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Messages - Dirst

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3376
DF Modding / Re: How do I just dig tiles in dfhack?!
« on: May 11, 2014, 10:35:08 am »
Yeah, neither of those gives me the necessary info to do what I'm trying to do. Or really much of ANYTHING, for that matter.

1) If I want to dig a channel / remove stuff entirely.
"help shape" within tiletypes lists:
ANY
NONE
EMPTY
FLOOR
[bunch of other obviously irrelevant stuff, although I tried some of it]
FLOOR leaves a floor still. EMPTY does nothing at all. NONE does nothing at all. ANY does nothing at all.
So how do you channel, or at least remove the floor (don't care if I have to add ramps myself afterward, but I can't get rid of the floor)?

2) Painting a hematite wall? No idea, help and readme are useless.
"paint material stone: hematite"
"paint material hematite"
"paint material stone:hematite"
"paint material stone hematite"
"paint stone hematite"
none work. Always gives error or paints conglomerate??
The readme explicitly even says "paint stone microcline" as an example, which yields an error in the actual program (lol).

3) Neither the readme nor inline help even attempts to tell you how to change brush size. Would love to figure out that too.
brush 2
brush size 2
paint brush 2
brush
etc. do not do anything (or provide extra help on syntax)
I'm not an expert with DFHack by any stretch of the imagination, but I have noticed that materials are case-sensitive.  DFHack wants the name from the material token (which is always UPPERCASE) rather than the solid state name you see in-game (which is always lowercase in vanilla).  It makes sense to use "prospect all" to get a list of the local materials as exemplars.  If a material name has embedded spaces, enclose its token in quotes on the DFHack command line.

Hope that helps.

3377
DF General Discussion / Re: Future of the Fortress
« on: May 11, 2014, 09:36:41 am »
In adventure mode, will the incredibly detailed combat reports that detail things such as the severing of multiple nerves, et cetera, continue to be shown to the player in future updates? Or will the system still work functionally, without being fully shown to the user, in order to show that the character isn't fully aware of all the damage that they are doing with a given attack until they examine the corpse?

Part of the fun and awesomeness of DF is the fact that it is so detailed, right down to the combat. Though I'm sure it will be streamlined a bit at some point.

I would like that you had more streamlined combat descriptions. You can't know for sure that hammer strike caused internal bleeding at the moment you hit, and you won't pay attention to details of a fight besides you. The excess information clutter the screen and make it hard for you to get the relevant information.

That said, I love the complexity of DF's combat. As with the rest of the game, the problem is in the interface.
A detail level setting would be nice, but I think it is quintessentially DF to have that level of detail in the combat.  It will allow for nightmare-inducing graphic scenes when the game gets around to a 3D interface :)

3378
DF Suggestions / Re: Slab Overhaul/Shrines
« on: May 09, 2014, 07:59:02 pm »
There are quite a few suggestions about books and learning skills.
Personnally, I think slabs would work very well for something like this.

For example,

After an artifact is created, the event and the process are documented on a slab.
If placed in a statue garden, admiring the slab gives bonus experience to dwarfs with appropriate skill.

The story/depiction of a heroic duel between swordfighters raises sword skill.

The story of a victorious battle motivates soldiers raising their courage stat.

The basics of  skills are studied by idle dwarf children working like a school.
This could initially require some dwarf to be present with a minimum in the appropriate skill or be directly bought from traders.   

 
If you're talking about essentially an engraving of a historic event, then maybe an artifact slab (or engraving) could be useful for skills.  Otherwise it seems exploit-y.

3379
Lol, this thread has been mostly, if not completely, derailed.
Not only derailed, it was derailed with the assistance of about fifteen impulse ramps.

3380
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 09, 2014, 04:14:08 pm »
Actually while I'm here, can anyone tell me why this is from looking at these raws?

(snip)

I haven't created a creature from scratch in a while, so I'm confused as to why it isn't appearing. Errorlog doesn't catch anything; the creature just isn't listed.
If that is the entire file, it needs the filename (sans .txt extension) as the first line.  An easy thing to overlook.

Edit: And there should be a colon between SKULL and 5FINGERS in the body plan.  That should have shown up in the error log.

3381
why does DF seem to have such a penchant for the rng to produce consistently sexually themed outputs?  there must be an upper bound on the probability of this happening.... right?
There is.  It's 1.

Although my rng seems to have a thing for cyclopses.  At least half of the worlds I gen have "Cyclopean" in the name.

