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Messages - ASnogarD

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1
DF Dwarf Mode Discussion / Re: Temporary lodgings
« on: August 23, 2012, 03:40:54 pm »
I have a odd start to my Forts but it does offer some flexible starts...

Surface enterance is 5 wide ramp with a short passage with 2 largish rooms shooting off, one starts as a custom pile for funiture and good, the other is my trade depot , then there is another ramp down, then a long passage that ends in a large room.
This room is my stairway enterance to the rest of my fort that goes straight down.
When I finish digging out the 2 upper rooms and the big room I put down 5 beds against the walls of the big room, and 3 tables and chairs in the same half as the beds, the other half of the big room is food piles divided into food, seeds,booze .... in the middle of the big room is the 3x3 stairway.

Ultimately I make a keep around the surface enterance ramps, and then a large walled area around that for top defence and farms/pastures ... the long passage leading to the large room gets a hole dug in front of the room and a bridge affords the only access to the stairways, the room gets turned into a staging area with battlements and siege equipment.

The other odd thing I do is after I explored 10 - 12 levels down, I dont dig deeper unless I REALLY need the room area... I build a mine seperate to my fortress with a bridge access from the top of the outside defence walls to a mine building that houses the actual mine... that way if I disturb some fun, I can isolate my fort from my mine... well thats the idea, I never quiet get that far before something goes crazy in my fort and it because a chore of responding to urist mcmoody's demands, keeping soapmakers busy even though I dont have a soap industry and trying not to murder the hypocritical elves who try trade me half the worlds lumber in goods but go mental if I dare offer them rocks crafts neatly stored in wooden bins :p

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DF Dwarf Mode Discussion / Re: Why do dwarves hate mashed snakes?
« on: August 23, 2012, 01:01:55 pm »
Carefull with those orders, can suddenly result in all your dwarves piling out the fortress and fill up a refuse pile in a hurry ... I tend to have a atom smasher ready before I play with (o)rders , d-b-d my refuse pile a few times (guess you dont really need a smasher as a single garbage zone can hold infinite amounts of rubbish... its more an escuse to dabble with science, dwarven science ).

3
DF Dwarf Mode Discussion / Re: How do you control migrants ?
« on: August 23, 2012, 12:56:24 pm »
Hmmm, interesting... so its the 3rd wave on, and its after a caravan has come and gone.
That makes it a bit easier then, at least if the caravan comes I'll have some warning that a horde of layabouts is on thier way ( hmmm prehaps some bridge testing when the layabouts come a calling, the survivors can be kept occupied making coffins and carting off the bodies... or leave the corpses down there and have a haunted moat... fear the horror of the ghostly Cow Milker! ).

Thanks for the replies, I'll try deal with the hordes without lowering the cap... and consider them part of the f-u-n.

4
DF Dwarf Mode Discussion / Re: How do you control migrants ?
« on: August 23, 2012, 03:47:16 am »
I dont want to actually modify the game... beyond what LNP and its utilities do, want to make a decent fort as close to unmodified as possible.

Hmmm , so wealth is the key here ?

I didnt think I had much wealth generated by the time I got the first huge wave... had a number of gems (uncut) stored away , and ore piled in another stockpile. I had a craftshop making some crafts for trade, but mainly for making rock pots for the brewer... didnt even start my iron/steel production ( I was intending to make a outside the fort mine for mining, after I built my underground moat defences ).
I hadnt engraved or even smoothed a single wall inside... built a keep ontop of the enterance ramps, and a wall around the keep, and my atom smasher... thats about it.
Had 2 artifacts from moods... oh, and the dwarf traders goods I accidently stole... literally accidentally. I had a elven trader walk off in a hissy fit after I offered them gneiss crafts... in wooden bins (hypocrits were trading half the forest in lumber and walked off in a fuss over some wooden bins... elves), so when the dwarf trader got in a tiff because he didnt like my trade proposals I was pretty miffed and hurriedly told my trader to stop trading and get back to duties... for some reason I noted the merchants leave immediately, and my dwarfs carting off tonnes of stuff and my depot was turned to a few pieces of stone on the floor ( seems I accidently removed the building ).

