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Messages - dree12

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1
DF Gameplay Questions / Re: Migrant Prince inherited position as King
« on: August 25, 2014, 12:42:17 pm »
Haha, nice to have some specific numbers on the subject. Would there be a viable way to check, out of curiosity, the amount of dwarves in my civilization? I remember seeing about 30+ dwarven cities in the world screen when embarking, so it's pretty big. My max civ population is set to 30 000.

I am not a Legends mode user, but perhaps there's an option for that there? If not, you could painstakingly grab it from region1-world_sites_and_pops.txt.
It does unfortunatly only give the total number of dwarves, which isn't really helpful, and the numbers of creatures per site.
The trick is, that the sites do list ownership. So you could find out the name of your civ, and use that as a keyword with ctrl-F search, and sum all dwarves from the sites you find that way.
I think you only get that file if you pressed <p> to export info after world gen though. The numbers found in it are hence the numbers after worldgen, not the exact numbers currently in your fort's world.

By abandoning a copy of the fort it is possible to access Legends mode and export a current file if necessary.

2
DF General Discussion / Re: Average age of DF players
« on: August 17, 2014, 06:51:50 pm »
15 C:

Enjoy it. I wish I were 15 again...

3
DF General Discussion / Re: Are undead still nearly indestructible?
« on: August 04, 2014, 06:31:37 pm »
The worst undead I fought were yaks and musk ox. But what is broken is how lethal they are even alive, not the fact they are undead. The difficult of the undead is just fine if you think you are fighting someone that feels no pain, do not bleed, do not feel fear or exhaustion and is magically super strong.

I don't think a corpse should be stronger than the living creature, as a matter of principle. In most modern films containing zombies, one zombie is individually very weak, which I think is accurate.

4
DF General Discussion / Re: Go Forth and Edit! (the wiki)
« on: August 04, 2014, 06:25:59 pm »
lethosor, I think baffler is... well... baffled by how to edit a wiki :)

@Baffler, most wikis use a variation of markdown, this wiki uses mediawiki's specific dialect.

If you hit the edit page you should get a small textfield to edit. You can use markdown, like described here: http://m.mediawiki.org/wiki/Help:Formatting (also check out Link and Lists on that page)to edit the wiki.
For example [[page]] gives a link to a given page on the wiki, and ==Header== creates a second level header.

All wiki users have their own personal talk page, you can use this to experiment freely.

Good luck!

This is an excellent post. However, being a pedant, I have to point out:

Markdown is a specific form of markup, like how Kleenex is a specific brand of tissue paper. MediaWiki's markup language is not a dialect of Markdown (in fact, it precedes Markdown by several years), but its own markup language. They share some similarities but otherwise they are very different.

5
DF Adventure Mode Discussion / Re: adamantine armor
« on: August 01, 2014, 04:44:49 pm »
1. Go to creature_standard.txt
find [BODY_SIZE:12:0:70000] in the  [CREATURE:HUMAN]
2.change 70000 to 60000
3.60000 is dwarfsize. So dwarf armor will be normal(not small)for you now. Load game and wear adamantine dwarf items.
4.Save game and change size back.
5.Your weared adamantine armor will become human-sized

This will also make humans a lot weaker in combat, since they don't have the attribute bonuses dwarves and elves have to compensate for the smaller size.

6
Are they some sort of thing that might come with a candy weapon in adventure mode then?

You would want a candy weapon if you want to acquire those metals, yes, but (spoilers).
so what you're saying is that clowns drop them
or maybe you mine them from inside the circus?
They're an alloy made from the tent?

There's a new circus for Adventurers. The metals aren't really relevant in Fortress Mode.

7
Are they some sort of thing that might come with a candy weapon in adventure mode then?

You would want a candy weapon if you want to acquire those metals, yes, but (spoilers).

8
DF Announcements / Re: Dwarf Fortress 0.40.05 Released
« on: July 30, 2014, 10:49:52 pm »
Just wanted to say that in 0.40.05 I still didn't crashed once. It looks pretty stable. Congratulations Toady!

I am still experiencing assorted adventurer mode crashes and freezes. Fortress mode is very stable now though.

