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Messages - uioped1

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1
General Discussion / The Iceland eruption just made me want to play DF
« on: December 25, 2023, 03:17:02 pm »
https://m.youtube.com/watch?v=m3okcIdkLjk&t=0s

Haven't played in a long time, does the top of a magma tube still rise and fall?

2
DF Suggestions / Re: Dwarven Mail
« on: December 11, 2023, 10:51:14 pm »
I love this idea!

3
DF General Discussion / Re: Future of the Fortress
« on: September 08, 2023, 05:53:06 pm »
I've been playing around with the civ screen for the first time, and ran across something I wondered about:
Is there a particular reason that you can only occupy already occupied locations?
There are a bunch of empty forts around, but I can only attempt to conquer the nearby mountain home.

4
I don't remember, seeing, will the steam version support Linux?

5
Thanks Clément.

One addendum:  the AnnouncementWindow launcher script seemingly needs t be changed to use python3  once that was fixed I stopped getting the dbus error.

6
Thanks for creating this package!
I'm enjoying the yak shaving involved in my recent switch to linux. (ubuntu 20.04)

A couple of items I've noticed working through getting this set up:
First off, additional dependencies:
Dwarf Therapist has an additional dependency on libqt5qml5
AnnouncementWindow has a dependency on python3-pil.imagetk
I can submit pullrequests for those if you like.

Other issues: The announcement window utility causes an error in dbus_send on launch due to invalid parameters.  I _think_ that's a bug in their app, but thought I'd mention it since I haven't looked into it at all.
strangely, I've also had the same error once when announcement window was not running...

Dwarf Therapist also has a known issue on distros with ptrace protection (e.g. ubuntu)  -- resolving that seems to conflict with the approach you're taking to run the app from within a temp sandbox. 
I assume that it's working for other people, but I have not been able to get it to work.  I have been able to get it to work without the --portable option by running it directly from /opt/bin and redirecting the log to my user folder, after I disabled ptrace on the executable. sudo setcap cap_sys_ptrace=ep dwarftherapist

7
DF Gameplay Questions / Re: Can't assign tomb to recently killed dwarf
« on: August 09, 2019, 09:53:15 pm »
Thanks for your help.

I think that the dwarf is recognized as dead: they show in the deceased column under (u)nits, and there was an (a)nnouncement about him bleeding to death.  Also another dwarf is just standing there 3 steps away...  Anyway, you can assign tombs to alive dwarfs, so I don't think it's that...

I don't know what to say about the enemy designation.  That seems likely, but I don't think it will make any difference to their friends and relations forced to endure the decomposition.  There is the ability to engrave a slab for them, so that's probably it.  thanks.

This is referring to tombs, as designated from a built coffin.  I'm using assignment to tombs over auto (unassigned) burial because i didn't want to bother with collecting all the monster hunter corpses out of the caverns.

The requirement to assign tombs to living dwarves is not current.  I am able to assign to other dead dwarves.

8
DF Gameplay Questions / Can't assign tomb to recently killed dwarf
« on: August 08, 2019, 03:32:43 pm »
I'm having trouble understanding whether there's some bug, or if something else is going on.
I have two dead dwarves, one killed a while ago by a troglodyte, and another who went berserk then bled to death after being beaten by the militia.

I can assign a tomb to the former dwarf, but not to the latter (does not show up in the assignment menu)

Any idea what's going on here?

thanks

9
you should be able to cross reference an Adventurer who starts from the fort for the adventurer's who don't but really it just aligning the Citizen's id (the unit's Civ, Population, and probably group ids to match with the starting citizen's ids everything else seems to be not really needed) with the rest of the fort once your in Fort mode.
I do remember someone making a script that converts units to your Fort might be Called Makeown.

Thanks.  Googling found the makeown command in the tweak plugin, but that is not sufficient to make my adventurer accept labor assignments.  (it sets the civ and some flags on the unit - resident, etc) I suspect something has changed in the game that renders that command irrelevant.   Based on a hint in the forums I found what I posted previously, which does work, however I'm not sure if I'm just missing something that is not completely working.  If anyone can tell me whether it's possible to change an existing reference using gui/gm-editor, that would be helpful.

edit: I just had an epiphany what a nemesis is: it is the corresponding unit id for the historical figure... not sure why anything worked without it, but hey.
A quick update on this, I've found that adding the references to the nemesis/hist fig entries is not necessary, since loading from a save synchronizes them.  Working on figuring out how to perform same from a script.  when I do I'll submit a pull request.  If anyone can point me to documentation of the data model exposed to scripts in dfhack, that would be _extremely_ helpful.

