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Messages - fortunawhisk

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61
Utilities and 3rd Party Applications / Re: [SUGGESTIONS] for DFhack plugins
« on: February 12, 2017, 03:42:39 pm »
I use the following:
Code: [Select]
repeat -name food -timeUnits days -time 1 -command [ "combine-plants -stockpile 21" ]

Quotes and spacing are important. I used bprobe to get the stockpile number, the number that shows up in-game (#7, etc) doesn't appear to work.

62
Utilities and 3rd Party Applications / Script to restrain creatures
« on: December 07, 2016, 12:07:54 am »
A gui driven script that can create CageLargeCreature or ChainAnimal jobs for civilians. The jailer hunts the target and drags them off to the chain/cage.
Only works in Fort Mode. GUI mode only allows civilians, but the command line will allow you to use any unit id. I use cprobe and bprobe to get the creature/building id's.

Spoiler (click to show/hide)

Notes:
- Pretty similar to the existing justice system, except victims are restrained indefinitely.
- Units with an active justice sentence will be released.
- Cages or restraints must be made into a room and set to justice.
- Cages must be metal. Chain material doesn't appear to matter.
- Mothers will remove infants from chains/cages with Seek Infant.
- Most jobs are unavailable when on a chain, but...
-- Military will spar/train/watch & attend demonstrations
-- Social activities still work (tavern, library, temple)
-- Chained victims in a tavern get liquor delivered via barkeep
-- Chained victims will consume food/water if it is available.
-- Units can be thrown free of chains!
- Merchants can be chained, but not caged (they go crazy)
-- Interestingly, restrained non-violent crazy creatures will get food/water?
- Restrained merchants go crazy a bit after the caravan leaves.
-- This can be prevented by setting using gm-editor to set flags1.merchant to false.

Enjoy!

Edit:
Updated for 44.10

63
Utilities and 3rd Party Applications / Re: Deliberate Fisticuffs
« on: December 03, 2016, 07:02:38 pm »
Apologies for the necropost.
Updating with a revised version of the script that I never got around to posting. Script now offers a choice of FistFight or BeatCriminal. BeatCriminal allows attackers to keep attacking until target is dead.

64
You might have encountered a labor bug related to chaining hostiles. Try enabling both the animal training and animal hauling labors on a dwarf.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8080

Other things to check:
Restraints are built, not just in stock.
Cages and restraints are accessible to each other, pathwise.
Laboring dwarves aren't stuck in burrows that don't include the cages/restraints.


65
Utilities and 3rd Party Applications / Re: Deliberate Fisticuffs
« on: March 25, 2015, 07:19:05 pm »
Well, it seems to work best with non active military civilians. Active military seems to cause the script to crash DF, so they're excluded. Also, they're pretty hard to hit.

In hindsight, I've changed this a bit. You can now target any citizen (including military), but only non-military are assigned the StartingFistFight jobs.

66
Utilities and 3rd Party Applications / Re: Deliberate Fisticuffs
« on: March 25, 2015, 07:02:14 pm »
Would like to see this target dwarves based on their facets. Highly violent dwarves or even a combination of different facets.

Is it possible to have it make dwarves attack those they have a grudge against?

It seems like it's possible to make any non-military dwarf rumble with any other dwarf (military or not). I haven't dug into the historical stuff, so grudges are still a maybe.

67
Utilities and 3rd Party Applications / Re: Deliberate Fisticuffs
« on: March 24, 2015, 07:22:28 pm »
so does this work in adventure mode or is this a fort mode script?

Sorry, only works in Fort Mode. In Adventure mode, it dies gracefully after failing to find any civilians.

Sounds interesting for "confuse" spells... hit the enemy siege with it. :) Or simulate gambling/drinking in a tavern, with the chance of a barfight, without causing a loyality cascade.

Well, it seems to work best with non active military civilians. Active military seems to cause the script to crash DF, so they're excluded. Also, they're pretty hard to hit.

Oh god I see glorious things coming from this.
I think I can get the script to use multiple attackers, so 'dogpile' will be an option. Based off the siren script, it looks like you could do some kind of 'Thunderdome' burrow thing. Make a burrow, check for dorfs, start fights if count > 1.

Also, if anyone has any ideas on how to reduce the lethality of fights, I'd love to hear them.

68
Utilities and 3rd Party Applications / Deliberate Fisticuffs
« on: March 24, 2015, 01:11:50 am »
A gui driven script that can create StartingFistFight or BeatCriminal jobs for civilians. The aggressor hunts the target and attacks.
Only works in Fort Mode. GUI mode only allows non-military civilians as aggressors, but the command line will allow you to use any unit id.

Spoiler (click to show/hide)

Notes:
- Fistfights generate a Disorderly Conduct crime.
- Beatings will generally continue until target dies.
- The victim can dodge but doesn't counterattack
- The number of FistFight attacks seem to be random
- It is possible to specify the same dwarf as aggressor and victim.
- Beating job stops when the aggressor gets tired, scared, or hurt.
- Beatings will be shortened if the victim has an active justice sentence

Enjoy!

Edit: Updated script to 1.3
1.3
Some style changes, now works with 44.10.

1.2
Can now choose between lethal and less lethal options.
Improved help text

1.1
Now generates new jobs each time (seems less crashy)
Possible targets list now includes all civilians, not just non-military.
Allows multiple aggressors
Improved gui options
Fancy command line options

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