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Messages - Hackenslacker

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1
DF Gameplay Questions / Re: Help! Being terrorized by crocodile
« on: December 20, 2008, 10:43:48 am »
Would he trigger a cage trap?

2
DF Gameplay Questions / Re: mac utilities
« on: November 30, 2008, 11:13:20 pm »
i use Apple Scripts.
The one below designates an up/down stairway:
Press [d], and position cursor at the top of the shaft (one level below your initial downward stairs), edit 'bottom' and 'top' as needed, then run the script.
Code: [Select]
set bottom to 131 -- bottom level of the shaft
set top to 144 -- top level of the shaft
set d to 0.015 -- delay between keystrokes.
-- a higher d is a longer delay for slower CPUs

tell application "Dwarf Fortress"
activate
end tell
tell application "System Events"
keystroke "i"
delay d
repeat with i from bottom to top
keystroke return
keystroke return
keystroke ">"
delay d * 3
end repeat
keystroke "u"
keystroke return
keystroke return
delay d * 3
repeat with i from bottom + 1 to top
keystroke "<"
delay d
end repeat
end tell
You can play around with the d value, depending on how fast your CPU is. If you set it too low, then some keystroke will be lost; this means that you won't come all the way back up to your initial z-level which, for this script, is mostly an annoyance than a problem. If you set d to be too high, then the script will simply run more slowly.
I used to have about a dozen scripts, but accidently deleted them when upgrading to n.40.  This is the only script I've re-written so far.

3
DF Gameplay Questions / Re: Color of Nobles Demands?
« on: August 09, 2008, 08:03:53 pm »
I don't have this at all.
What I have isn't good enough.
I have what I need.
I have this, but don't need it.

4
DF Gameplay Questions / Re: Future gameplay: cave-ins and stairs
« on: August 09, 2008, 07:59:36 pm »
Spiral stairs have a central support.

5
It isn't the new player who asks silly questions that ruins online communities.
Is a level 35 character still a newbie? Regardless, someone who has been playing for 5 months should know a bit of background information.
Anyone below level 70 is a newbie. Any level 70 without full epics is also a newbie.

6
Plurality of the statement doesn't reflect how many of the item the dwarf actually wants. Quantity is expressed by how long the message is displayed. Also, they'll only fetch the current item in the list, so if he's stalled before getting wood, then he wants whatever item is listed before 'wood.'

7
DF Gameplay Questions / Re: Shells
« on: July 27, 2008, 11:34:00 am »
They're easily available at embark only if your civ supplies them.

8
DF Dwarf Mode Discussion / Re: Dwarven Ambidexterity
« on: July 27, 2008, 04:28:17 am »
Setting dwarves to carry two weapons isn't dual-wielding, it's carrying a spare weapon for when the dwarf gets disarmed. I'm not sure how this works with shields (i.e. how the secondary weapon is carried), but the point is that is isn't dual-wielding.

9
DF Bug Reports / Re: [39e] Strange Construction Problem
« on: July 27, 2008, 04:21:48 am »
Saves are stored in data/save/region#
Just grab the ~5MB region folder, zip if you want (but it doesn't seem to reduce file size by much), and host it somewhere (mediafire, medaupload, yousendit).

10
What's worse is that DF has loot set to FFA by default.

11
DF Bug Reports / Re: [39e] Turtles gone from embark selection again
« on: July 26, 2008, 08:55:18 am »
Embark stuff depend on your civ. As far as shells go, cave lobsters are just as good.

12
DF Gameplay Questions / Re: Finding that underground magma
« on: July 25, 2008, 12:45:06 pm »
There's often a 'cap' above the magma pipe: obsidian, dead grass, etc. If there's absolutely no indication, then try to remember which square it was on in the embark screen. Try to hit the middle of that square with your mining.

13
DF Gameplay Questions / Re: Tree Cap Irrigation
« on: July 25, 2008, 12:35:24 pm »
Yes, seeing as in this version you can toggle weather or not underground rivers are shown on the embark screen...
You've been able to toggle weather for quite a few versions now. The rest of your sentence makes little sense.
:P

14
DF Dwarf Mode Discussion / Re: The endless bridge
« on: July 22, 2008, 03:46:23 pm »
When dwarves move things for construction/furniture, they usually only move it just far enough to be out of the way. Check the entrance to the pit for your stuff, just off of where the bridge would be built.

15
DF Dwarf Mode Discussion / Re: The endless bridge
« on: July 22, 2008, 11:19:36 am »
They moved stuff that was a z-level below the bridge they were building?

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