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Messages - Urist McColeTheo

Pages: [1] 2
1
Pretty much the title, every time I generate a history longer than 700-800 years, the game crashes immediately after finalizing asset placement.

Is there something I can do to stop this? I have a fairly old processor so it takes upwards of quite a few hours to generate a world, so the crashes can get annoying.

2
Quote
I used to do the same on my first few adventures when I confusingly started in a fortress and couldn't find my way out (still can't find my way out of a fortress, so I just don't start in forts)

I spawned in a massive fort that was- no joke- around 20 z-levels underground, even using the reveal command made it impossible to navigate my way out. Those generated forts are absolutely ridiculous.

3
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: July 19, 2016, 12:00:50 am »
Well my adventurer just tackled a necromancer's tower for the first time with two barely equipped warriors.

I didn't expect an army of the undead but that's what I got, and eventually my two guys were outnumbered and killed. I cut off as many heads as I could manage before they tore up my leg and my lungs, giving me a mortal wound.

I spent my last living moments dragging myself away from an ever-encroaching army of undead elves and humans before I eventually suffocated and died. I didn't even get a chance to breach the tower.


4
Code: [Select]
-- Allows instant transmission.

if df.global.gamemode~=1 then
    qerror("Adventure mode only (for now). Sorry!")
end

function getTileType(x,y,z)
    local block = dfhack.maps.getTileBlock(x,y,z)
    if block then
        return block.tiletype[x%16][y%16]
    else
        return 0
    end
end

function getPowerLevel(unit)
    local speed = 1000/dfhack.units.computeMovementSpeed(unit)
    local strength = unit.body.physical_attrs.STRENGTH.value/3550
    local endurance = unit.body.physical_attrs.ENDURANCE.value/1000
    local toughness = unit.body.physical_attrs.TOUGHNESS.value/2250
    local spatialsense = unit.status.current_soul.mental_attrs.SPATIAL_SENSE.value/1500
    local kinestheticsense = unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value/1000
    local willpower = unit.status.current_soul.mental_attrs.WILLPOWER.value/1000
    local bodysize = (unit.body.blood_count/100)^2
    local powerlevel = bodysize*speed*((strength*endurance*toughness*spatialsense*kinestheticsense*willpower)^(1/6))
    return powerlevel
end

local function positionIsValid(x,y,z)
    local occupancy = dfhack.maps.getTileBlock(x,y,z).occupancy[x%16][y%16]
    local tiletype = getTileType(x,y,z)
    local attrs = df.tiletype.attrs[tiletype]
    if occupancy.building~=0 or occupancy.unit or not dfhack.maps.isValidTilePos(x,y,z) or attrs.shape == df.tiletype_shape.WALL  then return false else return true end
end

local dialog = require('gui.dialogs')

local function teleport(player,unitID)
    local unit = df.global.world.units.all[unitID]
    local playeroccupancy = dfhack.maps.getTileBlock(player.pos).occupancy[player.pos.x%16][player.pos.y%16]
    local teleportToPosX = unit.pos.x
    local teleportToPosY = unit.pos.y
    local timesTried = 0
    teleportToPosY = unit.pos.y - 1
    repeat
        if timesTried > 4 then qerror("Failed to teleport.") end
        local hasNotTried = true
        if teleportToPosY < unit.pos.y and hasNotTried then
            teleportToPosY = unit.pos.y
            teleportToPosX = unit.pos.x-1
            hasNotTried = false
        end
        if teleportToPosX < unit.pos.x and hasNotTried then
            teleportToPosX = unit.pos.x
            teleportToPosY = unit.pos.y+1
            hasNotTried = false
        end
        if teleportToPosY > unit.pos.y and hasNotTried then
            teleportToPosY = unit.pos.y
            teleportToPosX = unit.pos.x+1
            hasNotTried = false
        end
        if teleportToPosX > unit.pos.x and hasNotTried then
            teleportToPosX = unit.pos.x
            teleportToPosY = unit.pos.y-1
            hasNotTried = false
        end
        timesTried = timesTried + 1
    until positionIsValid(teleportToPosX,teleportToPosY,unit.pos.z)
    dfhack.gui.showAnnouncement("You put two fingers up to your head and concentrate...",11)
    player.pos.x = teleportToPosX
    player.pos.y = teleportToPosY
    player.pos.z = unit.pos.z
    if not player.flags1.on_ground then playeroccupancy.unit = false else playeroccupancy.unit_grounded = false end
end

