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Topics - Urist Sonuvagimli

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16
DF Adventure Mode Discussion / Using fort mode medicine in DF 43.05
« on: February 07, 2017, 02:22:33 am »
My adventurer (human) has suffered the most dreaded of injuries - a mangled cheek. As cartilage/cheek does not heal on its own, these types of wounds were known to bring down even the toughest by getting infected easily.

Fortunately, he managed to gain citizenship in one of my retired forts by becoming a militiaman. Upon returning to fort mode I was delighted to see adventurer as a full citizen. However, despite injury still showing in description, he does not go to the hospital, neither do medical dwarves look at it.

Are cartilage and minor cosmetic wounds still untreatable in 43.05? Do medidwarves need more incentive to work (e.g. wounding adventurer further)? Or is it his race/origin that messes up the medical labor?

17
DF Dwarf Mode Discussion / World has passed into the age of Tempests
« on: September 14, 2016, 02:42:37 am »
As shown on the screenshot below:

What is the trigger for this age, and what creature is in power?

18
DF Adventure Mode Discussion / No "he is gelded" string in the descripton
« on: September 11, 2016, 03:25:21 am »
After landing a gelding blow on a goblin, I noticed, that unlike the previous versions there is neither "He is gelded" string in the "d"escription of the creature, nor "x" marks (xGoblinx). Is it possible to make it appear again?

19
DF Dwarf Mode Discussion / Dwarves are doing nothing (not even drinking)
« on: September 01, 2016, 06:18:01 am »
Screenshot: https://postimg.org/image/7qxa2q09x/#

All the dwarves just stand there, hungry, thirsty. Right next to booze/food piles. Typical. And really pisses me off more than anything else.
For the record: Military alert is inactive, none of the dwarves are in burrows, stocks are not forbidden, etc.  Latest DF, no mods.

What can be the cause of this?

20
DF General Discussion / Soundsense - annoying beeps
« on: August 29, 2016, 07:35:32 am »
Every time there is a job cancellation in-game, Soundsense plays obnoxious, annoying two-note sound that irritates the hell out of me. It is also played at the world creation the moment I press "GO" after selecting the world's parameters. Is there a way to disable it? If the sound file is in Soundsense files, what is its filename?

DF 43.05
Soundsense 2016 latest pack update

21
I've just noticed, that profession doesn't change when playing an outsider adventurer who starts with no weapon skills. No promotion to weaponlord upon reaching 'Great" skill level.
Is this a bug, or is it supposed to happen? DF 42.06 vanilla.

22
Utilities and 3rd Party Applications / TWBT - map tiles override
« on: May 12, 2016, 02:57:13 am »
I'm currently using the latest TWBT alongside with mayday's graphics pack.

Spoiler (click to show/hide)

So far it works great, but as shown on the screenshot, the map (and map screens in adv. mode) is rendered in text symbols. Is there a way to make TWBT use the graphics pack tiles for the map? Will modifying override.txt help?

23
I have a need... The need for significant rate of change of position relative to the frame of reference!

A group of excitement-seeking dwarves (their ambitions fueled by ☼Top Shoots☼ engraving of year 86) decided to break the humdrum of Mountainhome, and start a dynamic fortress on their own! A place, where breath is taken away by the fast pace of life!

Quickquickness the Quick Quick-Quicknesses of Quickness



The goals of this succession game are to:

1. Promote FPS-preserving playing style for Dwarf Fortress.
2. Raise DFhack awareness and its great time-saving capabilities.
3. Raise AutoHotKey awareness and its great time-saving capabilities.
4. Increase prestige of certain dwarf professions, generally deemed "useless": furnace operator, wood burner, potash maker, lumberjack.
5. Run a succession game, where players don't have to wait until second coming to have a turn.
6. GO FAST!

Version: 42.06 vanilla ASCII

Rules:

First and foremost rule: THE FASTER THE BETTER! This concept hereby applies to every single aspect of the game:

    -Time frame for a turn is 3 days! Don't request a turn unless absolutely sure of your ability to meet this deadline!
    -FPS must be 80 or above at the end of your turn. If you have a slow machine, fps must be larger or equal to whatever value you had at the start. To achieve this, use of any measure* is justified.
    -DFhack use is compulsory.
    -No magma furnaces, smelting or forges. Any other application of magma is fine.
    -Fortress must export (or at least produce) 50 clear glass items every year. Threat is as a permandate.
    -No slowpokes allowed! Dwarves marked as "Clumsy" and/or "Weak" must be whipped into shape.
    -Fastest solution to any of the fort's problem is prioritized over all others (as long as it won't cause immediate death or to the fort, or thrash it into unrecoverable state).
    -Do all the above FASTER! for bonus Dwarven points.
    -AutoHotKey use is strongly encouraged.
    -Dwarf Therapist use is strongly encouraged.

