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Messages - Kuria

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1
Utilities and 3rd Party Applications / Re: Removing All the Trader Flags
« on: August 04, 2023, 09:40:05 am »
This is exactly what I'm looking for in a reclaim embark. It seems like a lot of discovered items are ignored and I'm wondering if it's the trader flag. Can I just put this script in a .lua file and drop it in the scripts folder? Is the filename the script activation command in DFHack? (Sorry for the necro, I couldn't find anything else that does this one thing.)

2
I had some minor frustrations about this change, but having read this thread I think it's just right. I actually love having kids doing chores, and playing more of an active role in the fort.

Now that I think about it, dwarves have such long lives, they might be considered "kids" until they're 30 or 40. I mean, that's a LOT more "realistic" than a 12 year old adult, in the context of the game. An apprentice system, related to guilds maybe, would be a fascinating dynamic, I hope they're considering something like this for the future!

3
DF Dwarf Mode Discussion / Re: How to assign Civilian Burrow (Steam)
« on: December 18, 2022, 01:53:50 pm »
I made a burrow and assigned all dwarves to the burrow one by one, so I guess that is one way, seems to be working in terms of keeping everyone away from the dragon outside that can't seem to find the entrance.
They say there's a bug with burrows, but I haven't encountered it yet. I also assign all dwarves to a burrow and click the two buttons and it just works like in vanilla. which is to say sometimes a bit slowly.

4
Using Steam version, I was trying to send a few raiders and tribute demand missions out, but it doesn't seem to work.

Specifically, I send the mission out, they spend a bit of time away, then I get the (non-major) announcement that they have returned, but nothing else, doesn't seem to bring any loot, or really do anything at all.

Am I missing something? New version is bugged? Something on my end?

There are mission reports in the World/Civ info screen, you can check if there was a report.

5
DF Dwarf Mode Discussion / Re: Trifle Pewter Slab
« on: December 08, 2022, 10:48:11 am »
Someone said once that decorating a bed with a material met the demand for a non wood bed (glass I think it was). E.g. Decorate the wood bed with glass made the noble happy when the noble wanted a glass bed. I have not tried this myself.
If this is true, then decorating a rock slab with trifle pewter might work? At least, it would be good for science.
I, personally, have trouble identifying the specific decorated furniture in the build menu.

I just tried this last week in 47.05 and it doesn't work. The request was for a "billon slab" and a stone slab decorated with "stud with billon" did not satisfy when placed in Her Majesty's throne room.

6
Looks like there was a massacre at the Mountainhomes.

The dwarven bard is performing Massacre at the Mountainhomes. The singing is not bad.
Probably one of those AI bards, the
HAL-bard
That pun has me utterly poleaxed.

7
DF Dwarf Mode Discussion / Re: Your common area layouts
« on: December 02, 2022, 06:09:49 pm »
Here's a workshop floor in my current fort. Doors can keep in berserk dwarves early game, or keep out moody dwarves late game (to redirect them to my artifact crafthall instead). Lots of extra space to drop specialized workshops for unhappy dwarves late game. I usually have two of these sandwiched between two stockpile levels on the main staircase.
Spoiler (click to show/hide)

8
DF Dwarf Mode Discussion / Your common area layouts
« on: December 01, 2022, 03:40:36 pm »
With the steam release upon us, I thought maybe people might like to post your standard designs for your most used buildings or activities, like temples, libraries, kitchens, etc. A little knowledge sharing, a little showing off if you like. I'll get things started out with my usual hospital layout.

Zone: Rectangular selection because of doors - Hospital & Meeting Area -> Location: Doctor's Guildhall
Well: Meeting Area 1x1, Location: Doctor's Guildhall (prevents outsiders from lingering by the well)

Space to lock/wall in dangerous patients as needed. Central stair. Bucket stockpile. It's small if you get hit with more than 16 wounded at a time and/or have violent patients taking up beds, but by then you usually have much bigger problems!

Spoiler (click to show/hide)

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 20, 2022, 04:19:54 pm »
I just caught a breeding pair of unicorns! See ya, turkeys. You've been replaced. Now if I can only get the humans to deliver a couple more of those tame grizzly bears this one civ has....

Also in this world (6 forts in? maybe 7): razed all necro towers and raiding like mad for a massive creche/library fort. Do empty towers still cause evil biome to spread? I'm doing my best to wipe out werecreatures and necromancers, but according to legends there's only one living vampire and I want to be friends wif hims.

10
DF Dwarf Mode Discussion / Re: Fortress design and story time
« on: November 29, 2018, 12:53:44 pm »
I love Speardragon! Damn, that really looks spectacular, I doubt my computer could run that front end, it chugs along pretty hard with 200 dwarves just using newb pack and Phoebus. Is that Masterwork, or some other cool thing I haven't checked out? Thanks for sharing  :)

Cleaves the Icy Gloom still lives, and I'm just starting to engrave the bedrooms and attractions. The bedrooms for the common dwarfs are 1x3, and feed into each other, kind of branching up. I've played with this design a lot. My last base it looked more like a maple leaf, with the noble housing (three connected 3x3 rooms that fit into the 1x3 room pattern) breaking up the sections of the leaf. (ETA: Ah! I found a design pic )
Spoiler (click to show/hide)
Ultimately the smaller rooms will have one each of cabinet and chest in economic stone. I set my fort right in dolomite, so I'm soaking in expensive stone, and my +5 legendary engraver is working his way around the residential level. The dining room just ticked over into legendary happy thoughts!