function selectUnit() --taken straight from here, but edited so I can understand it better: https://gist.github.com/warmist/4061959/... again. Also edited for syndromeTrigger, but in a completely different way.
    local creatures=df.global.world.units.all
    local tbl={}
    local tunit=df.global.world.units.active[0]
    for k,creature in ipairs(creatures) do
        local plevel=math.ceil(getPowerLevel(creature))
        local racename=df.creature_raw.find(creature.race).caste[creature.caste].caste_name[0]
        table.insert(tbl,{racename.." "..plevel.." ".. (creature==tunit and "(You!)" or ""),nil,k})
    end
    local f=function(name,C)
        teleport(tunit,C[3])
    end
    dialog.showListPrompt("Left is species, right is power level.","Choose creature to teleport to:",COLOR_WHITE,tbl,f)
end

selectUnit()


I got it from the github page thst I was linked to after clicking the "instant transmission" link on the DFHack/scripts page.

5
The big room with the hole in the center and the strange title was a temple with a priest, a big town will almost always have two temples: one sacked, one active.

One of them will have four doorways and tunnels leading off of the lower levels, the other will be flat on the surface or a pit with no tunnels generally. SOMETIMES you can find both temples with tunnels, but don't count on it, I've never found a town with two active temples but it might happen.
Spoiler (click to show/hide)

When you're down inside the catacombs/dungeons under a temple/keep and find someone, talk to them and ask them about the structure/dungeon/sewer/catacomb/etc and if they mention the group you're after, they are in it.

You can tell stories about the site to learn when The Groupname of Something moved into Something the Dungeon of Sewerness or whatever and they'll have a mention of  becoming the primary criminal organization in that town. When you're actually in those dungeons/sewers/catacombs you see the right name down at the bottom left, Stinkfilths the Plague of Reckoning or whatever.

If you check under the keep and temples and still can't find them, travel around with the right map in the names mode and look for a purple Sewer, that'll have a stair or ramp down into those and you should be able to track them down in there, plus find some possible loot on the bodies or get jumped by a bunch of fish people!

Stupendous and unheard of splendors await you below, and you shall seek them soon!

So I found the boss, but apparently he's holed up in this underground room that literally has no outside access, I've used "reveal" and the "look" command up and down the entire place but I can't find an entrance to it, there are a lot of passages that it leads into a few z-levels below it, but other than that it just seems completely inaccessible.

At this point I don't care anymore and I just want to move on, so is there some DFhack script I can use to teleport me into his room so I can kill him and the other criminals so I can get on with my mission?

6
I'm attempting to install a script for "instant transmission" so that I'm capable of teleporting my adventurer. I saved the link to the source code on the github page as a .lua file and it downloaded fine enough, and it will show up in the script list when you type "ls" but it will show "no help available" for it's description, and when I attempt to use it it shows me an error.

Spoiler (click to show/hide)

I'm not really sure what to make of it. Is there something I forgot to do?

7
Okay and the keep is the massive castle-like structure in the town, I've searched almost every floor, even cheating and using DFHack "reveal" to see if I missed anything, but other than a roomful of skeletons I can't really find any goblins or kobolds so that would mean it's a human criminal organization?

And if it is, then I would assume one of the nobles in the center room of the keep (around the Lady of the keep) would be the leader?

Does the central most castle building/keep have a stairs leading down? If so, that's usually where you would find them, if you don't get lost in the madness of connected rooms.

If the city has a temple they might be there as well. And then there is the chance they aren't actually anywhere, or in some weird disconnected section of underground rooms that you can't get to.

Yes, that's where I've looked around, is the floor immediately after you go downstairs in the central building is the beginning of the dungeon? Because I've read somewhere the actual dungeon begins on the bottom floor of the basement of the keep, but after I look past the bottom floor I can't find anything.

