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Messages - Tryble

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1
Years back, I tried downloading Masterwork DF since it was getting a lot of attention at the time. 

Immediately on embark, the wagon (or something on it) erupted into flames, roasting some oblivious dwarves and starting an inferno that laid waste to most of the surface.  Deleted the mod and have never used major mods ever again.

2
DF General Discussion / Re: *We need your help to save the noobs!*
« on: February 05, 2020, 04:43:21 pm »
Military Dwarves being difficult to control, and their behavior being a bit suicidal. 

I would love an option to order dwarves to hold their ground, for example when stationed.  Currently, military dwarves rush out as soon as they sight an enemy, which can result in some dwarves running off individually to engage a horde of a billion goblins while their squadmates who didn't see anything stay behind.  If they could be told to not pursue further than a few tiles or so, that would be super useful.

Similarly, patrolling dwarves generally run their path whenever they're free, but they do so as individuals.  Patrolling is an interesting option and I like to use it, but I'd be much more willing to use patrols in dangerous areas if the patrol would walk together while running the route.  As of now, setting a patrol of dwarves on the surface or caverns is dangerous since they'll typically encounter threats while alone, even if they have many squadmates running the same patrol. 

3
I always run with the default amount, maxing dorf skills.  Doesn't seem like going above that is vitally important in most cases.  Even then I feel like the dwarves spend too much time hauling materials into the fort once it's dug.

4
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r1
« on: July 21, 2018, 11:43:37 am »
Evidently I never implemented that, so sorry, but it's on the list for r2 now.

I'm unaware of a way to fix it unless you have backups (it might be possible to copy over the region-*.dat files).

I actually do have some (kind of old) backups, so I'll see how copying the files discussed in the commit works - thanks for the suggestion.
I'm not terribly bummed about probably losing the save.  Better me as a sacrificial dummy than who knows how many people later down the line.  I'm actually kind of surprised there's so few reports about this...only two or three discussions over two years!  I woulda thunk that people exported legends more often to look at how sieges (and especially raids, nowadays) played out.

5
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r1
« on: July 20, 2018, 03:06:47 pm »
I just ran into the game-ending open-legends script bug described here.  The embark explodes in brutal fashion a little while after loading the save, revealing all tiles, regenerating the map, etc.  Odd, since it looks like this commit fixed that problem.

Anyway, judging from the comments in the issue page and related pages, I guess this save is done for?


To help any possible future searchers: Save is massively bugged, one a certain day the entire map is revealed, including HFS.  All dug stone is changed to undug stone as if the dwarves never mined out the fortress, and all buildings on the surface collapse.  The only tiles not replaced by their original stone are those which have items or dwarves standing in them.  In short, just about the entire embark is obliterated.  This is the same thing described in this reddit post, this mantis issue, and these DFHack threads.

6
DF Dwarf Mode Discussion / Re: I thought AWOL raid parties was fixed?
« on: July 17, 2018, 01:25:48 pm »
If this is reproducible, open a bug report and provide the save.  Reproducible bugs are fixed bugs!

All I can really add is that it's not a global issue with raiding goblins; I've been harassing goblin sites a half day away constantly without issue thus far.

7
DF Dwarf Mode Discussion / Re: Creative Ways to Destroy Your Fortress
« on: July 13, 2018, 07:44:48 pm »
Probably not the most creative method, but an easy one.  Build an extremely tall stairway with a very large bridge on top.  Use burrows to send all the dwarves topside but one, who will pull the lever to the bridge.  The dwarves will be flung around, exploding into pieces on hitting the ground.  Set the lever to kill the puller too, by collapsing the stairway/bridge system atop him.

From the outside, the fortress is unbreached, with no enemies in sight.  But there are dismembered body parts coating the surface, as if a dwarf bomb went off.  It's probably one of the faster end-the-fort methods outside of just abandonment or waiting for starvation.

8
DF Gameplay Questions / Re: Emigration script?
« on: July 13, 2018, 04:31:11 pm »
I've gotten the "Cannot expel: child not present" on every single dwarf I've ever wanted to banish, although I'm still on 44.11.  Is that still a thing on 44.12?

