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Messages - Oafsalot

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1
Fix the bloody stairs... Seriously, I stalled on playing the new release because of this bug and it is STILL HERE? No excuses at this point, none.

2
DF General Discussion / Re: Future of the Fortress
« on: June 09, 2022, 03:50:21 pm »
Having spent a long long time learning the current interface and basically being able to play without looking at menu's or even the keyboard I would be very upset if that option didn't continue to be available to players. It's MUCH faster to play the game that way.

Please keep as much of the original shortcuts and key presses as is possible. The core user base know those already and to go full point and click would alter the pace of the game significantly enough to require a rebalance imo.

3
Hi,

  I recently submitted a question to Tarn concerning if he will provide any support for Steam DF over Steam Link. Which would allow players to keep their fortresses on their powerful home PC's but play DF on their phones and tablets while on the move!

Tarn basically said that he doesn't know anything about Steam Link or what would be needed in order to make it work.

Steam Link provides a lower-latency connection from a device like a phone to your home PC without the need to mess with your router and assign port forwarding etc. It somewhat standardises the experience with Bluetooth controllers and keyboards and mice.

In order for DF to play over steam link, it needs a few tweaks that are at present not possible. Android doesn't have an ESC key for example and you can't resize windows from Steam Link. Also you can rejoin a game in progress, if you disconnect and reconnect you have to load an additional copy of DF to continue.

Steam Link would be a great way to epxand the playability of DF. DF with a GUI and some small modifications, like rebinding the ESC key, etc, would do it. As most of that work is already planned I can hope that someone will pick up on this and bring it to the attention of Tarn.

So if you have experience with remote play on DF, over RDP or Steam Link, add your comments here and let's see if we can make this happen.

Thanks

  Oafsalot

4
Using Therapist I put any dwarf who's 10k or more in a Therapy profession which just has levers and clean turned on.

If they recover I retask them with normal jobs. If they don't I expel them. If I can't expel them then they have an accident.

I've tried a few times now with just one temple. Never works out, once I have made 30 small temples to popular gods then I see a marked improvement in mood.

I only use 2x3 bedrooms with shared internal doors. In my next fort I'm going to try 3x3.

I have no messed with guild halls much though I susect it will help a lot.

5
DF Dwarf Mode Discussion / Re: modtools/create-unit changes.
« on: May 03, 2020, 12:39:57 pm »
Thanks, lethosor.

You've been a great help.

It took me a while to work out that the [] brackets were not optional. Maybe an example should be put in the documentation?

6
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r1
« on: May 02, 2020, 02:07:43 pm »
Concerning changes to modtools/create-unit. - http://www.bay12forums.com/smf/index.php?topic=176272.0

7
DF Dwarf Mode Discussion / modtools/create-unit changes.
« on: May 02, 2020, 02:06:09 pm »
I used this a few versions ago and it was fine. It would spawn a new Dwarf at the cursor.

Code: [Select]
modtools/create-unit -name MOUNTAIN -nick CLONE -race DWARF -caste MALE -civId \\LOCAL -groupId \\LOCAL
Now for some reason, you must specify a location for the dwarf. Which is odd because this makes every example on the internet invalid. But OK.

Code: [Select]
modtools/create-unit -name MOUNTAIN -nick CLONE -race DWARF -caste MALE -setUnitToFort -location [ 132 133 165 ]
The coordinates appear to be from 0 0 1 which is the top left corner in the circus. Not the height/depth bar on the right. Just to add to the confusion.

It would be nice to see this command restored to its old behaviour, so if you don't state a location it defaults to the in-game cursor.

Does anyone know of a good way to get the coordinates of the cursor in dfhack? Would be handy.

8
This is awesome sauce. Stuff of divinity.

Can't wait to see it mature.

Keep up the excelelent work.

9
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: February 13, 2020, 03:58:30 pm »
DFHack is set to OFF in the DFHack tab, you have to turn it on.

TWBT is missing, but it has a working version.

10
After waiting two years for a siege to show up, and after allowing them to slaughter the dwarves caravan just so they could get to my cage traps, I finally got a goblin to act as bait for my silk farm.

In my excitement, I forgot to take away his crossbow.

BWAHAHAHHAA. This one, this is the one.

11
Werebeasts are ample !!FUN!! for a prepared fort. For a Day Zero fort they're hilarious.

12
DF Dwarf Mode Discussion / Re: My Broker Triggered My Traps and Died.
« on: January 18, 2020, 03:30:22 am »
Umm, it's possible he fell asleep. I used Siren to get his attention and get him to the Depot as the Caravan was about to leave. I guess between him being summoned and the caravan leaving he had time for one tick of sleep on the traps. Though I'm not convinced.

13
DF Dwarf Mode Discussion / My Broker Triggered My Traps and Died.
« on: January 17, 2020, 04:19:33 pm »


https://www.dropbox.com/s/xdapgwf6oom3ugd/brokertrap.png?dl=0

I'm pretty sure this happened in a moment between being requested at the depot and cancelling requested at depot.

I've never seen this happen before.

14
DF Dwarf Mode Discussion / Re: Roleplay Winning Conditions
« on: April 05, 2019, 06:30:06 pm »
Personally I see victory as multi generational forts. When my forts children have children I feel like I got somewhere.

15
I just line up 40 or so cages in a room, seal the entry and throw a lever to release everyone. Then my marksdwarves shoot them from a gallery. Pay attention to remove all their weapons, as some times they will climb up to your fortifications and shoot in.

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