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Messages - Pvt. Pirate

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616
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r1
« on: September 13, 2018, 01:43:30 pm »
Is there any way dfhack could extend manager orders to add item quality as a conditional? i.e. I can set an order to require "thrones < 10" or even "undecorated quartzite thrones < 10" but I'd love to be able to specify "masterful thrones < 10".
had to do a workaround before, seperating the items in different stockpiles and selling the unwanted.

617
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 13, 2018, 01:40:17 pm »
Only 6 beds won't hold even a single squad caught in an accident/AoE weapon. Build a new hospital, and make it even better! [size=8]Flooding can be a optional feature, not bug, for werebeasts.[/size]
my hospital was 27x27 with 24 beds and 8 traction benches and 4 OP tables. it never got finished properly.

618
DF General Discussion / Re: The Villain Arc hype thread!
« on: September 11, 2018, 08:41:55 am »
How do these "villains" affect the game? Are they just quest objectives or do they have anything special going on for them? Are they going to be involved in fortress mode in any significant way? The notes say "extort from the fortress" but that sounds mostly identical to the current sieges.
It's supposed to tie mechanics together and create a narrative.
For example you get attacked by some bandits, but if you look more into it, you find out that they were actually ordered/ paid (if only we had an economy) to raid you by some guy who for some reason wants control over one of your hillocks or whatever and if you look into it even more then you find out that he was actually influenced into doing this by some goblin demon king who wanted to destabilise the region.
At least that's the thought behind the villain arc. We'll only really see how detailed this stuff gets once the thing is actually released.
true.
i hope they create such great plots. the more unexpected, the better it becomes. thinking of Baldur'sGate's Plotline with all its ties to sideplots and its unexpected backgroundplot.

619
DF General Discussion / Re: The Villain Arc hype thread!
« on: September 10, 2018, 01:41:19 pm »
Forgive me for my ignorance but I'm yet to find out what the whole villain thing really entails. The dev notes aren't exactly clear since Toady just comments on how villains form relationships for reasons but I still don't understand the purpose of it all.

How do these "villains" affect the game? Are they just quest objectives or do they have anything special going on for them? Are they going to be involved in fortress mode in any significant way? The notes say "extort from the fortress" but that sounds mostly identical to the current sieges.
it really means that relations mean a hell lot more now and might start and end wars.
it might create politics like during the crusades, where peacetreaties were made by arranging a marriage between the two rivals' children.

620
DF General Discussion / Re: LinuxLNP STABLE - 0.44.12-r01 x64
« on: September 10, 2018, 01:18:45 pm »
can you integrate a working clean version of mousequery from the original dfhack? the one currently included doesn't work and this fixed it last time.

621
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r1
« on: September 10, 2018, 12:47:11 pm »
i forgot how to fix mousequery... i think it was just a fixed dfhack .plug.so somewhere on github though.
Here's what you're referring to: http://www.bay12forums.com/smf/index.php?topic=126076.msg7830622#msg7830622
It would be helpful if you could remember to link to what you're talking about instead of just randomly cross-posting in other threads. Few people in this thread would have any idea what issue you're referring to otherwise.

Also, DFHack itself has only ever distributed one mousequery plugin per release. We didn't put up a "fixed" build anywhere special - as far as we know, it's not a DFHack-caused issue. TWBT distributed its own for a while, but stopped
Quote
copypastinging the mousequery.plug.so from the 44.09 just doesnt work - saying it were written for another version of dfhack.
This behavior has always been the case since before 2010. Loading plugins for a non-matching DFHack version is unsafe, so DFHack prevents it.
Quote
the only thing that doesnt work is the scrolling on screenborder when not in any dmode or lmode or qmode.
Mousequery has a number of features, each of which you have to enable individually. Run "mousequery help" or maybe "help mousequery" for a list, then enable everything listed and see if that solves your issue.
it is that it only ignores the bottom and right screen border for scrolling. otherwise it works fine. that's the only thing weird about mousequery. manually enabling it helped if it wasnt working at all, but it does work, but oddly.

thanks to Lethosor, i found the solution again: redownloading a clean version of dfhack and it works.

623
DF General Discussion / Re: What Would Urist Do?
« on: September 10, 2018, 12:40:45 pm »
Act like a human, and worst of all, grow no beard. (This is actually what happens in-game when a dwarf grows up in a human civ).
This had me close to tears for a split second until i snapped back in and realised it is not OUR reality.

