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Messages - Slappy Moose

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286
DF General Discussion / Re: Hunters hunting in groups:
« on: August 09, 2008, 09:41:12 pm »
Well that's totally awesome that hunters are cooperative now.

287
DF General Discussion / Re: Hunters hunting in groups:
« on: August 09, 2008, 09:20:41 pm »
Are you sure it was not just a coincidence?


That is certainly awesome if it is true...

288
Hah, silly me.

Thanks!

289
For some reason, whenever a program has the "in_viewport" query, I cannot execute it, because the button is greyed out.

I can't make large areas outside and such. How can I fix this?

290
I found the best way for this to work is to make an in_viewport macro that turns all floor tiles into Outside, Aboveground, Light Grass.
Thank you!

Now I can have a functioning sealed off fort! Ha ha!

291
DF General Discussion / Re: Tweak for 39e
« on: August 09, 2008, 03:29:56 pm »
Yeah, that seems to be my only option right now.

What I might do, since I like having things be named according to what they do (I hate temporary fixes and such) is just make some reaction create like 1,000 coal, do that a few times, then just revert the reaction to normal.

292
DF General Discussion / Re: Tweak for 39e
« on: August 09, 2008, 02:02:17 am »
Here are the two problems I face: I have a really really nice fort, in a perfect world. I am very picky, and I forgot to make a cheat for "create 10 coals" at the smelter. I don't want to recreate my fort, and I need lots of magma for melting down the armour of all the enemies that should attack me if my mod worked.

293
Sorry for the bump  :-\


Seriously, though, he was completely immune to archers? He killed dozens upon dozens of goblins? If only he hadn't been crazy...
No, he was just super tough, and he was wearing some of my fort's best armour. Also, I think he punched a few out of the air because I would see bolts on the ground around him.

I was pretty scared for a while, because he was just shredding everything I threw at him.

My backup plan, if he killed my army, was to wall him into a section of the fort and then use that as the new colosseum.

294
Sprout, I zipped my tweak folder, so if the problem was something with your tweak and not your game, then using my version should work.

http://www.mediafire.com/?sharekey=59e31971f46c4c82d2db6fb9a8902bda

If this works, in return for my help, you need to tell me how to get trees to grow underground, if you figure it out.  ;D

295
DF General Discussion / Re: Tweak for 39e
« on: August 08, 2008, 10:28:43 pm »
Because I want to use magma buildings instead of cutting down every tree in the map and then converting every log of wood I have into coal, and then melting every goblin/human/elven/kobold armour down.

296
I may have done other things, but I forget. Sorry I couldn't help.

297
I got the same error.


I got around it by doing a bunch of crap, but here is an easier way.

Copy this
Code: [Select]
<?xml version="1.0" encoding="UTF-8"?>
<memory>
<address name="menu_state" value="0x0132FDB0"/>
<address name="focused_creature" value="0x00D23C4C"/>
<address name="creature_vector" value="0x0151F93C"/>
<address name="mouse_x" value="0x009E3284"/>
<address name="mouse_y" value="0x009E3288"/>
<address name="mouse_z" value="0x009E328C"/>
<address name="map_data" value="0x01561470"/>
<address name="map_x_count" value="0x01561488"/>
<address name="map_y_count" value="0x0156148C"/>
<address name="map_z_count" value="0x01561490"/>
<address name="starting_dwarf_count" value="0x0083F244"/>
<address name="starting_point_count" value="0x0083E333"/>
<offset name="map_data_map_x_offset" value="0x0058"/>
<offset name="map_data_map_y_offset" value="0x005A"/>
<offset name="map_data_type_offset" value="0x0062"/>
<offset name="map_data_designation_offset" value="0x0264"/>
<offset name="map_data_occupancy_offset" value="0x0664"/>
<offset name="map_data_0a60_offset" value="0x0A64"/>
<offset name="map_data_pathfinding_offset" value="0x0B64"/>
<offset name="map_data_1160_offset" value="0x1164"/>
<offset name="map_data_1360_offset" value="0x1364"/>
<offset name="map_data_temperature1_offset" value="0x1564"/>
<offset name="map_data_temperature2_offset" value="0x1764"/>
<offset name="map_data_1960_offset" value="0x1964"/>
<offset name="map_data_1b60_offset" value="0x1B64"/>
<offset name="creature_name_offset" value="0x0000"/>
<offset name="creature_body_part_health_vector_offset" value="0x02FC"/>
<offset name="creature_x_offset" value="0x0094"/>
<offset name="creature_y_offset" value="0x0096"/>
<offset name="creature_z_offset" value="0x0098"/>
</memory>
into your "tweak/versions/39e/core.xml"

Make a backup though, in case it doesn't work for you.

298
DF General Discussion / Re: Tweak for 39e
« on: August 08, 2008, 08:24:51 pm »
Does Enable Magma Buildings work with this version of tweak? The version I have crashes dwarfort.exe when I try it.

EDIT: Nope, it doesn't. Causes a crash when you use it.

Argh! Same here. This sucks!


Please someone post a fix for this.

299
Alright, I'll probably make a few rooms, and apply different characteristics too each. I'll try to remember to come back and post my findings.

300
It sounds very useful, but I keep getting an error, I may have installed it wrongly.


I will keep trying and let you know if I can't find a fix...




Hah, I fixed it. I just added the 39e version code and it worked  ;D
Thanks for this utility, it's fantastic! I love being able to designate every tree for chopping and all that, adn the "make your own program" is awesome!
Wooo!


Quick question: What do trees need to grow? A "light" tile? Do they need to eb outdoors? I want to make a massive underground tree farm.

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