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Messages - LeoCean

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271
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 14, 2014, 05:18:26 pm »
If you look at modtools/force that should give you what you want.

General unit creation is still being researched, and there's currently no way to spawn sieges because they're more complicated now.

modtools/force -eventType NightCreature -civ player <--- Doesn't seem to do anything, maybe you need to be at a point they spawn or something?

modtools/force -eventType Migrants -civ player <--- Automatic when entered

Really I should just give up on trying to "spawn them" and should just mod a vampire race to be my slaves as it would be much easier or create a vampiric animal but I did want it to work with my current save.

I guess I could turn cats into blood thirsty vampires, they are already sneaky as is and I think you can can add tags to an existing entity or at least edit existing tags within a save game without breaking it???? Cats may be to small for my plans though.

272
DF General Discussion / Re: Dwarf Fortress 40_13 Starter Pack r4
« on: October 14, 2014, 03:55:57 pm »
Are you alt tabbing while playing dwarf fortress? Just try it before you alt tab or try it and when it does mess up like you say go back to the main screen where you see the dwarves and can pause/ resume then do w.e and it shouldn't mess up.

Any time you press alt it isn't released by dfhack until it is pressed again (idk) or used to access one of the dfhack menus.

273
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 14, 2014, 03:45:19 pm »
Dude it's located here Dwarf Fortress 40_13 Starter Pack r3\Dwarf Fortress 0.40.13\hack\scripts\devel, and the script is 9 lines.

Spawn them with devel/migrants-now. If it's it a folder you use the /, and all the scripts are run through typing their name.

Spoiler: Original (click to show/hide)


I've no idea if this works because nothing is coming when I put Megabeasts. Maybe I would need to have met the requirements for them to come?


I wonder could you create a vampire with that? You'd need the regular entity though wouldn't you?

274
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 14, 2014, 11:52:52 am »
there is no longer a script to force sieges.
Just to expand that a bit... siege armies now actually move across the map to your fort.  They no longer appear out of thin air.

You can use spawn-unit to create 10 hostile bronze colossi, but that's not quite the same thing as a megabeast attack.

Can you use that to create a vampire? Which you could then use to create new vampires from the lovely blood that it excretes while suffering in the torture chamber? Well I think I may have looked into it a little bit before but that command seems pretty complicated..

275
Can you possibly include a third option/twbt mode which is twbt next gen with the old gen map overlay until you work on the map?

276
DF General Discussion / Re: Easter eggs in raws
« on: October 12, 2014, 04:27:24 pm »
Well they are pretty legendary at climbing trees in real life and don't really fall down so it's not a overestimate of their ability to climb or lack there of.

277
DF General Discussion / Re: Dwarf Fortress 40_13 Starter Pack r4
« on: October 11, 2014, 04:35:55 pm »
For some reason it loaded the graphics the same size as the text graphics (that small curse font but I can't get it to do that now with 5.25).

Ok that was a lie seems my twbt tilesize 18 18 ticked in when I had twbt mode on so I wasn't getting that wrong size. Well it still looks better than my earlier test with twbt_legacy. Before though the text went small and unblurry, the fact that it doesn't go small and unblurry saves me from the nightmare that happened before when it was correct but the graphics were rectangles and super small like the font. (ok the reason for the uglyiness before was 5.12 twbt, 5.13 fixed it so it was a blurry 16x16 I think) Ah I don't know about the blurry graphics anymore never mind it's caused by TWBT_LEGACY.  (I was checking it with different twbt versions 5.13,.12,.19.25..... with twbt/legacy)

Twbt_legacy does not seem to have the zoom commands included in it. Version 5.25 included. Honestly a second/third version of next gen where the map was overwritten like in old gen wouldn't be the end of the world would it? Until you did the map thing for next gen. And it'd satisfy people more than old gen does as theres issues with it's graphics (the shadows for one), the blurry text if the graphics and font tilesets are different sizes and the fact twbt tilesize xx xx doesn't work or the keybinding add Ctrl-G "twbt tilesize smaller" doesn't work in it.

I don't know if you fixed the PYLNP launcher in r4 but in r3 it will not change printmode from it. Seems to be a similar issue in r2. I don't want to download r4 just to check that though, I already downloaded r3 to see what issues the smaller text caused after I had the fixes of r3 before r3 was uploaded.

278
DF General Discussion / Re: Dwarf Fortress 40_13 Starter Pack r4
« on: October 11, 2014, 12:36:22 am »
Changing the PRINT_MODE: to TWBT_LEGACY in your data\init init.txt file.

279
Tilesets and Graphics / Re: Working on a tileset - TWBT
« on: October 10, 2014, 08:09:49 pm »
Only when you add new things to the raws and not edit what is currently there contained in the [:->], shouldn't really be bothered by changes that may require a new world though. Just keep it in mind and document it as best you can.

280
Idk I'd like very much to be able to have different colors for materials it'd really help for bars if it could work for weapons ;D.

281
Then the color in the tile has to be whitish or light grey/grey.

282
The black? You'd have to edit the tiles themselves and then I still don't know much about that stuff.

283
You're using dfhackr1? And set printmode in the init file?  Solved.

284
Download whatever version you need from my post above your latest, some of your overrides will work like that latest UD wall you just posted. Just place the files in the init folder that are in the 40.13 folder of the 5.23 twbt download.

285
Just finished updating the post  :P. Yeah it's likely that hardly any of those overrides work in 3.43 old gen. Dev build is on the first page. You just need what's in the 40.13 file. It'll work once you start using 5.23, TWBT or TWBT_LEGACY are your twbt options for 5.xx.

Mifki's development builds

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