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Messages - smithist

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1
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: April 15, 2018, 12:57:57 pm »
Thank you very much!

Just to be clear: there can be any number of empty space tiles between the well and the water source. It does not need water in the z-level just below it.

2
DF Gameplay Questions / Re: Saving advanced world parameters issues
« on: April 15, 2018, 12:54:12 pm »
You may also have a function or "fn" key. This should override whatever function the os has assigned to the key.

On my macbook f6 has something to with spaces or somesuch. fn+f6 gives me the correct in game functionality.

3
DF Gameplay Questions / Re: Closing Caverns
« on: January 28, 2018, 07:35:36 pm »
I did dralthas first but wasn't getting spawns at all. I was killing stuff as it spawned with a stationed squad and eventually started using "exterminate" out of frustration. No Dralthas/Jabs.

That's when I repeated the edit for olms. There were never any actual Jabs and seemingly no former Dralthas so my entire Jab population seem to be former Olms. I've got them breeding successfully.

Thank you both again. PatrikLundell, I'm sure this will come in handy!

4
DF Gameplay Questions / Re: Does the size of Goblin Armies matter?
« on: January 27, 2018, 07:23:29 pm »
There is a cap to the numbers they send. It's in init.txt (or d_init.txt I get them mixed up) and can be edited if you want.

Point being there will come a time where you'll know your current military can handle their worst.

5
DF Gameplay Questions / Re: Closing Caverns
« on: January 27, 2018, 07:19:10 pm »
Thanks so much everyone. PatrikLundell I especially appreciate your consistent indulging!

Sadly I was too inept to figure out how to deploy your script. In the future is that something I'd input to dfhack or something that's run at my OS level?

I ended up going with Sutremaine's suggestion and was able to get things working. Amusingly there are now three distinct jabberers according to the game. The real ones who didn't exist, the former Dralthas, and the former Giant Olms.

6
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 27, 2018, 07:15:15 pm »
Two questions about war animals and pets:

Do assigned war animals provide the same happy thought (scaled with value) as a pet that's been adopted?

Do war animals, and pets in general, have less taxing pathfinding that say a pastured animal?

7
DF Gameplay Questions / Re: Closing Caverns
« on: January 22, 2018, 06:12:19 pm »
Comparing region-pops output to the in game list should sort it out. Any discrepancies would, I assume, imply that your civ did somehow attain the knowledge during gen.

[e]My memory is a little fuzzy but I wanna say Cave Dragons were not on my list until I captured my first.

8
DF Gameplay Questions / Re: Closing Caverns
« on: January 22, 2018, 05:20:50 pm »
Hmm. I'll copy the world folder and futz around a little I guess. Not sure about the training knowledge but either way I've confirmed they won't spawn.

I have some other war animal prospects I suppose. I've just always liked Jabs and appreciate that they can be fully domesticated. I didn't even think to look into this until recently and I've gotten fairly attached to my current embark. oh well

thanks PatrikLundell

9
DF Gameplay Questions / Re: Closing Caverns
« on: January 22, 2018, 02:18:13 pm »
- Hack the data structure where the 7 * 7 world tile plant/creature data is stored to REPLACE a creature present with the desired one for the locations corresponding to the world tiles+caverns under manipulation.

Is there a guide for dummies on this? I'm doing some googling but my knowledge of this stuff is mostly limited to simple edits to raw files. I'm not even 100% sure what I'm googling for tbh

also, thanks again for the replies!

10
DF Gameplay Questions / Re: Closing Caverns
« on: January 21, 2018, 08:56:13 pm »
End of rambling...

So region-pops confirmed a complete lack of Jabberers which seems to prevent me from adding to their numbers. Both the "incr" and "boost" functions return "unknown population token" which was my fear.

I'm looking into a way to force them into existence in the world raws. Am I barking up the wrong tree? Is there any way to establish a population at this point?

11
DF Dwarf Mode Discussion / Re: Useless Mercenaries
« on: January 21, 2018, 08:23:55 pm »
A simple raised bridge is technically all you need to survive. All sieges will eventually give up and leave if they can't get in. It may take up to a year though.

[e]Assuming, of course, you can remain self sufficient without surface access. That should be an early goal anyway.

12
DF Gameplay Questions / Re: Closing Caverns
« on: January 20, 2018, 04:42:58 pm »
That was an excellent post thank you!

I had never noticed the region pop command. It looks like I can verify what the situation is and even boost their numbers if need be. That is fantastic news.

13
DF Gameplay Questions / Re: Closing Caverns
« on: January 19, 2018, 05:30:42 pm »
Thank you.

That is a really cool thing to get confirmation on. Makes sense now that I think about observed spawning mechanics in caverns: killing one group to trigger the next.

I've also tried, unsuccessfully, to figure out if a species can go extinct. Maybe they get killed off during history gen? Do you know anything about that?

I've spent ~20 years waiting for some Jabberers to capture to no avail. 

14
DF Gameplay Questions / Re: 3D Visualizers
« on: January 19, 2018, 12:43:47 pm »
DFHack is perfectly stable for me. With the usual disclaimer that it's an early release for an early release of DF, things can always happen.

You'll know you have the right version of hack as the numbering matches DF's.

ex: "dfhack-0.44.02-alpha1-OSX-64-gcc-4.8.5"

15
DF Gameplay Questions / Re: Closing Caverns
« on: January 19, 2018, 12:13:52 pm »
I've been wondering this exact thing!

So monster spawning isn't a function of open edge tiles at all? That is really good to know. I was always hesitant to slow down the meat farm!

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