3382
DF Gameplay Questions / Re: Ballista Arrows, Prone Targets
« on: May 09, 2014, 01:18:09 pm »
Alright I think I'll try that and just burrow all of my other civilians beforehand so they don't go running to their deaths. I think I'll start with dropping some shoddy Nickel statues on it  :)
"This is a nickel statues of the forgotten beast UninvitedGuest and dwarves.  The dwarves are dropping a nickel statue on the forgotten beast.  This statue commemorates the dropping of this statue onto the forgotten beast UninvitedGuest in 1059."

3383
DF Dwarf Mode Discussion / Re: No Iron
« on: May 09, 2014, 01:01:21 pm »
Is it possible for a map to have no iron? Did I do something to cause this? Could it have something to do with me disabling aquifers, or having high mineral density?
It is entirely possible for an embark site to have no iron in it, though note that it isn't called "iron" when it's in the ground.  You're looking for veins of Hematite, Limonite and Magnetite, which are the ores of iron.

If you are using DFHack, you can use the "prospect all" command to get a read-out of every material type in the embark site.  That command even works pre-embark to check out potential sites (though the values pre-embark are approximate).

3384
DF General Discussion / Re: Future of the Fortress
« on: May 09, 2014, 11:15:37 am »
I wonder if you can have fortresses double as insane asylums. Not that we were anyways.
You build a wall around your fort and place a Note which reads "OUTSIDE OF THE ASYLUM".

Consult Wonko the Sane whether the Note should be inside or outside of the wall.

3385
DF Dwarf Mode Discussion / Re: Just "Survived" My first siege
« on: May 09, 2014, 10:39:00 am »
But barely.  All of my original seven are now dead.  Went from about 60 odd dwarves to 20.  I'm back to 37 now and decided to try to regain control of my fort instead of abandoning and starting over.  Really exciting to watch them slowly start to come around.  Every day I sit down to play this game, I am shocked and amazed all over again.  That being said, I want to grab all 37 of my dwarves and shake them and yell at them "If all you assholes would shut up for five minutes and work, everything will be FINE!"
Sigged.

3386
DF Suggestions / Re: Slab Overhaul/Shrines
« on: May 09, 2014, 09:00:22 am »
b) Constructed slabs should give a good thought to dwarves who see a relative memorialized there, creating additional incentive to create monuments.

Or a sad thought sometimes (e.g. if the relative has recently died, or if it was especially horrific). The reaction might vary depending on the circumstances.

I like the idea of (a) making slabs engravable to absolutely anything, and (b) making it possible to base a shrine on a slab. You could effectively force your dwarves to worship whatever you wanted.
These are memorial (or devotional) slabs, not propaganda posters.
"You know, at first all of the slabs said things like 'Remember not to make stonecrafts out of flux' and 'Don't stand where you're building a wall,' but lately they've been getting depressing like 'Militia life expectancy is now up to two weeks, join today' and 'Magma solves catsplosions'.  I'm worried about the overseer."

3387
DF General Discussion / Re: Future of the Fortress
« on: May 08, 2014, 02:54:39 pm »
Will creatures react emotionally to butchery returns as if it were a piece of a dead creature's corpse? Can I butcher a historical Giant Dingo, eat it, and throw its heart onto a table in a tavern to show everyone it is dead?
"But this ≡dragon roast≡ is from the infamous Axekuta Tilokimaran that was terrorizing your village, I assure you."

3388
DF Gameplay Questions / Re: dfhack createitem help!
« on: May 08, 2014, 02:34:10 pm »
I have a mildly related questions.  I'm troubleshooting a mod that includes boil-away stone to gas dwarves with syndromes at appropriate moments.  If I have a group embark with the stones, they go poof as soon as I unpause the game, affecting anyone foolish enough to be standing next to the wagon.  If I use createitem BOULDER MY_MATERIAL, the stone usually just sits there.  Usually, because I have seen a rare puff of vapor maybe twice in all of my attempts.

My guess is that DFhack is doing its job correctly, but DF doesn't check every item's temperature every tick.  Is there a way to force a check, maybe having a dwarf attempt to stockpile the stone?

3389
The original description sounds like a gremlin, and all it would need is "promotion" to a civilization.

Despite the gremlin's presence in vanilla Dwarf Fortress, they are decidedly modern folklore (an explanation for mysterious mechanical problems with early aircraft).  A currently-vacant niche in DF period folklore would perhaps be a sprite.

3390
I'm with Ravendarksky that there was some inobvious line-of-sight causing the issue.  To your other point, FBs can and do run into other beasties in the caverns which can get them wounded.

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