I mean, I'm basically turtling behind cage traps so far on this fort, don't even have a military yet, but I sort of agree with you about the difficulty level once you understand the mechanics, and I'd love to see (is this a scary thing to hope for?) deeper gameplay. It seems that Toady is interested in making difficult experiences going forward, so I'll be looking forward to whatever comes next. The mood system really is fascinating, and I wonder what models of trauma he's studying to build dwarfbrains.

Rimworld is another great game for sure, but for me DF lands squarely in a sweet spot between hustle-survival games like Rimworld or Don't Starve and gamey builders like Banished or Stonehearth. I've also been spending a loooot of time in Oxygen not included in the last year, as the updates keep coming out and raising the bar relentlessly. But the difficulty is engineering, not gunfights, and it's not quite so arbitrarily punishing as Rimworld. That's more my speed. And cute. Cute is always a plus!

Speaking of cute, I can't wait to post more pictures of this fort once those levels are all smoothed and possibly engraved! Dwarf outposts have followed us out to this frozen, empty part of the world and it's really quite neat to take world development into consideration for my NEXT fort!

Immortal, I am using a few pieces of DFHack stuff, but I haven't really picked at any of the commands. I wasn't trying to make circles on this fort, I was looking for more organic shapes that kind of folded together. Actually, before I added the library/museum "cap" it looked almost like a brain, which was really interesting and I may explore that in a future base - but I had a vision for this three-hall layout this time around. Like, this society reflects on their faith and the wisdom of their royalty, but all stand before the study of and search for knowledge! So of course the library had to be at the top. I even made the museum linked to the "private" library, so only Cleavesfolk may view our greatest treasures!

11
DF Dwarf Mode Discussion / Fortress design and story time
« on: November 28, 2018, 08:05:02 pm »
When I started playing DF, centuries ago, the thing I hated MOST about the experience was how LONNGG it took from feeling the urge to actually getting into gameplay. I'm always starting fresh every six months to a year, so I download the binaries (OKAY the lazy newb pack), roll a new world, search for the perfect location, painstakingly craft my expedition party, and before I can hit unpause I've spent as much as an hour or more, and that's all before untangling the military interface enough to keep me alive.

Well I guess it's true what they say, all things change. With my rising interest in an iterative fortress design that newly incorporates a temple, library, museum, and tavern housing - trying to balance efficiency and my own personal aesthetic moods - I just spent the better part of a day NOT JUST designing the core of a new fortress, but marking the third fortress in the same world, something I haven't really done at all before. (I blame Kruggsmash, honestly.)

After unparalleled economic success in the temperate northern reaches of the continent, around their Mountainhomes, the growing empire Arbostvirzulgar ("The Deified Humble Ship") has launched an ambitious expedition to the heart of the snow-wreathed south. After months of travel, and led by a youthful and brazen woodcutter named Mafol Borushfeb, The Persuasive Claws took refuge in a glade that felt both wild and joyous just in time for a mid-autumn blizzard. When the weather passed, a banner (bearing an image of seven giant bobcats - the expedition members - and a corpse - any opposition. The seven giant bobcats are devouring the corpse. The corpse is unnaturally contorted) had been planted, and the outpost Gast Ushilvumshar ("Cleaves the Icy Gloom") was founded in the year 258 where Elves and Humans dare not tread. Strike the earth!

Well wait, don't strike the earth yet, Madame Expedition Leader, because the architects want to discuss some "ideas" they have. I don't know, Lolor and Dodok have been talking to Alath, and I guess he just finished an annex course in creative design, and, well... take a look at this.

Spoiler (click to show/hide)

And here's what they're thinking for the workshops, up one level. They swear it's an ancient symbol of healing, before you get the wrong idea.

Spoiler (click to show/hide)

Does anyone else enjoy fussing over their forts this much now and then? I feel like if I can nerd out about DF RP and fort design anywhere in this terrible backwater timeline it might be here. Anyone else tinkering with the developing (new, to me) Location and memory (mood) mechanics that feels like sharing? Or just feeling goofy? Questions, comments, or(/and) snide remarks? Bring it!

12
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: May 26, 2017, 08:28:26 pm »
Is it prohibitively complicated to install additional graphics options in Windows x64 PyLNP? Are there directions somewhere? I do not have deep technical skills, but wanted to try a few different things from the file depot (e.g.: http://dffd.bay12games.com/file.php?id=12781 )

Thanks in advance!
ks

13
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: July 12, 2016, 03:09:51 pm »
Yeeee!  :D

(It worked.)

Thank you!!

14
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: July 11, 2016, 03:38:37 pm »
Then generate a new world and play.
This helped some, thank you. Is it possible to update the graphics for an existing world/savegame?

15
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: July 11, 2016, 12:57:16 pm »
I think he was trying to do this.

Edit: Also is there any sorcery I can perform to get diagonal walls?

I'm so frustrated by this game. I wanted to try 43.05 on Saturday, but the arcana of installing Phoebus from the above link has totally escaped me.

I'm a smart person, and I have a background in technology. Could someone please write or link a step by step guide to installing this set of graphics into vanilla DF 43.05 for Windows? The Wiki instructions ( http://dwarffortresswiki.org/index.php/Tileset_repository#Installation "If the selected tileset requires modifications to the Raws, you will have to make those edits." ???) are simply not specific enough and I'm pulling out my hair.

K

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