Would limiting the number of rooms carved out lower the wealth value, ie just carve out what I need now and leave the rest as designated by unreachable ( I do that with my bedrooms but not the craft areas) ?

I dont mind a large number of dwarfs ( thanks Dwarf Therepist ) just not all in huge waves, that usually ends up with me dropping projects to build rooms and furniture for the new arrivals ( though in the end I started making dorms for newcomers until I got rooms ready ).

5
DF Dwarf Mode Discussion / How do you control migrants ?
« on: August 22, 2012, 06:28:36 pm »
Probably been brought up before but I couldnt find a suitable answer in my quick searches of the forums...

I have a nice little spot by the sea, a beach with plenty of fish , loads of wood and no aquifer , hell it even has flux stone and ore ... great stuff...

... then the minions of hell descended on my barely started fort, not the kind you get when you explore too much or the kind you get when you embark in a bad area... noooo these are worse.

I was under siege by all manner of horrors... like the dreaded Wax Makers, the horrorific Milkers , even Wood Burners and Pump Operators... yes my friends, a army of migrants of oh so not usefull fools flooded into my fort... I only had something like 6 beds and I get a wave of 39 loitering useless good for nothing elf hugging vampire hiding fake bearded .... halflings, gah... bet the last fort got abandoned and they all pile into mine.

... I tried to get them sorted out, and seemed to go well enough... then the babies came, those useless lot were pumping out babies faster than the cats could make kittens, then a big FU came... another wave, 36 in this one with 12 kids. I was so busy pumping out beds and doors and coffers and rubbish I didnt even have a wooden play sword to arm anyone...and I know the real fun is on its way, and my dwarfs get chased out of thier fort if a freaking boar wanders in.

So...is there a way to manage migrants (other than the live trap testing, or pit re-location, or bridge transportation methods...ie without slaughtering the newcomers), whats the triggers for the huge waves ? Too much carved out areas ? I tried pre-designating areas but not allowing the miners access to the zones until I need them to keep the bedrooms small, I havent got too many farms or industries on the go... I want to design a mighty fort...not make slums for layabouts and Milkers hehe.

6
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: August 11, 2012, 02:56:13 pm »
Probably been mentioned but just in case...

I use DFHACK with the Lazy Newb Pack, when I run DF from the pack it starts dfhack properly, then I run Stonesense with no issue.
The issue is with the DF's Hotkeys, for some reason the Hotkeys names are typed as commands in dfhack... I am sure this is not intended.

software running :

Win7 64 bit
DF 34.11
DFHack 34.11.r1
Lazy Newb Pack v 13

from the pack I use Therepist and Soundsense.

7
DF Modding / Re: DFHack 0.4.0.2 - tools and memory access library
« on: July 19, 2010, 04:22:32 pm »
Peterix, I was just curious on how difficult it would be to use DFHack to pull up 'events' for the Soundsense program to utilise as audio cues ?

I am not knowledgeble in the whole programming but as I understand it, your program scans the memory of the machine as DF is running and can monitor changes in the variables in memory and relay a trigger to the program thats is using DFHack.
Could a person use this to look for variable that may indicate a event so as to act as a cue for the audio to play ?

I am just curious so theres no urgency, thanks for taking the time to read my question .

8
Sorry if this has been sugegsted already ...

Have you consider hooking your sound generating program with the DFHack tool and use variables in the memory as triggers to your audio ?

(Note: I dont have any programming experience or skills, its more a theroretical sugegstion)

Since Stonesense and Therepist both use the memory variables / flags, I would imagine it would be possible to find the flags for suitable audio cues, and more reliably than in the logs ?