9
DF Gameplay Questions / *minor spoilers* Nondestructive Magma Flow?
« on: July 11, 2018, 05:31:46 pm »
The wiki claims that an item dropped onto a magma flow tile from above is destroyed.  However, I've got a garbage chute that ends on a magma flow that doesn't obliterate things.  I'd carved stairs down to SMR and then channeled the stair immediately above the SMR to reveal the magma flow.  Dwarves toss items in from above the top stair.
Here's an image of a bolt tossed in and sitting on the magma flow. 

Is the wiki entry incomplete, or did I construct the chute weirdly or something?

After a bit of messing around, I found that if I introduced magma onto the flow tile from the nearby magma sea, items thrown in are being destroyed, including magma-safe items.  I guess this means that magma flows aren't destructive unless magma is present, in which case they eat even magma-safe items?  Does anybody know more?  These flows are kind of odd.

10
DF Dwarf Mode Discussion / Re: Secret Entrances?
« on: July 09, 2018, 01:39:51 pm »
How about an externally-located pressure plate activated bridge/floodgate/hatch setup that, when pressed, reveals a secondary fort entrance?  Don't think dwarves, invaders, etc, know to hunt down an out-of-the-way pressure plate to open the way.   Or you could have a small room with lever inside instead.

11
I'm guessing the old DF to Minecraft utility isn't working anymore? (looking again, it was last updated eight years ago, so I guess that answers that question)  Or are you just doing it manually for the fun of it?  If I recall, there was a tool a few years back that could export DF terrain, but not forts, into minecraft.  That might also be unsupported now, but it could be handy to gen a world copy, export the site's location, and have a nice copy of the terrain to work with.

How's the fort look compared to Armok Vision?  Better, worse, just different?  Edit: Nevermind, just noticed you said you're gonna demonstrate that in the next vid.  Will be neat to compare.

12
I'm the kind who plans out the entire fort in advance, and has it drawn out and designated before the first tile is dug.  I always end up forgetting at least one major fortress component, so what's every single type of location a player might want to have in a standard fortress?

The obvious ones are...
Dining Room, Bedrooms, Jail, Hospital, Barracks, Temple(s), Libraries(s), Tavern(s), Workshops, Stockpiles, Depot area, Tombs, Farms/Food Production

Some less necessary but probably common locations are...
Meeting/Throne Room, Noble Bedrooms, Artifact Vault, Defense/Military related areas, Zoos, Generic Meeting Halls*, Pre-Honeymoon Suites, Silkfarm, Bathtub, Well
* Are these actually desirable anymore, given that dwarves handle personal needs in locations now?


Other things worth considering in fortress design:
Water, access, Magma access, Defense design, Handling caravans, Handling cave adaptation, Mining/Hauling methods, Cavern location/use

What other considerations does a fort usually have?

13
As mentioned at the wiki, there's no going back once it's been exposed to sky.

14
DF Dwarf Mode Discussion / Re: Favorite Type of Stone?
« on: September 29, 2017, 07:01:56 pm »
Microcline in the lead with +4 over obsidian.

Microcline master race, baby

15
DF General Discussion / Re: life without dfhack or therapist
« on: July 23, 2016, 12:45:21 pm »
I have a half dozen custom labors set up in therapist.

When a migrant wave turns up, all it takes to process them is check for relevant skills then apply custom labors, and occasionally create a new squad.  It takes perhaps two minutes to apply 1000+ relevant labor changes across a giant migrant wave.  Categorizing the classes of dwarves in this way makes it super easy to mentally handle a 120+ dwarf settlement as well.  I'm also rather fond of the ability to mobilize the nonpeasant class all at once to blitz massive constructions and then re-disable it afterwards, a task that would be a massive waste of realtime without therapist.
After experiencing the joy of two minute realtime migrant handling, I can't ever go back to wasting nearly a half an hour per wave making haphazard changes to incoming dwarves.


And the worst part is, even after all that work, you still can't know for certain who all has what enabled at a glance; you have to either trawl the unit list for dwarves' names (if you go through the extra effort renaming one by one..) and hope you set labors correctly by name, or do some kind of awful census of every dwarf in the fort.


While I can get along without DFHack (though prospector is welcome, I hate the current pre-embark prospecting ingame), for me, no therapist means 'play something else until a release'.

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