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Topics - Zyro_Falcon

Pages: [1] 2
1



Straight to the point, how do you complete it? :E

At the very least, does anyone know what your adventurer says upon completion?

i.e. for kill quest, the adventurer says to their lord/lady: "I am your loyal hearthperson. The (Night Troll name here) is dead! (Night troll name here) was slain."
I've never gotten to see what they say for completing a 'cause trouble' quest.
_______________________________________

I've really exhausted my search. There are a few rumours here and there about ToadyOne detailing how it could be done, but the extent of my Google-fu couldn't find it.

2
As I'm really not sure: Is this a bug, or is it ok?
I'm quite hoping the townfolk wouldn't live their lives still in fear of the vampire (as they still talk about him in 'inquire troubles'),
even though they know he's dead :o


3
DF Adventure Mode Discussion / Lady sent me to war! :D
« on: July 30, 2016, 03:04:41 am »
After fulfilling a couple of monster hunts my next mission is the first of its kind I am going to experience. Begone, elves!
(If you're wondering about the Exceptional sheep wool shirt, I got it from my neighbouring fortress, co-managed by I, the novice, and BenLubar's DF-AI. Yipe, stop building our barracks underground!)

Of interesting note is that the Lady immediately gave me directions to the place instead of me having to ask for them.


4
...without needing to look through every one of them individually...
How do I pick out that one dwarf with the best armorsmith skill among the 98 dwarves living at my fort?

5
DF Gameplay Questions / 'melt metal object' job keeps disappearing :(
« on: July 28, 2016, 07:57:30 am »
I acquired, from a dwarven caravan, a few steel battle axes I want to melt because the area I embarked in apparently doesn't have any iron ores... (checked out with DFHack's reveal)

Read the wiki,

then designated those axes - in a bin in a weapon stockpile - for melting, added the 'melt metal object' job to the smelter, then unpaused. I checked the job list (j) every several seconds.

Normally a dwarf would come to do the job I assigned, but this melting job just disappears off the list and off the smelter.

What to do? Should I try disabling autolabor? Does it matter if the weapons have brackets on them, i.e. (steel battle axe)?

6
Nothing on the wiki has yet caught my eye as to how different materials would affect crossbows.
Now I just learnt you can make bone and wooden crossbows...

How do they fair against metal ones?

7
'cause I struck a whole lot of them veins, and the DFHack description says they're "surprisingly useless in trade"?

8
DF Gameplay Questions / How to search map for specific item?
« on: July 26, 2016, 11:12:33 pm »
Stocks says I have 1597 dwarven wine, but I don't know where it is.
Also the two iron anvils I had have been out of sight for years now :<

9
If anyone recognises the layout, I am indeed using BenLubar's DF-AI. I've taken some manual actions alongside its automation (e.g. to get the broker to trade so he gets an appraiser skill, something DF-AI does not yet do).

I've followed DFWiki's Stone Management to dump the loose stones scattering the common corridors of the living quarters.
But for some reason, they won't do it to the one in barracks, or at the tile where a cabinet is supposed to be:



10
When I started around here the first mode I tried was adventurer...
Now, I tried Dwarf mode but was pretty overwhelmed.

So I thought maybe I could watch DF-AI that I may learn a few things (like, how to start); or, more likely, let it create a fortress for me to use in adventurer.

How do I get this thing to stop? D:
________________

Also, mentioned here that it can resume from saves, but I do not know how.

11
When creating your character, a low recuperation allows you to appear 'fat', 'lardy', 'bedecked with rolls of lard' and such; a high recuperation allows the generator to pick 'skinny' and etc. From my findings:

A character with MIN recuperation (and all other stats MIN)...
> gains +18 hunger, thirst and sleepiness per speed 1.0 step
Therefore someone like that will have to eat, drink and sleep very often, and it's easy to imagine someone like this as fat.

A character with MAX recuperation (and all other stats MIN)...
> gains +9 hunger, thirst and sleepiness per speed 1.0 step
They don't often feel hungry! No wonder they're so skinny! :D


This is the script I used, I called the script on step to discover these numbers. Numbers may vary per species. Enjoy! (Owo)-b

Edit: False alarm... I must've double-moved at one point and didn't notice :(

12
Well, I wanted a better way to gauge how hungry / tired / etc my adventurer was. Dwarf Fortress didn't have an in-game HUD element for them, strangely...

