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Messages - Billy Jack

Pages: [1] 2 3 ... 30
1
DF General Discussion / Re: Who else talks to their dwarves?
« on: October 07, 2016, 04:48:01 pm »
Other than the standard "What/Where the h*ll are you doing/going" the one time I really yelled at a dwarf was when I was attacked by a dragon.

My military was small but was armored in Mithril (playing MW). Essentially it was just two.

The dragon showed up and the two were sent to engage the enemy. Halfway to the battle, one (dwarf B we'll call him) decided that he didn't have enough booze in his waterskin so he peeled off to go get some more. Dwarf A (I'm guessing you can agree that this is the other one) attacked the dragon with great vigor, fighting for the safety of her friends and family in the fortress.

The battle lasted for many days as Dwarf B decided that he needed a snack, attend a party, have a nap, drink again, and eat again (Drink, Eat, Rave, Repeat) before heading out to see how things were going.

Dwarf A had fought the dragon to a standstill and both were exhausted. Taking a swing at each other every now and then and then collapsing in exhaustion. As you can probably foretell, Dwarf B did a merry skip up to the dragon and delivered the killing blow. He will be remembered as the great dragon slayer with many carvings and decorations dedicated to his great victory.

Dwarf A suffered many cuts/bruises and what not but left the battle with all four limbs attached and covered in blood and core. Dwarf B left in a spotless uniform to go celebrate his victory with his family and friends. Another party was thrown for Dwarf B, while Dwarf A grabbed a bite and caught up on some much needed rest.

Only the heavens above (me) know what truly happened and Dwarf B, with all his skill from training, became a hauler for the remainder of his days.

2
DF General Discussion / Re: Stagnant? Doomed? Whose idea?
« on: March 16, 2016, 12:19:11 pm »
Yikes!
All the talk about age earlier in the thread got me dreaming of our TRS-80. Dad saw I was itching to get my hands on it, handed me the stack of manuals and said I could use it after I had read it all.

three days later I taught him how to use his computer. (I'm 46)

On a side note, when Microsoft came out with Multiplan in '82, he was thinking to either invest in it or his own construction business. 20:20 hindsight is a bitch.


Anyway, LONG LIVE THE FORTRESS!!!

3
I wrote a similar VB app back in 2013 and it looks like we are using the same format for the changes.

Nobody other than Milo and myself had any real discussion on it and it we pretty much agreed to let it simply slip off into the depths of the forums.

http://www.bay12forums.com/smf/index.php?topic=133506.msg4779833#msg4779833

All of the VB code is included as a spoiler in second post, since it is a rather short program.

4
Masterwork DF / Re: Masterwork Reborn - Discussion/Suggestions
« on: January 29, 2015, 01:48:37 pm »
I wouldn't see the elves as truly being against the use of wood to use as building mats.  They just don't like to see other races inefficiently and recklessly cutting down trees.

Tree loving races that I've read about have either magically shaped the wood to their purposes, or continue to use wood as mats, but doing so as not disrupt the forest.

One thing that could be done is to use a multi-step process to increase the amount of material obtained from a single log.
  • 1 log converted to 8 planks
  • 1 plank converted to x better planks
  • 1 better plank converted to y even better planks
And so on, until an acceptable balance is obtained.

Depending on the complexity of the capabilities of the GUI launcher, Supports could be changed to look like tree trunks.

After all, Elves show up in caravans with nothing but wood created items, so they just think they are more justified and make better use of wood than anyone else.

<edit> The skills that would be unused for elves such as blacksmith and metalcraft would be used as the skills for different levels of wood improvement, so that a single elf takes longer to become the super producer. Armor and Weaponsmith would still be needed to create the steeloak and such weapons and armor.
To elves killing plants is worse than murder, but yes they do grow wooden items from trees. Wooden items imported from elves are called grown [tree name] wood, and in elven sites there are shaping trees where presumably the trees are shaped to make items they want. Based off of this maybe elves could have growing workshops that require being next to or on trees where they can make grown wood items.
There are plenty of pictures available via Google / Bing that show elf villages using wood as building materials. In my opinion, allowing elves to follow this type of "lore" is much more mod friendly than having to figure out how they generate wood from a growing tree. After all, fully embracing the idea that Elves grow everything to meet their needs would mean that it takes very long for them to build their structures and other equipment. How would you grow a wooden helm, or flute?

If you want to stick to a system where everything is made of wood, you would have to create a method for wood to be generated through some type of magic, which is not implemented in DF. Yes, magic has been implemented in MW, but that is stepping away from the default DF canon. There is no reason that the MW elf canon cannot follow the belief of living in harmony with nature and not wasting the materials gained from chopping down a tree.

After all, removing smaller growths of trees allows larger, more established trees to grow even larger as they have access to more of the nutrients that would normally be consumed by the smaller trees.

5
Masterwork DF / Re: Masterwork Reborn - Discussion/Suggestions
« on: January 27, 2015, 01:03:25 pm »
I wouldn't see the elves as truly being against the use of wood to use as building mats.  They just don't like to see other races inefficiently and recklessly cutting down trees.

Tree loving races that I've read about have either magically shaped the wood to their purposes, or continue to use wood as mats, but doing so as not disrupt the forest.

One thing that could be done is to use a multi-step process to increase the amount of material obtained from a single log.
  • 1 log converted to 8 planks
  • 1 plank converted to x better planks
  • 1 better plank converted to y even better planks
And so on, until an acceptable balance is obtained.

