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Bay 12 Games Forum
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March 6, 2024: Dwarf Fortress 50.12 has been released.
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News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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DF General Discussion / Re: Could UI be returned to classic? (or latest old-style version suggestion)
« on: November 11, 2023, 11:35:12 pm »To directly answer your question, no.
Then may I kindly ask you (or anyone who could answer) for next question:
What is your latest oldstyle game build?
Game version, latest of pre-steam UI + good graphic tileset, actual for that version + Dwarf-The-rapist version for them.
I will be grateful for any adviсe.
3
DF General Discussion / Could UI be returned to classic? (or latest oldstyle-UI version suggestion)
« on: November 11, 2023, 06:20:01 am »
Hello all.
I played DF somewhere in 2010-18th and struggling to play it again.
All I want is the lastest DF with actual graphic tileset and maybe some qol mods.
I tried steam version but was mocked, trolled and killed by current version UI&control. I simply cant play it w/o old labor management or controls concetrated on one panel.
Is there any ways to convert UI back for latest versions or it is lost for good?
I played DF somewhere in 2010-18th and struggling to play it again.
All I want is the lastest DF with actual graphic tileset and maybe some qol mods.
I tried steam version but was mocked, trolled and killed by current version UI&control. I simply cant play it w/o old labor management or controls concetrated on one panel.
Is there any ways to convert UI back for latest versions or it is lost for good?
4
Mod Releases / Re: Warhammer 40K Underhive Settlement Reboot 2.2.4 (Bugfixes!)
« on: October 29, 2021, 07:36:36 am »
Welll
Besides some "necro"
I am playing this mod now, many years after touch of previous generation of "necromunda" mod. Founding it very nice and amusing.
If someone ever cares about bugs or may even continue this brilliant work I will post bugs I found so far here (as well as other strange and possibly unintended behavior).
1. Lho harvests as dry leafs from fields so it can't be process further. Because dry lho needs to be in bag to process and they are collected just as normal plants, not into bags.
(I jury rigged this for myself by deleting all "bag-related" stuff from lho reactions, seeds are rarely produced but it is tolerable with the merchants seed supply)
2. There is something wrong with merchant weapon prices.
- 2.1 Plain weapon prices are very low. About 40-100 for all from chain swords to autocannons.
- 2.2 Occasionaly for 1-3 items price displayed on trade screen skyrokets to 26000+ but on item screen their prices displayed as normal 160-300.
3. Any items inside any conainer that placed into another container (bag inside a barrel, ammo belt inside a bin and so on) are completely overlooked by game mechanic (but i think that was a core game bug).
4. Dogs and hivers are overpowered (or fauna underpowered heavily). Milliasaurs, crook hounds, spitworms all killed by plain dogs and lone barehand hivers without casualites or even major wounds.
5. Wild grox is the only creature that was able to actually kill my hivers so far. Also wild grox can soak in entirequiver belt of autogun and flee happily out of the map.
6. I can't figure out is hunting actually works at all or not. My dedicated hunter freed from all other work simply doing "no job" all the time between eating and sleeping.
Besides some "necro"
I am playing this mod now, many years after touch of previous generation of "necromunda" mod. Founding it very nice and amusing.
If someone ever cares about bugs or may even continue this brilliant work I will post bugs I found so far here (as well as other strange and possibly unintended behavior).
1. Lho harvests as dry leafs from fields so it can't be process further. Because dry lho needs to be in bag to process and they are collected just as normal plants, not into bags.
(I jury rigged this for myself by deleting all "bag-related" stuff from lho reactions, seeds are rarely produced but it is tolerable with the merchants seed supply)
2. There is something wrong with merchant weapon prices.
- 2.1 Plain weapon prices are very low. About 40-100 for all from chain swords to autocannons.
- 2.2 Occasionaly for 1-3 items price displayed on trade screen skyrokets to 26000+ but on item screen their prices displayed as normal 160-300.
3. Any items inside any conainer that placed into another container (bag inside a barrel, ammo belt inside a bin and so on) are completely overlooked by game mechanic (but i think that was a core game bug).
4. Dogs and hivers are overpowered (or fauna underpowered heavily). Milliasaurs, crook hounds, spitworms all killed by plain dogs and lone barehand hivers without casualites or even major wounds.
5. Wild grox is the only creature that was able to actually kill my hivers so far. Also wild grox can soak in entire
6. I can't figure out is hunting actually works at all or not. My dedicated hunter freed from all other work simply doing "no job" all the time between eating and sleeping.
5
DF Gameplay Questions / Family hermitage game (how to setup?)
« on: January 02, 2021, 06:14:24 am »
I want to play some "hermit/homestead-like" setup:
1) all start pops are relatives
- patriarch
- matriarch
- 1-2 adult sons
- some childrens
2) no migrants at all, new pop have to be borned here or recruited from guests (by marrying or something).
But I have no skills in DF modding. (
Question is, what gamefiles should I examine to mod this or is there any mods with same family-playing focus?
1) all start pops are relatives
- patriarch
- matriarch
- 1-2 adult sons
- some childrens
2) no migrants at all, new pop have to be borned here or recruited from guests (by marrying or something).
But I have no skills in DF modding. (
Question is, what gamefiles should I examine to mod this or is there any mods with same family-playing focus?
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Masterwork DF / Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
« on: March 04, 2017, 02:26:07 am »
There are some heavy problems in _latest_ version. Sum of my feedback:
OS: win7 x64 8gb RAM
1. ctd when generating world or at world saving if
a) more than 4-6 races activated
b) more then medium world size, and small civs and location places
c) if history longness is "too much", earlest ctd was on 26th year but with few races, civs and locations at medium worldsize it is possible to generate 250 year history but not much more.
2. when I load my saved game it is roughtly 30% chance of ctd
3. when I resize window _AFTER_ saved game is loaded I always have an instant ctd
4. there is also a most frustrating random ctd on game saving
5. If I run DF from launcher for second time in a row I always see a gamebraking grafic promlems from distortion mentioned just above to complete absence of grafic titles. So I have to rerun launcher after exiting DF.
All of that is NOT a '2gb memory' problem because of
a) large excess of memory
b) x64 system
c) all executables are memory adress patched
d) when I monitor memory usage DF never run above 1.8gb even just before ctd.
And I obtain a strong personal opinion that appeared critical error is somewhere in the launcher, but it is only an opinion.
OS: win7 x64 8gb RAM
1. ctd when generating world or at world saving if
a) more than 4-6 races activated
b) more then medium world size, and small civs and location places
c) if history longness is "too much", earlest ctd was on 26th year but with few races, civs and locations at medium worldsize it is possible to generate 250 year history but not much more.
2. when I load my saved game it is roughtly 30% chance of ctd
3. when I resize window _AFTER_ saved game is loaded I always have an instant ctd
4. there is also a most frustrating random ctd on game saving
5. If I run DF from launcher for second time in a row I always see a gamebraking grafic promlems from distortion mentioned just above to complete absence of grafic titles. So I have to rerun launcher after exiting DF.
All of that is NOT a '2gb memory' problem because of
a) large excess of memory
b) x64 system
c) all executables are memory adress patched
d) when I monitor memory usage DF never run above 1.8gb even just before ctd.
And I obtain a strong personal opinion that appeared critical error is somewhere in the launcher, but it is only an opinion.
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Masterwork DF / Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
« on: October 26, 2016, 10:47:32 pm »
Crashbug in V.1.20
Have a persistent crash in my game at xx02-03-03 gamedate with message:
---
FATAL ERROR
Nemesis Unit Load Failed
---

