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Messages - mobucks

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1
Just make a macro of your designation where you also record getting out of the warning screen and play it whenever a warning happens.

2
DF Dwarf Mode Discussion / Re: Mixed Metals Armor Sets
« on: December 19, 2018, 09:11:24 pm »
I wouldn’t use a copper shield. Wood or leather shields block all attacks including dragon fire just as well and weigh a lot less.

3
DF Dwarf Mode Discussion / Re: What do kea do with the stolen items?
« on: December 19, 2018, 09:02:16 pm »
They use it to help build their nests.

4
DF Gameplay Questions / Re: Fortress Mode Local Map Edge Always Waterfall
« on: December 19, 2018, 08:59:25 pm »
All you’d have to do is just embark 1 or 2 tiles to the southwest.

5
DF Dwarf Mode Discussion / Re: HSF Testrun
« on: November 27, 2018, 07:44:47 pm »
hidden stuff fun

6
DF Gameplay Questions / Re: oh look, another thread about markdwarves
« on: September 27, 2018, 05:02:32 pm »
I've had success in previous versions by making sure their barracks (a weapon rack or armor stand) is in the same area as the archery targets and it's room "covers" all the archery targets. Sure you will have dwarves doing combat drills in the line of fire of others practicing but they won't get hit.

7
I've seen this conversation take place a few times here. I recall that at some point those legendary dwarves were simply overwhelmed, became exhausted, passed out from exhaustion, and that is when the helm is removed/ dwarf slain.

8
DF Gameplay Questions / Re: Using wheelbarros in workshop order?
« on: April 23, 2018, 03:24:20 am »
Things like this are why Armok invented the QSP. Every stone my fort ever dug is within 3 tiles of my mason's workshop.

9
DF Gameplay Questions / Re: BC question
« on: April 16, 2018, 06:58:18 pm »
Why spoil it? I'm sure you'll find out eventually.

Spoiler (click to show/hide)

10
DF Dwarf Mode Discussion / Re: Another FPS frustration thread
« on: April 15, 2018, 09:02:59 pm »
2x2 embark, but how deep is it? If you have a deep embark with three caverns, it's going to affect FPS. My rig is 10 years old but can sustain a 3x3 that is 45z deep with a single cavern at over 100 fps with 50 dwarves + visitors/traders/crundle herds for at least 5 years. If anything, the latest version 44.09 runs faster than 43.xx. for me. Keep in mind I embark on completely flat embarks medium worlds 150 yrs with no trees on the surface, build entire fort on a single z-level, as well as other FPS saving tricks.

I've done deep (150z) embarks where the starting 7 gave FPS "hiccups" and abandoned them.

11
DF Gameplay Questions / Re: Monster Slayer Question?
« on: April 15, 2018, 12:10:26 pm »
This is my understanding from what I have observed about monster slayers:

When you discover a cavern, Monster Slayers will start visiting your fort, if you have a Location such as a tavern that allows outside visitors. Visiting monster slayers will occasionally get a unique "job" (visible in the unit screen) to "hunt monsters" or something to that effect. They will then wander your caverns randomly, if accessible, and try to kill anything that spawns there that they come across. This probably includes forgotten beasts, but I haven't been able to confirm that. I don't know if monster slayers first have to petition for long-term residency before the "hunt monsters" job is able to be created.

I assume, if you draft him/her into an active squad in the military, the "hunt monsters" job will no longer be created for him/her until the squad is inactive. It seems to be a civilian job, like hunting.

12
I tried that version and it's error was the only one unique compared to all the others following it which give the error I posted above.

Quote
This application failed to start because it could not find or load the Qt
platform plugin "windows"
in "".

Available platform plugins are: windows.

Reinstalling the application may fix this problem.

Click ok
Quote
Microsoft Visual C++ Runtime Library

This application has requested the Runtime to terminate it in an
unusual way.
Please contact the application's support team for more information.

13
When trying to open the .exe I get the following error on Visa x64:

DwarfTherapist.exe - Entry Point Not Found

The procedure entry point K32GetModuleFileNameExW could not be
located in the dynamic link library KERNEL32.ddl.

Previous versions of DT have worked fine on my hardware in the past. Any ideas?

EDIT: Doing some googling it looks like this means the end of this program supporting XP/Vista. What a shame.

EDIT2: Looks like the last version that works on my rig is 39.0.0_x64. Adding the memory layouts from 44.09 seems to work, so I at least have some basic functionality.

14
DF Dwarf Mode Discussion / Re: In memory of Reg Tekkudenor
« on: March 29, 2018, 03:48:52 pm »
The Burn-Sacrifice of Fishers. Eerie RNG.

15
DF Gameplay Questions / Re: Large Excavation Project
« on: March 20, 2018, 09:19:10 pm »
Gen a deep world with one cavern layer, and forget about digging into one for this. Use DFhack reveal and find an area that doesn't hit cavern.

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