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Messages - Urist Sonuvagimli

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31
DF Adventure Mode Discussion / Re: Adventurer titles - DFhack
« on: December 11, 2017, 03:42:56 am »
thanks for the advice, but it didn't help either. Isn't it the same as using GM-tools and setting the name and parts of speech? That doesn't have any effect.

Apparently, toady would rather model the tracking of booze splatters on cat paws than give an easy to implement option of changing some strings in a game where even engravings can be customized...

32
One of the curses of DF adventurer mode is inability to manually create titles (earned after 5 significant kills). Is there such a functionality in this plugin?

33
If you want to change the profession without resorting to DFhack, then retire, create a dwarf fort and appoint militia commander, retire the dwarf fort, unretire adventurer and join the fort as the militiaman. As soon as you go back to fort mode, your adventurer will have a profession (e.g. Axeman).

34
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

35
The only way to enforce adamantine usage is to forbid ALL the other metal bars present on the map. It is best done when you have a single large stockpile for all the metals, as it becomes easy to simply d-b-f  it.

In case you see moody dwarf hauling some other metal, you can Forbid the bar in his inventory. It will be dropped and dwarf will attempt to find another.

36
DF Dwarf Mode Discussion / Re: That Stupid Dwarf Trick You Just Made
« on: March 07, 2017, 03:33:51 pm »
Two 5x2 Farm plots and one Proficient Grower will supply a fort of 150 with ease. Why make a megaproject out of what mere one dwarf can satisfy? Here's a suggestion for you:

"Dwarven circus"
No entry fee for goblins!*

Build a 2x1 stairway from the surface all the way to HFS. Defeat whatever welcome party there is and add airlocks. Afterwards, punch another hole to HFS but now leading directly to your fort. Add airlocks to it too. Now, connect these two holes through HFS cavern floor.

Next time goblin siege arrives, lock all the gates to your fort, leaving HFS stairway as the only way inside. The entire siege force will path to it, and the moment they are inside HFS, engage airlocks, effectively trapping gobs in the heart of the circus. They will enjoy the performance!



37
DF Dwarf Mode Discussion / Re: Making adventurer read
« on: March 07, 2017, 03:23:09 pm »
Some SCIENCE! on adventurers' reading:

While dwarves, who will gladly read the same book over and over again, retired adventurers only read each unique book ONCE. They will not re-read, even if the original was copied. I had to unretire the character again, raid necro tower for lots of unique books and bring them to the fort, retiring again. This way, I successfully managed to bring the Dabbling Reader (164) to Novice (500). It took exactly 10 unique artifact quality books, as adventurer didn't attempt to read any of the codices bought from caravans.

Dwarves did not consider any of the written scrolls adventurer brought. Only unique named books were taken to the library.


38
DF Dwarf Mode Discussion / Re: Making adventurer read
« on: March 06, 2017, 05:06:24 pm »
Unretire him and read manually?

Sometimes you just have to accept that your adventurer isn't you any more and has different needs (most of which don't include 'training to be a necromancer').

Dabbling Reader produces "You cannot read" message when trying to interact with books. Besides, I've made an adventurer who values knowledge, so he should be inclined to read.

39
DF Dwarf Mode Discussion / Re: That Stupid Dwarf Trick You Just Made
« on: March 06, 2017, 03:57:23 pm »
Threre is a page on wiki that deals with these projects exclusively. Search for Stupid Dwarf trick.

40
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?

41
Slashing/hacking attacks, even from masterwork steel weapons, glance off/get deflected or partially blocked even by items of clothing in this version. It is really frustrating when squad of axedwarves takes so long to kill an elf wearing tons of ramie clothes that it dies of suffocation, NOT bleeding. That is less of a case with experienced soldiers, as they usually manage to crush the head or decapitate.

I really wish it was only my individual case, but I've played tons of adv. and fort mode games in 43.05 to be absolutely sure about it.  The only solution is to use adam. axes/swords or resort to blunt/piercing attacks.
I would've thought the new damage mechanics would cause the clothing to be shredded to pieces very quickly. I've seen adv mode screenshots of XXclothingXX during fights.

Shredding still occurs, however, since elves (and many others) tend to wear multiple layers of the same class clothing (e.g. Dress and tunic at once) the damage to the items is distributed: Dress takes one slash, tunic takes other. Needless to say, It can take quite some time to get a bodypart fully exposed due to shredding.

It is a less of a concern in adv. mode, since it's possible to wrestle clothes off, kick the heads in or simply choke targets.. Fort mode is where it can become a problem.

42
I forgot where I got this.  Copy/paste the text below into a new text file in your df\hack\script directory.  Give it a suffix of rb... e.g. "medic.rb".  Highlight the dude, switch to dfhack, type in medic.  It flags him as needing a piggy back ride to the hospital and a diagnosis.  His injury might not be severe enough for him to stay put though.

# Mark a unit as requiring a medic
selected = df.unit_find()

if selected == nil
   puts "You must select a dwarf first"
else
   puts "Marking '#{selected.name}' as needing a medic"
   selected.health.flags.rq_diagnosis = true
   selected.health.flags.needs_healthcare = true

   # This is normally set if dwarf can't walk,
   selected.health.flags.needs_recovery = true
end

Cant believe this worked so well! Thanks!

43
DF Modding / Re: Adventure Mode : Rumor System UI improvement script
« on: March 01, 2017, 06:57:42 pm »
Why the hell is this hidden so deep? It is a must-have for adventure mode! Requesting inclusion into the official DFhack distributive.

44
DF Dwarf Mode Discussion / Re: Berserk diplomats
« on: February 17, 2017, 02:26:07 am »
Can they leave?

Yes, the exit is unobstructed

45
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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