9
DF General Discussion / Re: Note on some utilities
« on: June 09, 2010, 01:01:42 pm »
I read quiet a bit of this topic, and got to admit to being a bit dissapointed with a few of the silly fan boyish reactions, theres no need to sooth Toadys feelings and no need to rush to his defence... allow Impaler to hoist himself on his own pitard and let it end at that.

DF has long gone from small simple program released by a unknown to a program having a large following, any clone will always be peeking from out the shadow of the orginal... even the mighty Diablo is still considered a Rogue-like, any clone of DF will be just that... a copy cat of DF, and each time DF releases a new version all those playing the clone will swap back to the original... after all it has the original ideas.

To me DF is a inspiration when I am struggling to stuff C++ variable types, pointers and array notations into my stubborn skull... even if I rarely do play the game (game itself is a time thief, plan to play a hour and wonder why I am suddenly so tired and I cant account for the loss of a few hours).

10
Hi there, the Ground and the Font look great,
but I can only see the ugly dwarves, even after deleting the example files.

When I turn on graphics DF dies on me with a GL Error ( gpu unable to accomodate texture catalog. retry without graphic tiles, update drivers or get a new gpu )

As Phoebus mentioned earlier :

The PNG versions of the unit graphics are ready and included in the graphic pack, but sadly DF v0.31.04 currently does not support unit graphics, which is why the game crashes when we turn [GRAPHICS:ON].

Baughn (spelling ?) said the graphics portion of the code hasnt been completed yet, he also said he will try have it sorted by Wed (today)... until then we cant use graphics:on and so we cant see unit graphics.

11
DF Dwarf Mode Discussion / Re: Strange Food thefts
« on: May 13, 2010, 06:39:48 am »
LOL

So thats whats been happening ... d-oh , I didnt really take into account what was stolen...just read stole and I rage...

I usually have food issues despite having a dedicated fisherman hauling out turtles (and I do prepare them) or have my farmer (without a farm yet) gather plants routinely because I take too long to set up my farm.
I take too long because I am too finnicky about what goes where, I end up setting 3 levels for waterworks, 5 level for the farms, 7 level for crafts , 12 level for housing and dining rooms but...

It takes ages to clear out the rocks from the farm plot and water canals , and I dont use the dump option too often ( its more a challenge to clear rocks without using a glitch ), and just when my food is really low I get a +19 dwarf migration (just when the work is done and food is low these bums come to eat my meager stores and pollute my fort).

I embark with a lot of food to carry me through the time it takes to set up a farm, and seeing xxx food type getting nicked by buzzards or cave moles 5 frames after starting is rage inducing  :P

12
DF Dwarf Mode Discussion / Re: green glass monster
« on: May 09, 2010, 06:48:56 am »
Guess a usefull way to deal with such is to seal it off with only a hole for access and 'recruit' unwanted migrants to try take care of it... either the FB takes care of your unwanted immigrants or they take care of your unwanted FB.

(guess a narrow floorway to the middle of a pit above the FB enclosure and deconstructing the support floor will allow 'entry'  :P

13
Thought the unstuck utility was for when Stonesense causes the DF game to freeze (which would cause you to lose unsaved work on that fort) ?

I mean when Stonesense stops automatically updating the image, not freezing... its easy enough to restart Stonesense but would be nice to have a ability to just tell Stonesense to auto update again.

14
Is there a way , or a key I missed, to restart auto updating when it stops ? The stopping is random, initially I thought it was the seasonal saving option, but it doesnt always stop the auto updating, and other times it has stopped and there wasnt an event.

15
DF Dwarf Mode Discussion / Re: More newb question :)
« on: May 07, 2010, 06:38:04 am »
IF you havent already seen this (and the rest of the excellent dwarf wiki):

http://df.magmawiki.com/index.php/Military

... other than that I cant help much, best I managed is to make a militia that I can give kill orders too and deactivate them when the crisis is over so they can get back to hauling stones  :P

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