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Messages - Trukkle

Pages: [1] 2 3 ... 5
1
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 17, 2010, 04:16:49 am »
Would anyone object if I made DF automatically turn off num lock?
As long as I can turn off the 'feature' that turns off numlock, sure. I hate it when programs mess with the 'locks and don't change them back when they lose focus.

2
DF Modding / Re: Dwarf Therapist (LATEST 0.5.0 4/10/10 see first post)
« on: April 12, 2010, 05:13:49 pm »
Absolutley wonderful tool, chmod, thankyou.
Any chance of adding a method to the script editor that looks at what migrant wave a dwarf came in on? I know sorting by wave can be hit-or-miss, but being able to group by profession AND restrict the view to the latest immigrant wave would make wrangling those lazy retards even easier.

Are there any plans in the future to allow the scripting system to set/un-set labors?

3
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 02, 2007, 09:35:00 am »
Hmm, just checking, but does the bladed crossbow actually use ammo?
I see in entity_default it has no [ammo] line tabbed in underneath it.

Some nice additions, I'm picking and choosing what I like thanks to them being in separate files now   :)

(Damn, notepad++ with the compare plugin makes seeing what you've added to entity_defualt easier than falling off a log  :D )

[ December 02, 2007: Message edited by: Trukkle ]


4
DF Modding / Re: Adding a new civ
« on: November 21, 2007, 10:28:00 pm »
quote:
Originally posted by Wiles:
<STRONG>Do you mean I should remove civ_controllable from the dwarfs?

Does that mean I can only have one controllable civ when I gen a world? I was hoping to add a few.

[ November 21, 2007: Message edited by: Wiles ]</STRONG>


Actually, during my experiments with Kobolds I found you don't have to remove the [CIV_CONTROLLABLE] from dwarves, you just have to make sure you can tell the races' home cities apart when you select where you come from on embarking.
Example: Dwarven home settlements are a lot of capital omegas, my Kobold's home cities were a single round blob.


5
DF Adventure Mode Discussion / Re: Digging
« on: December 16, 2007, 11:15:00 am »
Semi related. Can we use levers (or anything) in adv mode? There's an interact command but I've found no use for it yet.

6
DF Adventure Mode Discussion / Re: Noob Questions
« on: June 29, 2007, 11:00:00 am »
Walk up to a tree or shrub and press g, then select the option that involves fire. Not sure if it works on corpses.

I've not tried them all yet, Fortress mode keeps pulling me in, but I liked my speardwarf and hammerdwarf when I made them. The spear tended to get lodged in limbs though.

Stand next to anything with flesh. Shift-a to attack, press enter to switch to wrestling mode, select the creature you wish to wrestle and grapple it's head with a HAND. Then, go into the wrestling mode again and below the pinching options, should be gouging ones.
I spend half an hour wondering why I still couldn't gouge eyes when I had a mule's head grappled with my upper and lower arms and both legs.

Walk up to any girl and press k. Greet them and select the 'date' option. There's a chance, based on what you're holding, how well you know them, what you're wearing, what you last ate and how many goblins you've slain, that she might accept. Do not attack her if she says no.

Hope that helps  ;)


7
DF Dwarf Mode Discussion / Re: "Cool I get drunk!" - Alcohol Mod
« on: July 15, 2007, 08:18:00 am »
Hmm, saw the mod mentioned on the SA thread a while back and decided to check it out. Being rather fond of alcohol myself, how could I deny my dorfs?

Has anyone seen the [EDIBLE_VERMIN] tag imply the [VERMIN] one? I'm a little worried (not enough to not use the mod) the stunty little gits might start getting 'accosted by terrible vermin' when gathering plants.


8
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: June 30, 2007, 12:29:00 am »
(The guy in GTA3 was known as Fido, till GTA:SA when you have to race against him and he gets called Claude Speed, I think)

9
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: June 29, 2007, 04:35:00 pm »
Granted, you are now a tree planted in the nearest patch of open ground. You will never have to sleep and will not suffer any ill effects from not sleeping due to photosynthesis, if anything your potential lifespan has been increased too.

I wish I'd made a better wish than this.


10
DF Gameplay Questions / Re: Enough with the fisherdwarves already!
« on: July 02, 2007, 01:51:00 pm »
Throwing in my tuppence and saying I too would really like the fish cleaning job to be automatically queued when there's fish that need gutting and turtles that need turning inside out.

11
DF Gameplay Questions / Re: Dungeon Master arrival conditions ?
« on: January 23, 2008, 08:05:00 am »
Perhaps people are overlooking how many animals/creatures they have tamed, crammed in cages or butchered?
They seem pretty related to what the DM does, could they be his trigger?

12
DF Gameplay Questions / Re: Where Do You Store Value?
« on: February 12, 2008, 07:56:00 am »
Only the Elves and the Humans siege you for being a git to them at the moment, Moon.
I can see that changing as the Armies Arc progresses though.


I buy caged animals, booze, seeds, sunberries, crap objects made of useful metals ( *(-steel piccolos-)* fer example) and any no-quality ammunition they have. However, I always rip off the first Dwarven caravan, to ensure a low initial immigration and plenty of thieves.


13
DF Bug Reports / Re: has anyone struck rock crystal in the new version?
« on: November 28, 2007, 11:50:00 am »
Double post.

[ November 28, 2007: Message edited by: Trukkle ]


14
DF Bug Reports / Re: has anyone struck rock crystal in the new version?
« on: November 28, 2007, 11:48:00 am »
quote:
Originally posted by Trukkle:
<STRONG>Chiming in to say I have had rock crystal (had to take a crash-course in glass making just a few seasons after finding it, too) but I'll need to look at the fort later to see what it was buried in.

:edit:
Mineditall: Yes.

[ November 28, 2007: Message edited by: Trukkle ]</STRONG>


:Edit again:
It is now later. And by "Yes" I mean, changing what rocks/crystals are created when a world is generated requires you to generate a new world.

I found my rock crystals in a layer of Diorite, directly under a layer of Dolomite (baby!) right next to a vein of native gold, and directly across from them, on the other side of the gold was a cluster of rose quartz. A pretty little hole in the ground if ever there was one.


15
DF Bug Reports / Re: has anyone struck rock crystal in the new version?
« on: November 28, 2007, 09:24:00 am »
Chiming in to say I have had rock crystal (had to take a crash-course in glass making just a few seasons after finding it, too) but I'll need to look at the fort later to see what it was buried in.

:edit:
Mineditall: Yes.

[ November 28, 2007: Message edited by: Trukkle ]


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