9
DF Adventure Mode Discussion / Re: Claiming a hillocks
« on: July 30, 2014, 01:55:53 pm »
So far there has been no confirmation that claiming hillocks is possible. Is this a bug? I could not find anything relevant on the tracker.

10
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r5
« on: July 30, 2014, 01:53:21 pm »
Uh... what happened to the progress bar? It was on 71% yesterday.

0.40.05 changed several structures, as well as added a new d_init option, and so things have to be realigned.

11
DF Bug Reports / Re: [40d6] Dwarves shun their new elven king
« on: July 29, 2014, 03:00:44 pm »
Elven King you say?

Use DFHack to make the game recognize him as a member of your civ. Thanks to his glitched state, if you can get the game to recognize him as a member of your civ he'll be the perfect king; no mandates, no demands, no snooty posturing. He'll be almost as happy to meet with emissaries in the booze stockpile as in his throne room (IIRC he'll still have good/bad thoughts from the usual stuff), and will generally wander around and make himself... present. Kind of like a child.

There's also the matter that elves are naturally faster than dwarves by quite a bit. This is why Cacame was so unutterably badass. If you can get your Elfking to don some steel, addy, even iron, he will quickly become one of the most lethal beings in your fortress. Elves use wood weapons for a reason; they'd be overpowered if they didn't. If you're already using DFhack, you can toy with it to add him to your military and give him a uniform. Gold crown optional.

This is all gathered from 40.d, but most of it should hold true in 34.11, though elves may be somewhat less OP. Still, a steel maul wielding elf is fearsome.

E: What is this elf kings name? Can you copy a look at the legends screen for this guy?

Elves are still OP. I collected an addy battle axe with an adventurer elf, and so far there has been no being whole head could not be lopped off in a single hit.

12
DF Dwarf Mode Discussion / Re: Elven Diplomat
« on: July 29, 2014, 02:21:36 pm »
So, I genned a fresh world for 40.05. I was all set to spit in the elven diplomat's face when I saw on the changelog that elven diplomacy had returned (or something to that effect). But it turns out my civilization is at war with elves, so I have no idea if the elven diplomat is reinstated. So my question is: Does anyone know for sure whether the elven diplomat who asks for a tree quota has returned, and is this the cause for my civilizations war with them?

It has returned, but that's not why you're at war. World-gen wars are determined not by diplomats but by ethics differences. You will need to generate a new world in order to piss off the elves.

13
DF Gameplay Questions / Re: Population cap?
« on: July 29, 2014, 01:48:08 pm »
The first two migrant waves are hardcoded. You will always get them despite population cap settings.
Are we still sure of that in 40.05? Toady did make some changes to the population cap settings after all.

According to Toady, the first two migrant waves will still be generated, but they'll never actually get put on the fort map. There's no way to prevent them from being generated because population cap is a d_init and not a world setting. I'm not sure where the migrants go.

14
DF General Discussion / Re: Future of the Fortress
« on: July 29, 2014, 01:44:11 pm »
Profaning temples is the normal way to become a vampire. The only problem is, where do these animal people find temples to profane; aren't they all on the surface in cities? So I guess it is probably a bug; underground populations shouldn't profane temples.
I'm pretty sure the animal people who profane temples come from among those outcasts that occasionally settle in those cities with temples.

Whenever I see an animal person in a human civilization, I can with 90% certain say that it is definitely a vampire. I have yet to incorrectly call out a vampire from a flashing animal-person.

15
DF General Discussion / Re: Future of the Fortress
« on: July 29, 2014, 09:04:08 am »
Now that the population cap has been fixed, does this mean we will still get migrants when the units list gets exceptionally large? In at least 0.34.11, when the units list totalled over 1,000 units (dead or alive, not just citizens) the number of migrants started to drop significantly.

It seems like the game is getting in order more and more! Hopefully it should now be possible to run a succession game with most things fixed.

While the units list including dead or alive units is probably a bug, it makes sense to me that fortresses with 1000 alive units (!) should get fewer migrants until the FPS threat has passed, for performance reasons. Eventually, when the number of citizens is very large, emigration should happen.

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