it would be great too. I was into tenth year when I discovered this. Things just started getting interesting... But it really messed up my plans. Don't want to abandon that fort yet though.

8
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 05, 2014, 11:03:28 am »
Glass melted? Weird. Anyway, build magma well one level under a basin for magma (no holes in the floor) and use "Spawn magma trap" in well.  It was in changelog. (Scroll down to Water Wells and Magma Wells)

Some problems with it, though. It needs two rough blood of Amrok gems. One for well itself and one for reaction and it gives only fixed amount of magma.

Another is that is spawns incorrectly and sticks magma into walls and in any open space, no matter if it would be possible for magma to get there by flowing. So you'll have to be very careful to have enough empty space over the well. I suppose to prevent constant flow in less than 7/7 filled basin it would be better to have a drain somewhere to keep actual magma storage full and compact and let excess evaporate...
Well, it is indeed a possibility, but it requires a second "blood of armok", of which I only had 1 (an only 5 in total on the map, the rest bing in the 3rd cavern layers).

I'll try to get my hand on one with wall hacking (ssense in 'h' mode).

The finite quantity is what bugs me the most though, so maybe back to other ways for now).
You can buy them too, they aren't all that costly for established fort. Or let some uselessselfless dwarf become a sacrifice for the future of your Fort. Dwarf analogue of Prometheus, so to speak :) Just needs careful set up.

9
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 05, 2014, 10:24:44 am »
I know, but I really thought the magma and water wells were a way to use very rare gems to do those "cheats" in a more legit way.

I guess my choices now are magma sea (deep down at -50, vetical 3rd cavern), cheating, or using minecarts to take magma up (last time I tried ended badly, green glass melted, and iron was too heavy and got stuck in the magma).
Glass melted? Weird. Anyway, build magma well one level under a basin for magma (no holes in the floor) and use "Spawn magma trap" in well.  It was in changelog. (Scroll down to Water Wells and Magma Wells)

Some problems with it, though. It needs two rough blood of Amrok gems. One for well itself and one for reaction and it gives only fixed amount of magma.

Another is that is spawns incorrectly and sticks magma into walls and in any open space, no matter if it would be possible for magma to get there by flowing. So you'll have to be very careful to have enough empty space over the well. I suppose to prevent constant flow in less than 7/7 filled basin it would be better to have a drain somewhere to keep actual magma storage full and compact and let excess evaporate...

On an other side note, I have a few questions that might as well be posted here:

1/ How do you guys deal with worn out clothes? They clutter my fort all over, and I can't seem to find a good way to take only those to a stockpile to get disposed.

2/ Very similar question, but for surplus of seeds, and potentially other items.
I use a central "seed" stockpile, that gives to individual seed piles, and either sell or roast the ones in surplus (depending on food needs).
This is very heavy on the preparation, but that's the best I could figure out so far to ensure keeping seeds on the side.

3/ I embarked with plump helmet folks. Those breed like madmens and throw parties all the time (cancelled because in a pe'n', but still). I tried to butcher a lot of them, and I am now with piles of their "meat" in the plant pile. I know I can brew that, but I'd need way too many barrels and brewers.
Anyone else had troubles with those critters?

EDIT:
4/ Is there any way at all to make a wood plank stockpile per type?
I'd love to be able to filter them, because of colour, weight and value, but the only option seems to be building multiple sawmills and 't'ake from them, or to switch the pile that takes each time, the first option being a waste of materials and place, the second very micro intensive.

1. I don't have stockpile for clothes. Everything which just lays around gets burned in Crematorium. (Though I cheat sometimes and use alternative stock interface to dump everything with wear and not equipped to speed up the process. Or to dump them on refuse stockpile.)

2. dfhack seedwatch if you want. But usually I don't bother. I simply don't cook them or any plants which seeds are useful.

3. LOL Luckily the only plumphelmet man I saw quickly died in a cursed dust accident, so no.

4. I don't think there is. Actually, I mostly gave up on stockpiles %-) They are buggy, kill fps and are otherwise unmanageable.

10
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 05, 2014, 04:58:38 am »
I suppose that would be the same reaction, interesting; did the dwarves use the water to clean patients? That's really what I'm concerned about; I'd very much LOVE to do a TOTALLY above-ground fortress on a scorching embark. I've sometimes seen them give water from the alcohol-to-water reaction from the brewery, but that's different. Keep in mind, here, that I'm being a bit of a purist...
Can't say for certain about cleaning patients. Seen it quite a bit ago, so 'maybe'. But waterling or liquid spawner could help with this, if it's not against your policy  :)

11
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 04, 2014, 05:35:49 pm »
Hopefully this is the right place for this: I'm playing with the additional flora/fauna plugin activated, on a badland embark. What are the utility of barrel cacti? I can barrel-process them for water, which seems useful, but will the dwarves actually use that for anything water-related: e.g., pouring it into a bucket to give to a patient / clean a patient /etc.? I can cook the seeds, sure, but I'd rather not be stuck with a bunch of barrels of water (sounds like problem you'd want to have, in a desert).

Any help would be much appreciated!
Can't say about cacti specifically, but pressing water from quarry bush leaves was a lifesaver on waterless site! Dwarves did actually use that water.

12
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 04, 2014, 05:31:23 pm »
I have a problem with effects of joining guilds in 4j and 5.10. Everything seems to work except that after transformation XP gains in relevant jobs are the same (low, -50% in my case). It doesn't happen with naturally occurring guildsdwarves, they have a proper +100%. Tested only for civilian guilds, like Masons, Smiths and Carpenters by observing XP changes in Therapist.

Can anyone confirm this behaviour? I wasted two days doing experiments because... well, I couldn't believe that this whole thing was purely decorative and no one have noticed, but now I reproduced it in freshly generated world on clean right-out-of-archive version of 5.10 and I'm pretty much out of ideas. Please help! I can't stop thinking about it %-)

Also, fun fact which I didn't see mentioned anywhere is that joining guild not only generates new set of physical attributes, but also changes the age. Seems completely random.

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