Having played around with some of DFHack's lua scripts, I became curious as to how they worked. I noted the relevant variables from full-heal.lua and simply printed them out.

I'd like to think of this as the first of <NaN> milestones for a new player like me to pass by, as I dive deeper into DF's depths.

Advice needed: How do I get this script to automatically update every 1 second? Can it be done without flooding the DFHack window (i.e. unit-reader, wait 1s, clear window, unit-reader, wait 1s, clear window...)?

Code: [Select]
--Reads exhaustion, hunger, thirst and sleepiness timers, and blood count

local help = [====[

unit-reader
=========
Reads exhaustion, hunger, thirst and sleepiness timers, and blood
count.

]====]

local utils=require('utils')

validArgs = validArgs or utils.invert({
 'r',
 'help',
 'unit'
})

local args = utils.processArgs({...}, validArgs)

if args.help then
    print(help)
    return
end

if(args.unit) then
    unit = df.unit.find(args.unit)
else
    unit = dfhack.gui.getSelectedUnit()
end

if not unit then
 qerror('Press L, move cursor to unit, press its key, then run this script.')
end

if unit then
    print(" ")
    print("BLOOD AMOUNT "..unit.body.blood_count)
    print(" ")
    print("WINDED  "..unit.counters.winded)
    print("STUNNED "..unit.counters.stunned)
    print("CONSCIO "..unit.counters.unconscious)
    print("WEBBED  "..unit.counters.webbed)
    print("PAIN    "..unit.counters.pain)
    print("NAUSEA  "..unit.counters.nausea)
    print("DIZZY   "..unit.counters.dizziness)
    print(" ")
    print("PRLYSIS "..unit.counters2.paralysis)
    print("FEVER   "..unit.counters2.fever)
    print("EXHAUST "..unit.counters2.exhaustion)
    print("HUNGER  "..unit.counters2.hunger_timer)
    print("THIRST  "..unit.counters2.thirst_timer)
    print("SLEEPY  "..unit.counters2.sleepiness_timer)
    print("VOMIT   "..unit.counters2.vomit_timeout)
end


13
I was tasked by my fortress guard to drive out The Big Polish - an entity of necromancers as far as I can tell - out from Presentjoined, a tower.

Legends Viewer / World Viewer shows there to be 10 necromancers in total, all of which I've slain.

Yet, after splitting every animated corpse I could find, and emptying the tower, it refills!

Seeing the tower filled up with zombies again, I did a test, that perhaps I may collect some advice from you...

- In the DFHack console on the left you can see I at first called 'exterminate Undead' to guarantee the area clear of zombies. The additional 'exterminate' commands called were simply to check for any other species still present (to check for any more zombies).

- I check Shift+Q, agreement says 'not complete'. Huh, this is different from the bandits where it says 'complete, report back' after I killed them all.

- I collected all the books, took them back to the world-generated fortress I'm a guard of, went to the bottom and dumped them all into the magma pit.

- Then I went back to the tower, and I saw an exclamation mark behind the tower's walls. Map reveal, what do I find? Another 105! (See top and bottom of DFHack window) EVEN THE BOOKS REMATERIALISED! I can't get the agreement done!



14
According to the wiki page on alcohol:

Quote
While dwarves rely on alcohol from the moment they are born, creatures of any race who are exposed to enough combat to become fully hardened ("doesn't really care about anything anymore") will also become alcoholics.

According to creature tokens:

Quote
ALCOHOL_DEPENDENT: Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.

Is that to say, if your adventurer species does not start out with said ALCOHOL_DEPENDENT token,
will killing enough things, gaining the 'drink alcohol' need and being sober for a long time still reduce your speed (i.e. does adventurer gain ALCOHOL_DEPENDENT token)?

Or will they be able to ignore alcohol and still move at proper speed, unlike the drink-loving dwarves?

15
DF Adventure Mode Discussion / Permanent wounds? Inhibited function?
« on: July 21, 2016, 05:55:15 am »
Whilst grinding up the dodger skill on some necromancers' zombies I sustained a few injuries. The yellow/bronzish colours are somewhat disconcerting.



Whilst the health screen seems to try to assure me there's nothing more to worry about...



...The fact that my muscle is still listed in there... um, has it gotten weaker?


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