Depending on the complexity of the capabilities of the GUI launcher, Supports could be changed to look like tree trunks.

After all, Elves show up in caravans with nothing but wood created items, so they just think they are more justified and make better use of wood than anyone else.

<edit> The skills that would be unused for elves such as blacksmith and metalcraft would be used as the skills for different levels of wood improvement, so that a single elf takes longer to become the super producer. Armor and Weaponsmith would still be needed to create the steeloak and such weapons and armor.

6
Masterwork DF / Re: New Dwarf Mode
« on: January 12, 2015, 02:01:58 pm »
IMO, the smoothing and polishing of wood should be done away with. The quality of wood items would essentially reflect whether someone threw together a stump with a back for a chair vs. a four-legged intricately carved and polished one.

7
Utilities and 3rd Party Applications / Re: DFHack 0.40.19-r1
« on: December 24, 2014, 04:09:02 pm »
As I recall, Brainwash would set the dwarf's preferences to be easily obtainable and remove those that were more exotic or hard to consistently produce; such as bracelets or other specific crafts.

Since it worked on preferences rather than happiness, I would guess that it would work with the new version, since the memory mapping for dwarfs should be up to date.

8
Utilities and 3rd Party Applications / Re: DFHack 0.40.16-r1
« on: November 23, 2014, 01:36:09 pm »
The problem mentioned is that changeitem can't locate items, not that it can't modify them.
The root of the problem is that you can't specify what craft / instrument / toy to create. A hack should not be needed to do so.

9
Utilities and 3rd Party Applications / Re: DFHack 0.40.16-r1
« on: November 23, 2014, 12:18:21 pm »
First thanks for all the good work.

Second, I have probably scewed something up, so ill ask here for help.
changeitem no mather what command and whit a item chosen by K and placing cursor over it (a log lying on a stockpile) or T over a building results in "No item selected in the UI" "No Item selected"

Running Dwarf fortress 0.40.16 whit DF-Hack 0.40.16-r1 and Phobeus graphics, OS Win7 Pro (Norwegian). Fort is from the release whit stepladders.

Second, is there a way in df-hack to make a dwarf no longer like harps, or change its like of harps to robes? that royal is getting rather pissed and I rather get mandates for usefull stuff.. ;) (heard of something called gui\gm-editor but it just gives a errormessage about no valid target when using K button over dwarf.

Any info i can give that can help whit for the changeitem problem?

If changeitem isn't working, I don't know what you can do to a current game.

What I do when a new release comes out, is to add reactions so that I can make each of the "random" items (instruments and crafts) at the crafting workshop, allowing me to meet the nobles' needs without wasting a lot of materials for random outputs.

Urist McLovesBoats, "I said I wanted a toy boat, not a toy hammer. Idiots! I rule over idiots!"

Add this to the end of reaction_other.txt RAW
Spoiler (click to show/hide)

Then in the entity_default.txt file, I add the following after [PERMITTED_REACTION:ADAMANTINE_WAFERS]:
Spoiler (click to show/hide)

P.S.  You could add other reactions to cover the other materials that crafts, instruments, and toys can be made from, but rock is good enough for me. :D

10
Good idea!

11
Masterwork DF / Re: DFHack Workflow+coal. Bug?
« on: October 24, 2014, 09:33:26 pm »
As far as I know both forms of COAL are covered by the [FUEL] token. They are not specified as COKE or CHARCOAL.

I had posted about this earlier in a different MW thread http://www.bay12forums.com/smf/index.php?topic=125628.msg4980267#msg4980267

The easiest way to work around the issue without changing the reactions is to set up a workflow on the Wood Burner and the smelter will also respect the limits when using coal.

12
Very nice, indeed.  I've just started trying to use minecarts to reduce the amount of stone hauling from the outer reaches of my mining ops.

13
DF Dwarf Mode Discussion / Re: I found my very own vampire!
« on: October 08, 2014, 05:32:31 pm »
Make him into a "black box"
http://en.wikipedia.org/wiki/Black_box

Give him a room big enough to house a couple of workshops along with a chair and table. Make a hole above to drop materials into the room. Give him a minecart and another hole to drop things out of. Make him manager, bookkeeper, mason, carpenter, etc. to keep him busy.

Urist: "I don't know how it works, but we drop some stones in here, and blocks pour out of the bottom"

I've never done it, but I will now.  :)
What if he ends up being hit by some cobaltite?
Put a locked door between the incoming stock and his work area.  Unlock the door after you've dumped the goods.

14
DF Dwarf Mode Discussion / Re: Aquifer Pierce Pump-Stack Method Tutorial
« on: October 08, 2014, 01:51:11 pm »
While I haven't tried your solution, I did read about some of the previous descriptions to see what I could figure out.  Before I started the project though, I used DFHack to reveal the map and then discovered that the aquifer was 6 levels deep and covered the entire map.

So I used DFHack drainaquifer instead  (may not be the correct name of the script.)  If it had been one layer, I would have given it a try.

15
DF Dwarf Mode Discussion / Re: I found my very own vampire!
« on: October 08, 2014, 12:14:10 pm »
Make him into a "black box"
http://en.wikipedia.org/wiki/Black_box

Give him a room big enough to house a couple of workshops along with a chair and table. Make a hole above to drop materials into the room. Give him a minecart and another hole to drop things out of. Make him manager, bookkeeper, mason, carpenter, etc. to keep him busy.

Urist: "I don't know how it works, but we drop some stones in here, and blocks pour out of the bottom"

I've never done it, but I will now.  :)

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