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Messages - Carolus

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1
DF Gameplay Questions / Re: Merchants killing themselves?
« on: April 24, 2016, 04:06:03 pm »
Charming.

2
DF Gameplay Questions / Merchants killing themselves?
« on: April 24, 2016, 01:31:31 pm »
The title says it all. New fortress first dorf caravan, suddenly anouncement a merchant was found dead. Dfhack deathcause command revealed the killer a dorf. Hmm cheesy... Searched the name turned out it was one of the accompanying macedwarf. Tantrum? Bad luck? what the hell was that? As I understand I would be blamed for the traders loss...

3
DF Gameplay Questions / Re: Some General Newbie Questions
« on: April 24, 2016, 01:26:03 pm »
hmm I'm quite baffled, the revflood gone through my dining hall wall just right

I don't know if it will preserve the hidden-ness of caverns, nor keep sealed-off rooms from being completely hidden.

Like this:

Code: [Select]
UUUO
U..
...
U=hidden
O=wall
.=floor

In this case, the hidden tiles will be revealed after a revflood usage.

Code: [Select]
OOO
O.C
OOO

The sealed-off room (sealed off with a constructed wall) will be hidden after a revflood usage. So you won't know how your sealed-off werebeast-dwarf is - UNLESS you used a bridge to block him off. Or a deep pit or a magma channel or something like that.

4
DF Gameplay Questions / Re: Some General Newbie Questions
« on: April 24, 2016, 01:22:55 pm »
Hello fellow overseers!

I tried your answers before, but I haven't got closer to the solution my findings so far:
Concerning civilian uniform:
- draft your dwarves to squads add uniform however stupid dorfs (cannot say it's definitely true) wont remove mittens, hoods whatever because of later equiped jewelery

Spoiler (click to show/hide)

-problem No.1 the dorfs won't replace tattered uniform to fresh ones so you have to manualy assign them a nudist uniform, take care of the worn clothes than assign the normal uniform

Revealed tiles:

-the dfhack reveal command reveals the whole map excluding HFS, if you use revtoggle or unreveal the caverns still visible but the inaccesible tiles revert back to FoW

- revflood does the same but the "flood" goes through constructed walls so not good to me

Werebeast:

-still no clue

Bug:

- I haven't encountered another one yet

5
DF Gameplay Questions / Re: Some General Newbie Questions
« on: April 20, 2016, 01:20:43 pm »
One thing to note regarding usage of a uniform is that dorfs do not replace worn uniform items until they fall off their bodies. Wearing worn clothing makes them a bit unhappy, and uniforms block them from satisfying their need for new clothing items.

hmm is the dfhack cleanowned all x or whatever mends this issue?

6
DF Gameplay Questions / Re: Some General Newbie Questions
« on: April 20, 2016, 09:26:31 am »
Thanks guys!

The other dorf survived, but I do not know wether it was the method of the wounding or the infection rate. Guess some !!SCIENCE!! must be done about it. As for the clothing I wanted an uniform so I produce pig tail clothing (robes,pants,shoes) and get rid of the other materials and types for the sake of easier management.

Cheers Carolus

7
DF Gameplay Questions / Some General Newbie Questions
« on: April 20, 2016, 07:36:51 am »
Greetings fellow dorf overseers! Recently I have started to play DF again, and I have some question about fortress management. First of all I am kinda the OCD type  when I make forts so is there a utility to apply fog of war to tiles already discovered? I mean I don't mine ore out of room walls only gems, when I construct walls to hide the gap it doesn't look fancy. I know DFHack had a paint tool but it seems they took it out. The second: clothing management? How one can set a "civilian uniform" or something like it? I would prefer to cloth my nation self-made dwarven cloth not some hideous fur from goblins or something from the hippies. Third: werebeasts! I searched through this forum and reddit as well, some said there is a line in the combat log that states the werebeast injected something in the wound and this would predict a new weredwarf. However recently I got assaulted by a feroicious werechinchilla (yup that's right) and that damned thing bit my precious hammerdwarf on the lower lip and he turned afterwards (fortunately in quarantine) and I ordered his execution. Next year I was attacked by a werechameleon, my other soldier was bitten, but in a strange fashion. The werechameleon took hold of his upper arm without hurting it(he had chainmail and breastplate made out of steel), and later it shook the poor dorf and caused skin,muscle and fat rupture. Thoughts? And at last I've got a wall constructing problem, there is an odd title which refuses cooperation. I walled of and tried every angle to build always got suspending messages due to creature occupying the site (no creatures detected of course)
the layout . . . . .
              . . x . .
              . . . . .    .=blank tile x=problematic tile
I would appreciate your help :)

Cheers, Carolus

8
DF Modding / Re: Weaponize Poisons
« on: January 04, 2015, 12:26:14 pm »
Okay, now I got it. Thanks for the answer.

9
DF Modding / Re: Weaponize Poisons
« on: January 04, 2015, 12:18:41 pm »
Thanks! I check it out, but I'd like to do it without huge mods (DF alone is overwhelming for a nearly intermediate player like me) and without cheating (dfhack is the most useful mod for me, it's fun to mess around with it but for serious playing it's bugfixes and tweaks the best not the cheating). My idea was, to capture some snakes and extract their venom like one can extract liquid fire from the fire snakes.
But, fire snakes are vermin they use the small animal dissector job, I wonder if I can mod the reaction, so it accepts other creatures not only vermin. However I don't know how to do it and the raw of the reaction is hidden somewhere and I haven't find it. Wouldn't you be so kind to explain me how to do it? Or is it hardcoded?


