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Messages - Amostubal

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151
Masterwork DF / Re: Drakes
« on: June 28, 2017, 07:19:49 am »
the scales will shear and it works in the same way that leather does... the initial scales just get turned into leather nearly instantly at any tanner.  they can be made into higher grade scaleplate also.  Their is 2 kinds of drakes... drakes the lizard and drake a male duck...  the lizard is way more expensive in embark or at a trade depot.

152
On x64 linux DF 43.05 I've had the best luck with DanFritz's fork, due to a "participants" assertion failure he appears to have fixed: https://github.com/DanFritz/Dwarf-Therapist/commit/ea784aa347c618ce5ef21485f72c7995db6ea9bc
Seems like the wrong way to fix that to me, unless there's some meaning to 0x10 that I'm missing. Does Hello71's fork work?
Quote
If you want the most recent version suitable for you, just look at the github's fork interface, and browse the recent forks. Realize they may just be fixing own their problems, e.g. x64 linux, not mac os: https://github.com/splintermind/Dwarf-Therapist/network Nobody appears to have a 43.05 x64 macos memory layout yet, you'd need to use an older DF in that case.
It's really easy to generate memory layouts using "devel/export-dt-ini" in DFHack. I have two for both OS X 0.43.05 builds sitting around in my main DF folders. I'm pretty sure I uploaded them a while ago, but I couldn't easily find them, so here they are.

Note that this obviously requires a DT that works with 64-bit DF, which is... hard to come by.
interesting... because the main issue I'm having currently isn't about getting it to work... it's that for some reason it's not reading the skills correctly. It doesn't see the correct skills that have higher learning speeds, as in the guild system in MDF has so it's confusing players of the mod... would that have something to do with the memory layout?

153
Masterwork DF / Re: Titanium and furniture coloring?
« on: June 26, 2017, 03:22:03 am »
I apologize I have family who come in during the summer, and it makes it hard to sit down and read through and test the raws...  Its on my to do list, just not immediate.  Basically consider it my summer vacation.  a small hiatus considering my break neck pace... additionally if anyone else solves the issue and sends me the fix, I'll post it, but the updates over the next 6 weeks or so will be mostly whatever the community provides.

154
Masterwork DF / Re: [Orcs] Hunting/ammunition issue
« on: June 25, 2017, 04:11:42 am »
sounds about right.  It seems in 43.03/05 that a hunter has to have a new target before he picks up a new set of arrows... and he almost never will go out after flyers.. so about a season of waiting for a new target and suddenly hes up and running.  I've also utilized a force squad/civilian switch... basically put the unit in a squad,station it somewhere for a day, then cancel order and then kick him out of the squad... he then returns to civilian life grabs gear and goes looking for a target.

155
Masterwork DF / Re: ☼Necromancers☼ Discussion of possibilities
« on: June 21, 2017, 02:44:47 pm »
Well I posted a poll people put in there votes... I'll see what I can do... If you want a revamp option 1, a complete new work option 2, a mix option 3.  add your comment on what you want to see.

156
Masterwork DF / Re: ☼Necromancers☼ Discussion of possibilities
« on: June 21, 2017, 02:09:33 pm »
eh? well that's why I posted.... If you just want a warlock revamp... I'll go dig up the old warlocks and get started fixing it...*sigh*... I'll post a poll if people really just want a revamp of the old warlocks... I'll see what I can do...

157
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r1
« on: June 21, 2017, 01:54:30 pm »
Not sure if this has come up recently, but I made a world with custom parameters, and was attempting to use CREATEITEM, and each time, no matter what I made, it would disappear upon unpausing, no matter what I attempt. Any thoughts/advice? Looks like this fort is by the books! lol

Since the item exists until you unpause the game, can you open it up in gm-editor and show us the flags? Particularly the garbage_collect flag, which specifically destroys any item as soon as the game is unpaused.

did you read the help file? If I remember right it says "createitem" must be run with a creature/unit selected and will place items at their feet.  If you don't the item instantly disappears when the game is unpaused...

158
Masterwork DF / Re: ☼Necromancers☼ Discussion of possibilities
« on: June 21, 2017, 12:50:02 pm »
hold for future

159
Masterwork DF / Re: ☼Necromancers☼ Discussion of possibilities
« on: June 21, 2017, 12:49:36 pm »
hold for future

160
Masterwork DF / Re: ☼Necromancers☼ Discussion of possibilities
« on: June 21, 2017, 12:48:57 pm »
hold for future

162
Masterwork DF / ☼Necromancers☼ Discussion of possibilities
« on: June 21, 2017, 12:47:57 pm »
Okay, so I posted a poll and a majority of the vote went to Necromancers, so true to my word lets discuss the possibilities!

well this was my suggestion, initial reaction was bad so I'm putting up a poll.

Spoiler (click to show/hide)

163
Masterwork DF / Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
« on: June 20, 2017, 11:09:51 pm »
Okay so the vote is in and necros and elfs won sort of.

So we I've been working up some notes on both, but necros have 43% and elfs 29% of the vote... so it's going to be necros.

So I'm going to start a separate post from this one, discussing the idea.



Okay so on further note I'm on vacation this summer.  If people start to push github updates I'll set members to review those updates in the modified-mdf organization setup on github, if they agree that it looks good, I'll push it to the beta.  I'll update every 2 weeks for the next say 2 months, meaning next release a week from today.

  That's how long my oldest sons will be here, after that business will return as usual.  I'll pack what updates people produce and set up releases on github and dffd on that schedule, and work on stuff as I can, I'll have time here and there but a lot less than usual.  I've made plans to spend time with my sons and I plan to keep them.

But that being said, people can find our organization on github and can send in fixes and new content for the community.  So if you can think you can write raw code, step on up.

164
well doing the math 5/100 *3/100 = 15/10000 so yeah 0.15  If your manually/non cheating looking for one... and you only need 1 success in about 3300, but its 5 stones each attemot so thats 16500...  a 3x3 embark is 148x148 - 2 rows and 2 columns for the edge you can't mine.  146x146 = 21316 pr floor, more than enough to just about guarantee a blood of armoks and a tears of armoks.  If I had programmed a code in it would be .04 which would out a drop around the same rate anyways.

165
Masterwork DF / Re: Legends Mode Export and Legends Viewer Errors
« on: June 18, 2017, 08:16:08 pm »
I glanced at it, its still using an old index system.  I'll have to look up the correct code and push it in to the next update.  Can't promise that will fix all the errors but it may make it less of a problem.

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