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Messages - Max™

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9691
DF Dwarf Mode Discussion / Re: Minotaur labyrinth?
« on: October 25, 2014, 10:37:50 am »
I've still got a caged one because I'm not sure what to do with him yet. He charged in to go fight the military, then got distracted by the bait dog with cage traps I use to clear the mountain goat and eagle corpses.

9692
DF Dwarf Mode Discussion / Re: DFHack help
« on: October 25, 2014, 10:31:59 am »
There is a dfhack thread in the utilities and third party tools, in case you didn't know, and there is a readme available through a link in the first post there. http://www.bay12forums.com/smf/index.php?topic=139553.0

More directly relevant, the only way to directly move a unit that I know of which isn't broken is the gui/gm-editor but it's a kind of dangerous tool as it lets you edit the values which the game uses to tell what everything is, so you can really break stuff playing with it.

On the other hand, pos is visible right at the top of it, and you can use it to directly move something, x being left/right, y is north/south, and z is the in/out (or up/down in game) axis.

If it's at the bottom of a single tile well which we'll say is three z deep, you'd change the position by x+1 and z+3 and he'd appear at the top to the right of the well. Be careful because you can put them inside a wall so don't unpause until you are sure they are on a safe tile.

Generally the readme and thread are good places to start.

You can also put the cursor in the dfhack console (or terminal if you launch from one as I do) and type ls or ls -a to get a list of commands/plugins/scripts, then you can use ls or man plus whatever command or plugin or script you're interested in to get some useful info, and several have help files as well.

9693
DF Dwarf Mode Discussion / Re: Minotaur labyrinth?
« on: October 25, 2014, 09:25:42 am »
Minotaurs make lousy babysitters.
...aaaand sigged.

9694
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 25, 2014, 09:23:21 am »
Supposedly forgotten beasts will destroy wooden supports,
Nope, building destroyers specifically avoid supports. No easy traps for you.
Yeah, that's disappointing because it's not actually an easy trap, easy is just putting a weapon or cage trap down. Setting up a free-hanging 3x3x3 block safely with just one support is if nothing else far more dangerous for the dorfs and takes quite a bit more time.

Guess I can try to link a pressure plate to the support with a statue as bait, the main idea being that I just really want to see something clobber itself.

It worked but I had to bait it with an unforbidden door which leads towards an unforbidden hatch... KABLAM!

Now I've got it floored back over with drawbridges and all the x(piece of crap sock)x and other junk sitting on them, connected to a plate so they'll shotgun whatever tries to smash the doors. :D

9695
They do, you might have an older version running, but I get the diplomat visits... though I screwed it up by kiling him when the right thing to do is agree to not cut trees then clear cut everything, as THAT can get you involved in a war with the cannibal treehumpers.

Why does it piss the elves off more to break a promise about cutting down trees than it does to have them walk past the arrayed corpses of previous diplomats/merchants and into the waiting arms and axes of my military?

9696
Mostly it is due to kids being useless boozesuckers, having that wasted time turned into a jumpstarted soldier is handy.

Having the process involve horrible atrocities inflicted upon children regularly just makes it dorfy.

9697
The cycling part at the bottom is pretty slick, but I'm curious why you wouldn't just set up a cart stack drop zone, have a miner do an up/down staircase at a convenient spot where you can get a straight shot to the magma level, have him dig two up/downs and then channel the top one, repeat until he makes it down or if necessary have him dig a side tunnel to get some food/water.

I'm pretty sure you CAN just drop a cart down a staircase, but then you have to engineer a way to keep dorfs from using the stairs, removing them (or at least removing the top stair and bottom stair) should prevent that from happening, then you can just set the bottom as a stop set to guide out of the stop when empty, work in some doors with pressure plates if you'll have multiple drops and you can make sure nobody can drop a cart AND retrieve one from the bottom at the same time.

I did that for a ballista supply track I ran recently and it worked great, the only death I had at all was an accident where I had a dorf remove the staircase below them instead of the highest one and they ended up falling the next 15 something levels...

9698
With gui/gm-editor which can really screw things up so besides the warning it includes, I'll suggest being careful playing with it, but yeah, once it's open I think it's in flags 1 or flags 2, and then the death cause/id and unconscious state should be set to -1 as well.

Incidentally, I'm heading to bed but just before I was about to save and shut the game down I thought to check the justice screen...
Spoiler (click to show/hide)
I wonder if the universe would implode or I'd just get a normal riot if I tried to convict Nish for both of her murders?

9699
DF Dwarf Mode Discussion / Re: Little funfact about dead dwarves
« on: October 24, 2014, 11:03:54 pm »
Do you consider the frame of an automobile a car? What about a steering wheel?

Likely most of us would identify the frame by itself as closest to being a car, but it is useless with no engine, wheels, seats, or controls.

A beard looks upon a dwarf in much the same way, a head by itself can only move by rolling or tongue dragging, which gets the beard all gunked up.

9700
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 24, 2014, 10:01:04 pm »
Supposedly forgotten beasts will destroy wooden supports,
Nope, building destroyers specifically avoid supports. No easy traps for you.
Yeah, that's disappointing because it's not actually an easy trap, easy is just putting a weapon or cage trap down. Setting up a free-hanging 3x3x3 block safely with just one support is if nothing else far more dangerous for the dorfs and takes quite a bit more time.

Guess I can try to link a pressure plate to the support with a statue as bait, the main idea being that I just really want to see something clobber itself.

9701
DF Dwarf Mode Discussion / Re: Minotaur labyrinth?
« on: October 24, 2014, 09:54:49 pm »
Ahh, the cave ogre episode... good times, good times.

Relevant to this thread the same fort also got couple captured Minotaurs that I even modded tameable and trainable, for breeding purposes. It didn't really work; the children kept killing them when they lashed randomly at bystanders. Too bad.
I was actually thinking of the later quote with the minotaur that you accidentally left a path to reach so the kids "swarmed over it and beat it to death with their little mitten clad fists... scary" but didn't see the post til later.

9702
DF Dwarf Mode Discussion / Re: Little funfact about dead dwarves
« on: October 24, 2014, 09:52:51 pm »
The body is just a frame which the manipulation and propulsion modules are mounted on, while the head is the control interface for the beard.

9703
Because dwarves hven't invented pockets, so they need hands to store stuff.

How can female dorfs do things like engrave stones and separate chemicals by molecular weight even if you haven't re-added their beards?

9704
Not sure it's as depraved as the childcare thread, or the one where people tried to get rid of dorf bodyfat, but thanks, shame there isn't an easy way to do it without dfhack, but yeah, I'm still hoping the skeleton will reanimate (I notice that the switch to ghostly miner removed the normal nish listing in the dead/missing, and switching to being alive removed the ghostly one again) so I can order her to kill herself, in a sense.

9705
I'm really hoping her corpse reanimates, I tried out the undead bacon thing with a small room and upright spears linked to a lever, pasture a couple pigs, pull the lever til they die, wait, pull it again when they get up, pow, baconfest!

Nish's skeleton still hasn't reanimated.... well, the first skeleton she had, not the second, third, or the fourth, which is the one inside of her right now I think... so hard to keep track.

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