I did find another noble with a strange title completely alone in a single room with a massive hole in the center that was completely disconnected from the keep using the reveal cheat, which may or may not have been connected to the aquaducts.

8
Okay and the keep is the massive castle-like structure in the town, I've searched almost every floor, even cheating and using DFHack "reveal" to see if I missed anything, but other than a roomful of skeletons I can't really find any goblins or kobolds so that would mean it's a human criminal organization?

And if it is, then I would assume one of the nobles in the center room of the keep (around the Lady of the keep) would be the leader?

9
How do I root out members of a criminal organization?

I'm currently in the castle in the town where I was directed to liberate, and there are a bunch of flashing figures with strange titles tied to their names, but after "interviewing" them, I can't see any reason to believe they're in a criminal organization.

Any help is appreciated.

More often than not, they'll be underground. If they go no-quarter in sight of you, that's nice and simple, as it means you found a goblin or kobold-native organization.

Otherwise, get the name of the criminal organization's leader. Then ask a suspect what they think about that person, if it shows up on your list of people to ask about. If they say "The Gods of Meat are my comrades" or some such thing, you have your next victim.

Okay, so when you say underground, you mean literally as in I should search the fields for a single downward slope or a hatch?

10
How do I root out members of a criminal organization?

I'm currently in the castle in the town where I was directed to liberate, and there are a bunch of flashing figures with strange titles tied to their names, but after "interviewing" them, I can't see any reason to believe they're in a criminal organization.

Any help is appreciated.

11
Conversations will always include something like "you are a brigand/criminal" or "I have nothing for you" when talking to bandits and criminals, they don't pop up, don't kill them in cold blood, people hate you for it.

I see, well I guess I never noticed since talking was the last thing I intended to do once I found that little bastard. No amount of talking could ever bring back those two poor innocent civilians I beheaded.

12
I started off as an axeman hearthperson in a hamlet that was being harassed by bandits, and my first assignment from my lord was to kill the bandit they sent to harass them. It was a normal assignment, and I went around looking for a Kethi Bleachmourned (which was the name of the bandit). The only problem was that I soon learned that there were 3 Kethi's in the same hamlet.

At first I thought this was a vampire-hunting situation and since there was no option in the dialogue to accuse the person of being a bandit, I assumed I just had to go for it. The poor guy's head flew off in a matter of seconds, spattering the floor and a nearby farmer with innocent blood. I had no idea this wasn't the Kethi I was looking for because I can't view their untranslated name (or if there is a way I haven't found it yet) and when I went back to the lord, I gave my report, only to be surprised that it's still marked as active and there was the added shock of being scolded and spat at.

So I went around looking again, only to find a second Kethi. His unfortunate and unnecessary death went about the same way as the first, only this time with a poor child spectating, and I went back to my lord only to see that the quest was still marked active.

Confused, I began fast traveling to see if I could spot a bandit camp anywhere near our hamlet, because perhaps Kethi went back to his camp. Except I was startled to be ambushed by a group of travelers. I check the names to see if I can find anything and lo-and-behold THIS was the Kethi I was looking for the whole time. That was a very satisfying beheading.

I eventually committed suicide-by-ettin because I wanted to run a character that didn't kill innocents. It was a fun learning experience though.

13
It's just occurred to me that Dwarf Fortress is only in the alpha stage of development, and I think that's really cool that a game that's so complex and detailed is still in its alpha stage.

What do you think Dwarf Fortress/Adventure Mode will be like once it's "finished" as in when Tarn decides he's given enough updates to the game?

Personally I can't wait for more non-combat-oriented legendary feats in Adventure Mode, such as becoming a historical figure for creating masterful works of art or poetry.

14
I was bit by an ettin and shaken to death until I bled out.

Started out in the same town on my next adventurer and went on an "unassigned" mission to get revenge for my last adventurer, but when I got to his lair I found a mangled ettin corpse with a halberd stuck in him, as well as the corpse of my axeman companion.

15
If it goes longer than 100 years it will periodically say (not responding) and my window playing Dwarf Fortress will fog up, and no matter what I do it won't stop. I can continue mashing ESC and Enter, but the generation won't stop and it will continue going to (not responding).

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