Can't pass by that date. How can I treat it?
//
Hmm, on the fifth attempt i manage to pass by.
Have a persistent crash in my game at xx02-03-03 gamedate with message:
---
FATAL ERROR
Nemesis Unit Load Failed
---

Can't pass by that date. How can I treat it?
//
Hmm, on the fifth attempt i manage to pass by.
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Mod Releases / Re: Orichalcum Dwarf Fortress v 3.0.0
« on: October 21, 2016, 10:52:22 pm »
What about gunpowder, cartriges&handguns in current state of the mod?
Can you tell a bit about industrial chain for them.
Also, are they more powerfull then heavy crossbows or not?
Can you tell a bit about industrial chain for them.
Also, are they more powerfull then heavy crossbows or not?

9
Mod Releases / Re: Civilization Forge 2.23 Alchemy released!
« on: September 25, 2010, 05:48:19 am »
Deon's "graphic pre-pack", 2.23 Civ Forge on DF version 0.31.12
After third year i enjoy the caravans from all continental civilisations, but excluding dwarven.
After third year i enjoy the caravans from all continental civilisations, but excluding dwarven.
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Mod Releases / Re: Civilization Forge 2.23 Alchemy released!
« on: September 24, 2010, 11:05:33 pm »
There is a real and strange problem with parent Civ.
three testruns:
Dwarves has "members" at start but at some moment (after first year, i think) they disappears.
In result: 6-9 migrants only, all arrive at first year. No dwarven caravans. No dwarven civ members.
But other (unmarked at first year) civs appearing, if not on island.
--
Thank you for mod
three testruns:
Dwarves has "members" at start but at some moment (after first year, i think) they disappears.
In result: 6-9 migrants only, all arrive at first year. No dwarven caravans. No dwarven civ members.
But other (unmarked at first year) civs appearing, if not on island.
--
Thank you for mod
11
Mod Releases / Re: Civilization Forge 2.23 Alchemy released!
« on: September 22, 2010, 06:47:59 am »
Hmm, thank you.
New question.
Are there any irreducible obstacles to the installation of the CivForge and referred graph mods to the core of DFG?
I very appreciate it fulscreenness, and tripple-window structure, but can't understand interface-design of original DF to make the same things in it (unlucky for me)
Did somebody try it?
((yes, block we roll, ball we pull))
//
Do I understand correctly, that Phobeus and Ironhand sets ARE compatible? or i made a logical mistake.
O, yes. Found the ironhand-graphic version. thank you Deon!
Can't find Phobeus-graphic version to compare
New question.
Are there any irreducible obstacles to the installation of the CivForge and referred graph mods to the core of DFG?
I very appreciate it fulscreenness, and tripple-window structure, but can't understand interface-design of original DF to make the same things in it (unlucky for me)

Did somebody try it?
((yes, block we roll, ball we pull))

//
O, yes. Found the ironhand-graphic version. thank you Deon!
Can't find Phobeus-graphic version to compare

12
Mod Releases / Re: Civilization Forge 2.23 Alchemy released!
« on: September 22, 2010, 02:25:53 am »
Mephansteras, is your mod compatible with graphical mods?
For example, can i install it above MayDay's DFG? (yes, i can, but would it work properly?)
For example, can i install it above MayDay's DFG? (yes, i can, but would it work properly?)
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