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Topics - Urist Sonuvagimli

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Mine are:



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47.05, Win10.

I raid two towers and a vault. I bring all three slabs back to the mead hall. Put them in the chest in the basement. Then fast travel away and back, took about 3 in-game hours.

Two of the three slabs were gone. Checking the legends mode revealed that the slabs were "stored" back at their original locations. Just "stored", no mention of reclamation, some NPC treasure hunters stealing them etc etc. Slabs just teleported back it seems. Though when I came to the tower and the vault looking, the slabs were nowhere to be found.

How and why does that happen? Is this a bug or a feature? Is it possible to see these artifacts' new xyz location using dfHack?

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DF Windows 47.05

Wat. How? Also, weaponizeable? Army of peacocks would be a good replacement for marksdwarves since they can fly and need no food/water

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DF Adventure Mode Discussion / Absolutely unbearable lag in dark fortresses
« on: September 19, 2023, 06:40:11 am »
Last I played v 44.05 the lag at the dark fortresses was substantial, but bearable. IT was still very much playable, and you could explore it no problem.

Trying out 47.05, and the lag is inhumane. Less than 1 FPS. Takes 30 seconds to make one step. My computer specs are unchanged. Is there any fix for this? Or maybe my settings are off? What changed in 47.05 to create this monstrosity of a slowdown?

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DF Modding / Fix for the "ghosts of companions" on the character screen?
« on: September 17, 2023, 05:17:44 am »
In Adv. mode, whenever a character recruits a companion, that companion's name is recorded in the player's info screen as "He is traveling with Urist McCompanion". However, if Urist McCompanion dies while in the player's party that description will not update.

After some time player's "traveling with" text can bloat to tens of strings, blotting out other info with the names that only travel "in spirit", a graveyard (and list of shame reminding of the companions you've irresponsibly lost).

Is there a fix? Can DFHack help with this?

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DF Modding / Can DFHack change my Adventurer's handedness?
« on: September 15, 2023, 09:20:56 pm »
DFhack has an amazing utility command GM-unit/GM-editor that allows editing pretty much any attribute of any unit.

Is it possible to change adventurer's leading hand to right (or left) with GM-editor though?


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Tilesets and Graphics / Mayday's set for 44.12?
« on: January 23, 2020, 09:23:24 am »
I've always been a fan of Mike Mayday's tileset, as it has an excellent balance between "cartoony" and "grim-realistic". Is there a version compatible with 44.12? Looking through the file depot, all I could find is 44.05

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I've generated a world where humans are extinct. However, outsider humans are playable (probably scattered survivors of wars). Is it possible to recreate human civ by starting with a bunch of male and female adventurers, retiring them in dorf fort, then having those ex-adventurers procreate?

I am aware that adventurer marriage was unimplemented in previous versions (not without dfhack). Is this feature implemented?

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DF Modding / Mayday's graphics pack for 44.11 ?
« on: December 26, 2018, 12:57:47 pm »
Mayday's set is my go-to graphics pack. Does it support 44.11? Is it possible to tailor it to run on 40.11?

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DF Adventure Mode Discussion / Peaceful night trolls?
« on: March 05, 2018, 04:59:24 am »
Recently started a new adventure in 44.05. Smaller world, high savagery and beasts. New hero adventurer receives a quest from the local lord - Kill a night troll in a lair nearby. Simple enough, I gather some companions and head out. Upon arrival at the site, I see the creature immediately and brace for battle. However, what follows next is this exchange:

(Edited out is the random companion chatter that is irrelevant)

Spoiler (click to show/hide)

My character managed to successfully creep out a night creature. Anyway, are night trolls supposed to be this way in current version, or did I mess up something when upgrading with the graphics pack?
Seems like this bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=10520  , but that was 44.04.

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DF Adventure Mode Discussion / Strangest punch ever
« on: December 29, 2017, 02:42:08 am »


Human adventurer, legendary dodge. First hit from minotaur lands, but passes through the head! How is this possible? Could it be the problem with the raws? Vanilla DF 44.03, mayday tileset

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DF Adventure Mode Discussion / Adventurer titles - DFhack
« on: December 11, 2017, 12:48:14 am »
Is there any way to change or erase the adventurer title (Blue balls of failure) using DFhack? names.lua nd GM-tools do not have any effect...

DF 43.05

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DF Dwarf Mode Discussion / Making adventurer read
« on: March 06, 2017, 03:46:19 pm »
My adventurer spend too much time in the fort (as a full citizen), and his reader skill has rusted from novice to dabbling. I tried locking him up in library to make him read, however, after reading through all the books, he doesn't read anymore. I've tried adding new books (traded trom caravans) but that doesnt help either.

Is there a way to make him read again?

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DF Dwarf Mode Discussion / Berserk diplomats
« on: February 17, 2017, 01:14:52 am »
It seems that every diplomat that comes and stays in the fort for more than 5 months eventually decides to:

Order his bodyguards to become hostile to the fort, and then visit the chained Stray War Roc (*Trained*) and attempt to wrestle it. As of now, Roc is an undisputed champion with 5-0-0 career.

What in the name of Armok causes this? 5 Diplomats have perished already (along with their bodyguards)


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DF Dwarf Mode Discussion / Caverns: forbid EVERYTHING
« on: February 17, 2017, 12:57:14 am »
Here's the problem: Even after turning web collection off, setting [F]orbid other dead and mass-forbidding (d-b-f) the entire caverns dwarves STILL run to store something in stockpile (and right into the FB's clutches).

I've set up FB crusher traps that use chained animals and doors as a lure. However, the moment doors are unlocked, dwarves rush out in the deeps with "Store item" jobs. It makes killing FB without casualties almost impossible. Civ. alert is not an option, since FBs take up to a year to massacre all the cavern wildlife (incl. each-other) and only then notice the opening. Restricted traffic areas do not help at all.

Is there any way to order dwarves to ignore caverns altogether without resigning to burrows/alerts? Or at least, how do I find what items cause the pick-up jobs?

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