*Except using DFhack to directly delete items, dwarves or other creatures. Init.txt tweaking is fine.

Read Spriggans' excellent DFhack brief:
Spoiler (click to show/hide)
Read Sonuvagimli's AutoHotkey instant start guide:
Spoiler (click to show/hide)


Links

Maximizing FPS guide: http://dwarffortresswiki.org/index.php/DF2014:Frames_per_second
DFhack: http://dwarffortresswiki.org/index.php/DF2014:Frames_per_second
Autohotkey: https://autohotkey.com/download/ahk-install.exe


Embark size: 3x3
Embark location name: "Hill of treasures"
Biome:50% temperate shrubland, 50% Temperate savanna (Woodland/Desert)
Resources: Sand, Little Soil, Deep metals, Flux stone.
Neighbours: D,H,G,E, Tower,Tower,Tower.

Turn List
1.Spriggans
2.Sonuvagimli
3.Gwolfski

Dwarf list

-Vector the Croc (Gem Cutter/Ranger/Marksdwarf)
-Dirk the Recruit (Recruit)
-Imic the Miner/Mason
-T. the Anydwarf

24
DF Adventure Mode Discussion / Healing the companion
« on: May 01, 2016, 08:58:17 am »
Playing as a human adventurer, I recruited a dwarf soldier from non-player fort. Following the recruitment, she was given a wooden axe, and we went to the terrifying desert to train.

Now, Ast Iklisber is an axelord and a hearthperson of the adventurer. Unfortunately, she is also quite damaged from all the battles with zombie vultures. Nothing serious, all limbs are fine, however, her ears, nose and almost all of the fingers are broken. The only solution is to visit a dwarven fort medics.

Is it possible to start as her in adventurer mode without dfHack (after retiring current adventurer)?


25
DF Gameplay Questions / A peculiar taste
« on: April 21, 2016, 06:37:20 am »
A pikeman came to the fort and petitioned to join. More militiamen were needed, so I let him in. Browsing through the said pikeman's preferences revealed an interesting detail:



Now it is clear why he wanted to come to the fort in the first place, haha. Is this a bug? Or is milking dwarf women a new feature in 42.06?

P.S: Just noticed he finds developing weapon skills (and skills in general) "distasteful". There is a clear discrepancy of this statement with his profession as mercenary. Tonight, on Fortress' border protection: a human spy is shaken, not stirred. Customs officer Ettin will judge human's case!

26
DF Gameplay Questions / Question mark key
« on: April 19, 2016, 05:42:39 pm »
This is the screenshot of using image editor in dwarf fortress (42.06):



As you see, the "Done" and "Change" name options have a key assignment that is the same for "Help". What can be the cause for this?

27
Currently, I run a fort with a pop of 60. Dwarves at the said fort prefer to eat the raw plants, military stuffs their backpacks with them, completely sabotaging the brewing! And afterwards, those rascals dare to COMPLAIN about "lack of decent meals", when the kitchen stockpile is loaded with masterwork roasts! Well, mr. Urist mcStupid, it was YOUR decision to walk past the delicacies, gnaw on the bland mushroom, get a bad thought and miss out on a drink!

Moreover, it is not a single case but a regular event, that has been occurring for  3 months so far. Drinks are becoming very scarce.

Pathing to the food stockpile is not a problem - it is right across the dining hall, opposite of plant stockpile (20 blocks away). It is not forbidden either (d-b-c made sure of it). That leaves the only theory - corrupting influence of elves has spread to the fort. I'm going to murderate every single dwarf that complains if the solution cannot be found.

Regardless, have anyone else encountered this problem?

28
DF Gameplay Questions / Sieges in the new version
« on: December 26, 2015, 07:11:09 am »
Did the massive goblin sieges so sadly missing from .40 make a return in the new .42?

29
DF Adventure Mode Discussion / Community guide section?
« on: October 31, 2015, 02:58:21 pm »
I've played adventure mode 0.40.22 to the point of "winning the dwarf fortress" (in terms of achievements), and would like to share my experiences with others by writing a guide. However, Is there a "community guides" section specifically for these?

30
DF Adventure Mode Discussion / Depopulating the goblins
« on: October 21, 2015, 10:11:21 pm »
It this possible? Do civ members respawn in this version, as they did in .34 (as outlined in https://www.reddit.com/r/dwarffortress/comments/1xcvkp/has_anyone_successfully_depopulated_the_entire/post)?

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