10
you should be able to cross reference an Adventurer who starts from the fort for the adventurer's who don't but really it just aligning the Citizen's id (the unit's Civ, Population, and probably group ids to match with the starting citizen's ids everything else seems to be not really needed) with the rest of the fort once your in Fort mode.
I do remember someone making a script that converts units to your Fort might be Called Makeown.

Thanks.  Googling found the makeown command in the tweak plugin, but that is not sufficient to make my adventurer accept labor assignments.  (it sets the civ and some flags on the unit - resident, etc) I suspect something has changed in the game that renders that command irrelevant.   Based on a hint in the forums I found what I posted previously, which does work, however I'm not sure if I'm just missing something that is not completely working.  If anyone can tell me whether it's possible to change an existing reference using gui/gm-editor, that would be helpful.

edit: I just had an epiphany what a nemesis is: it is the corresponding unit id for the historical figure... not sure why anything worked without it, but hey.

11
I am attempting to make an adventurer a full citizen of a fort after retire and reclaim.
It looks like I am able to do that using the script gui/gm-editor
I found that the necessary step is to add a reference to the former adventurere's historical figure id in histfig_ids on the historical_entity for the local group.
That seems to work, however I am concerned about later crashes, as I cannot figure out how to add a reference to the historical figure object in the hist_figures array.  Will it be a problem to skip that step?

Secondly, it seems like the nemesis ids may be related, but I can't figure out what a nemesis is.

Any other things I should look out for?

Thanks for your help.

12
DF General Discussion / Re: DF Talk: Playstyles and You
« on: November 14, 2011, 12:07:54 pm »
I fall between simulationist and gamist, close to what someone previously named narrativist.

(I also agree that the gamist definition supplied is inappropriate for DF, in the same sense that the test is.

I like DF for the simulation, hands down, however the gameplay elements are what allow the player to weave a story out of otherwise uninteresting simulation.  When I go for large constructions, it's for the story I have in mind, and I can get almost as much satisfaction out of reading other's accounts on the forum as actually playing (esp. when I get sick of mechanics issues; I'm so used to the bad ui at this point it doesn't stop me.)

The thing that I _don't_ want is for the simulation to break for the gameplay reasons listed.  The difficulty can increase due to new and different challenges, rather than an artificially-increasing difficulty curve.

I also enjoy playing roguelike games, and look forward to future adventure-mode enhancements, but again, against this uniquely rich simulation backdrop.  Edit:It's important to me for adventure mode to not be playing _against_ the simulation however.  I want challenges from the surroundings, I don't want to be challenged by the surroundings (except where that intersects Story.)




13
DF General Discussion / Re: Future of the Fortress
« on: October 26, 2011, 11:20:34 am »
How does a being decide to assume an identity, and when does it decide to abandon the ruse?

I have to assume that this is not the introduction of AI into the game, but it would be hilariously annoying for your lazy dwarfs to walk slower than they could, or to fake injuries.  If a vampire tantrums, I'd assume they drop the ruse, but what if they're just hungry?  What if the entire fort becomes vampires, or as some have suggested, a vampire cult forms around them?

This is beginning to have some of the features of ai, In particular it's starting to look like a knowledge system...


14
DF Announcements / Re: Dwarf Fortress 0.31.13 Released
« on: September 15, 2010, 12:54:50 pm »
Bed bugs seem to be enjoying quite the resurgence in the US at the moment.  Glad to hear you were able to knock them out.  I imagine you'll be getting many interview requests shortly.

15
DF General Discussion / Re: Dwarf Fortress Talk #9: Feedback
« on: August 18, 2010, 05:23:56 pm »
About the restrictions on guiding mounts, shouldn't your mount have at least the capabilities of the native animal, just with restricted player control?

As a player riding a horse, chasing a horse, we should be able to reasonably approximate whatever movements our target makes...

I like the idea of running at full tilt reducing the range of movements we can make, but I don't think a horse should suddenly be unable to turn around once something sits on it.

Also fun would be increased possibility of tripping or other mistakes, and similar mechanics should happen whenever a creature pushes itself beyond it's normal limits.  A good example is carrying an elephant carcass and two bins of lead bars.  Just slowing you down is a poor abstraction.  Other examples are butchery accidents when you don't get enough rest, or try to do it too quickly.

What would be the response of the dwarf eating their fine rum roast, only to discover poor Urist's thumb?

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