624
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: September 10, 2018, 12:39:08 pm »
erm... thanks lethosor... again... mea culpa... it was just a few pages away and i must have been distractedumb.

thanks to Lethosor, i found the solution again: redownloading a clean version of dfhack and it works.

625
DF General Discussion / Re: What Would Urist Do?
« on: September 10, 2018, 08:39:56 am »
Trample as many other dwarves as physically possible while evacuating attending a party.

WWUD if adamantine was edible?
make edible armour out of candy.

WWUD if he grew up in a human city?

626
DF Dwarf Mode Discussion / Re: Trivial findings
« on: September 10, 2018, 08:38:19 am »
An old one, I think from early v34.x:
First siege in a new fortress. Quickly conscript a militia, one dwarf sprints out notably faster than the others, meets the leading goblin, immediately falls unconscious from blood loss.
Though the other militiadwarves eventually ran them off, he spent the next season in the hospital. Once he finally get up, he heads back to the barracks and refuses to do anything but train.
The next siege, he again sprints out far ahead of the others, meets a whole squad of gobbos, and swiftly reduces them to red smears and showers of teeth. They turn right back around and flee.
So I honor him by issuing him the best armor in the fortress and an artifact weapon, which he cancels picking up. 'Not enough hands'.
Turns out that in the first siege his blood loss was caused by getting both arms neatly lopped off at the shoulder. And his training had made him a legendary kicker.
So siege #2 had been routed by a single dwarf literally kicking so much goblin ass.
heavy metal boots might pump him up though :D
*all the other kids with their pumped up kicks...*

627
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: September 10, 2018, 08:34:08 am »
Click on your name, click on Show Posts. Voila, all posts you're ever made.
that one hellload of posts to go though aswell.

If your post has a unique word or phrase you can use the forum search to search your own posts for that phrase, or even just ctrl-f the page of your posts for that word or phrase.
i did. it is "mousequery" and it returned too many pages of individual posts from almost every subforum.

628
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: September 09, 2018, 11:00:52 am »
Click on your name, click on Show Posts. Voila, all posts you're ever made.
that one hellload of posts to go though aswell.

629
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 09, 2018, 10:57:27 am »
Spoiler (click to show/hide)

The snowball beast left the map almost immediately in what I presume was shame.

Now, up on the surface, I have a farmer stuck up in a tree somehow.

No fruit gathering involved. Best as I can tell, a human tooth was in the "outflow edge" of the river, where sometimes the water is only 4 or 5 deep. I guess he pathed out there to get that tooth, the water deepened, and then--I don't know what. He canceled his job because of dangerous terrain. Maybe he was thrown up there. Maybe he got scared and ran up it. I don't know.
i beet he stumbled and fell up the tree :D

630
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 06, 2018, 03:11:12 pm »
Embarked on a new fort to test out some new reactions/interactions code. In the process there was one werebeast attack, but i got everyone inside before it got to the door. But then there was that one idiot who tried to path through the then-locked door, bumped into it, turned around and got mushed into oblivion when the drawbridge closed as he was standing on it. It was inevitable. So thats death #1.

Besides that ive set up a mini fort to the south west where testing will take place. Ive discovered i need a secluded wizards tower to get anything done without civilian interference with the mod as it stands. Otherwise other dwarves will hijack the essences and shit i needed for testing. Which also prevents me from concentrating power into a handful of powerful sorcerors, instead of urist mcfarmer having access to a healing spell the doctors needed. Its become a nightmare of micromanagement in that way. The wizards have to live an entirely secluded life away from the workers, and i have to use bridges or garbage dumps to get items in and out.

Interestingly, not long after i embarked i got announcements about some dwarves becoming mayor, captain of the guard etc. From underground. I can only assume i embarked on top of a subterranean mountain hall, but thats impossible without that embark anywhere script for dfhack. So the only other explanation i can come up with is that the mountain hall was founded on the exact same spot i chose to embark on, after i chose to embark? Weird. Ive yet to dig down and actually see whats going on down there, though. One of them, captain of the guard i think, islisted as a relative of one of my second wave migrants, and i can zoom to him, which points me to a spot underground near where the announcements came from to begin with, so i can only assume theyre still there.

I wonder if theyll become one of my hillocks sites later when i qualify for land ownership? Hows that gonna work out...
you're lucky. there's always at least one dorf 5-10 dorfs outside not getting inside soon enough and getting killed or bitten. they either die starving in their locked hospitalrooms or once they turn and get caught in a cagetrap after killing another 5-10 dorfs and biting a few more *start of recursion*.

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