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Messages - Seleucian

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1
DF Dwarf Mode Discussion / Re: I finally got my GCS silk farm working
« on: April 10, 2021, 03:24:18 pm »
Looks good, I'll have a go with this design. Thanks for sharing!

2
Tilesets and Graphics / Re: Sugardust's Dye Emporium - Color Themes
« on: October 22, 2020, 01:34:15 am »
Looks good, I'll definitely be trying these out, thanks for sharing!

3
Tilesets and Graphics / Re: rc tilesets (legible pure ASCII)
« on: July 16, 2019, 04:44:16 am »
This looks great, I'm trying it out. Thanks for sharing!

4
Utilities and 3rd Party Applications / Re: quick fort not working
« on: July 27, 2018, 12:11:52 am »
I'm using Quickfort with the lastest DF version without any issues. You do need to be in dig mode(press 'd') before using ALT-D.

5
DF Dwarf Mode Discussion / Re: fresh water without river?
« on: July 25, 2018, 02:48:51 pm »
There's almost always fresh water in the caverns, unless you're really unlucky or changed some world gen settings.

6
Utilities and 3rd Party Applications / Re: Digfort Thread
« on: July 22, 2018, 07:12:39 am »
Some nice designs! I especially the spiral room. I do tend to avoid 1 tile corridors, I believe it helps with path finding.
I have made some designs myself but they were made for Quickfort and are in .xls format and thus not compatible. They're nothing special anyway just some standard basic stuff for basic forts.


7
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 22, 2018, 12:15:21 am »
Hum. Why are there four minecarts in a square? Minecart minecart qsp?


I am using Qsp's but that is just a regular stockpile. I used the minecarts to haul up magma for my smelters.

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 21, 2018, 10:18:46 am »
Half of the kids in my fort are camping out at the clothier's shop. They've been there for months, probably waiting for the next DwarfAirMax shoes. 8)

Spoiler (click to show/hide)

9
Tilesets and Graphics / Re: Simple Mood 16x16 Tileset
« on: July 12, 2018, 02:50:08 am »
I'm returning to DF to try out the new version. Going to use Simple Mood Smooth Ascii. Many thanks for the continued updates!

10
DF Gameplay Questions / Re: Your Embark Team?
« on: December 24, 2017, 09:14:56 am »

High level in doge will make it harder to train armor user and weapon skills, so it's a trade-off.

Weapon skill still levels very fast. Armor User does lag behind. I might try making some leather clothing early on to see if that helps.

11
DF Gameplay Questions / Re: Your Embark Team?
« on: December 22, 2017, 12:28:37 pm »
For normal (non dangerous) starts I usually go with this setup:

1. Grower 5 / Cook 5
2. MetalSmith 5 / WeaponSmith 5 ( also gets Mason)
3. Mechanic 5 / Carpenter 3 / Appraiser 1 / Judge of Intent 1 ( Party Leader)
4. Dodge 4 / Teacher 5 / Spear 1 (also gets Miner)
5. Dodge 4 /Teacher 5 / Spear 1 (also gets Miner)
6. Dodge 4 /Teacher 5 / Axe 1 (also gets Miner)
7. Dodge 4 /Teacher 5 / Axe 1 ( gets temporary skills to build most workshops / Does hauling)

The idea is, mining is super easy to level, especially when you start in a few layers of soil. Dodge is relatively hard to train but very useful. Teacher will (hopefully) make them better squad leaders and make new recruits learn faster.

Once I get some migrants the soldiers will start training and the migrants will become miners. Eventually all 4 soldiers will become squad leaders.
I also bring some metal ores and wood/coal to create some weapons and shields right away.

12
many thanks for the update!

13
To every one with missing names on windows 64, use this fixed version.

Thanks that fixed it for me. I do get a network inaccessible popup when starting DT but everything seems to be working fine.
screenshot:
Spoiler (click to show/hide)

14
crashes when I try to read dwarves.
do I have to set an option so that therapist will use the new .ini i created?

No, at least not on Windows. Just create the .ini file in the right folder and copy the right text(x32 or x64) into the file. That should be it.

15
I can't believe I'm asking this, I'm such a scrub, but what specific ini file do I update with the untested 64x bit code?

create a new .ini file in the following location:
...\Dwarf Therapist\share\memory_layouts\windows

paste the data into it, optionally rename the file. (for example v0.44.02_x64graphics.ini)

Testing results:
loads dwarfs up fine on Windows 0.44.02 x64 but as mentioned earlier it does not show dwarf names.
assigning labors works
assigning nicknames does not work.


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