10
DF Modding / Weaponize Poisons
« on: January 04, 2015, 11:26:09 am »
Hello DF community!
I have read a couple of post lately about posions. First, some people noticed weapons can and will get poison coating (from FBs in their case). I have tried to mod (a GCS), but it didn't work. The goal: a neat little creature which I can use (via the butcher's Extract from animal as I recall) to stock up on poison. The deadliest venom what I saw since I play was a barrel of bumblebee venom which the tree humping hippies brought along  :P
I've done some research and the creature itself wouldn't be hard, but I cannot use correctly the complex tokens.
The other methods I found on the forum:
-get a poisonous FB, tie it up, somehow anger it to coat the weapons
-the extraction, i mentioned before and dump the poison on weapons
-reaction to make poison coated weapons (as an item not a weapon contaminated with poison) but it isn't working because the materials are inert
-some other workaround I haven't found

Your help will be really appreciated! (Haven't you dreamed about shooting the gobbos with poison coated bone bolts?  :D )
 

11
I checked and it displays the "E" in white. So theoreticaly there are enough gems, the workshop acknowledge the gems but it doesn't work.

Another thing came to my mind: I searched tons of topics on google in connection with textile industry. Nearly in all posts the players complain, how the dwarfs "steal" the clothing made for trading. So my idea is: if you want to trade cloth-related goods, make ropes! Why? According to the wiki, the value of cloth-related goods calculated like this:
Spoiler (click to show/hide)
Ropes can be decorated as well so if we make a rope with these attributes, the value of the rope is:
(20*2*5)+(10*2*1)+(10*2)+(1*20*4)+(10*2*5)+(1*20*5)=520  and of course the dwarves won't steal any ropes.

12
Thanks for the replies, but sadly it is bug then. Since I train my gemsetter with green glass (magma nearly at the surface and there is sand) I made a 10-tiles stockpile(accepting only raw glass and cut glass) to fill up with raw glass in one go (mostly because I have a light OCD, I like to keep things in order  :P). In this stockpile there isn't any bin. After the cutting the gems get back to this stockpile, but the crafts to a sperarated stockpile for trading. Now there are two stockpiles linked to the workshop (one is the aforementioned gem stockpile and the other is a continously modificated one so I can manage what will be encrusted). When everything is stand still (no bins, no hauling jobs for the freshly mined gems in the deep) I try to gave the order. See? Troubleshooting was done before I posted here, but as I mentioned in the opening post it's the v0.34.11 Dwarf Fortress.

13
Forget to mention, no, there aren't any burrows in my fort. Also, the problem isn't that I ordered the encrusting and I get some job cancelation, the thing is the menu is in some kind of frozen state (I cannot explain it better), however the game is running and everything is fine, excluding the encrusting.

14
Yes, I'm aware of that. The issue is: nothing happens. I'll try to explain through the process. First, I made a bunch of cut green glass gems and some bonecrafts (they are in a stockpile linked to the jeweler's workshop). I gave the order to encrust with green glass gems finished goods (q->a, (choose greenglassgems)->pressed e, for encrust. Three options visible on the workshop menu encrust fgoods,funiture and ammo. Whatever I choose (I mean try to choose), the menu don't change there are still the three options (like, if I didn't choose). The goods and the gems in one linked stockpile. Noted the three non-passable tile on the right side of the workshop. The gems aren't large ones nor crafts. I have dwarfs designated as gemcutter and gemsetter. There isn't any job cancelations, because I am not able to select from the three mentioned options.

15
First of all, I am playing with an outdated version because I downloaded TinyPirate's version (v.0.34) when I did his tutorial, but I am certain this isn't the issue.
The problem: I cannot encrust items. I have googled about it and sorted out the posibble causes.
The process: Starting to cut some gems (tried with raw green glass, obsidian, kimberlite), sorted out the crafts and large gems so in the linked stockpile I have only cut gems. My workshop is accessible (noted the "wall" on the right side). Also, there is dwarf for the job. So, I press "q" then select the gem I'd like to encrust with, the pressed "e", I've got three options "g" to encrust fgoods, "f" to encrust furniture and "a" to encrust ammo. Whatever I press nothing happens (I mean the options still visible, no item to the workshops crafting queue added). So what can be the problem?

EDIT: I have worked out, it can be done through the manager screen, but still weird that one cannot do it directly in the workshop menu.

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