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Messages - Amostubal

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766
Should allow the DF to use as much ram as it can get access to on your system (its generally boxed in at 2GB) here's an image of the utility:

It'll increase the limit from 2GB (on Windows) to 3-4GB. There's no way it can use more than 4GB, so if you hit that, DF will still crash.

well in some of our cases.... 4GB would require everything else on our computers including the OS to shut down lol.... but I understand your point, its a work around until we can sort out the memory issues, and see whats throwing us into the 2GB+ range...

Hey, I gota quick question, is the wood splitting block a dwarf only thing? I'm just starting a human fortress and (despite the manual saying otherwise) I'm seemingly unable to make a wood splitting block.
everyone else pretty much nailed it... dwarves got the wood splitting block and humans got the stone splitting block (which doesn't totally make sense to me, but I roll with the punches).  Humans get the sawmill guild extension in the carpenter guild, which does basically the same thing.  Dwarves never get a stone splitter.  It gets worse for the other races... although succubus have this wonderful set of buildings that use magma to produce all the stone and brick you want, as long as you want slade... orcs get a sawmill that requires a slave too build, and I think a stone splitter with the same problem, and an elf shop that makes grown wood, in exchange for food... kobolds can't mine stone(if your playing it with the block mining setup provided for them)

but over all my preferred stone block method for dwarves,succubus, and orcs is a magma brick oven.... you get the color you want, you can put in any stone, it costs nothing but the stone, and the "bricks" are magma safe... even if their initial stone was gypsum, or whatever.... the worst problem about it is making sure you select the stone you want to be used in the oven, it can use just about any rock, and you may not want to loose flux stones or anything else to build a wall.

@Criptfeind and anyone else running just ascii graphics.... I would much appreciate it if one of you came up with a full set of instructions on how to modify MW to capable to run in ascii...  I think I want to play adventure mode soon, and the tilesets always seem to cause so many issues in adv mode.

767
Masterwork DF / Re: How to play as humans?
« on: December 13, 2016, 11:34:33 am »
i do i was just wondering if there was a specific link i should use, also i cant figure out how to change my civ type, from dwarfs to anything else,
Ok i enabled Humans for Fortress mod in the launcher, i chose the Human embark option but i still embarked with dwarves. What gives? What do i need to do? On the current world i can only choose one civilization which is the dwarf one. Humans shouldn't be extinct on the world either. I saw a guy playing Masterwork as Humans but he literally just embarked and he was playing as humans. I don't get it.
Someone on Reddit seemed to have the same problem, but he was so helpful he just later edited the post and said "I figured it out :)". Well gee thanks so much for the helpful information pal. I guess i'm just dumb.

So yeah how do i play as humans or something that aren't dwarves?

simple on the Civs page in the Masterwork Dwarf Fortress App, enable the Civ/Civs you wish to play on your next map(active = possible to appear, Fort = playable in fort mode, Adv = playable in Adventure mode)...  Go to Create New World in game.  If you want to play both say orcs and dwarves on a map, make sure that the number of civs is at least Medium.  If you selected all of them to be active and fort playable and want to be able to play them all, Then select High.

Additionally if you are in the Design New World with Advanced Parameters menu (better because the additional map options let you create map environments that you may wish to try out) you can enter the parameters with E.  there go to the 11th page and set number of civilizations to at least  40.  I try to set it to 2-4 times the number of civs that are set to active in the Civs/invaders tab, 100 will nearly guarantee all civs show up on the map, and multiples of each.  Also right below that ensure that playable race is set to yes.

Now then the world generates, once its completed you could load all the map data into an external viewer(see info on the legend viewer of your choice), but that's not necessary.  In game go to start playing, choose fortress mode, and select your new map.  Once the map is loaded and your on your map screen use TAB to change info screens.  the two important ones are the ones that look like this:



Now then If you look the first page has Humans at the top of the list.  This is the race of the current selected Civ in the second screen,  If you change civs and go  back to the other page the top race will change to the new civ:



So by doing this you can select a Civ that supports the Race you wish to play. 

The other way to do select the race you want is to do so in the civ menu.  Select only the race you want to be able to play as Fort and only that race.  When you generate the next map that race will have to be on the map and it will be the only race playable in fort mode.  A decent way to increase the number of seiges is to select one race of one faction (say dwarf, they are "civilized" aligned), then select all the races of the other factions, slavers, evil, savage... generally the different factions do not get along as their desires of right and wrong are opposite and more wars will break out.  Then set the civs to 2 times the races selected as above.  you will end up with 2 to 4 of every race on the map including the race you want to play.  then select the civ with the most at war tags in the race page from above.

In either case, you can select the race you want.  but in the first version you have to do it at the embark location selection screen, and in the second you do it in the masterwork settings themselves.



---cut and pasted from a previous post I made in the masterwork main discussion. Posted here for relevance and ease of access for new players.---

768
Masterwork DF / Re: What's happening in your Fort.
« on: December 12, 2016, 01:30:50 pm »
@Dookmiester, I'm glad your enjoying it,  I've been running through games just to see the names that are produced.  I'm enjoying the project, and I really like coming across some of the strange ones.  The out list is mostly targets that don't fit the games time frame (in otherwords modern sciences, tech, etc that doesn't fit the period), really I'm probably going to cut it by 30% to 50% in the end or the really good words wont float to the top.  Spellings probably wont be fixed for the next edition or 2,  I'm correcting the ones I spot while editing down the file, but I'm not focusing on it,v the main focus is to spot the bad words and reduce the file size.

769
Masterwork DF / Re: What's happening in your Fort.
« on: December 12, 2016, 11:20:50 am »
My first artifact.... now if I only new what it does...


Ummm.... not sure, never seen test as an object... I love the name Faintsuffusion ... although I'm afraid suffusion is a word on the next out list... 



apparently its an armor....



and apparently it covers the upper body.

and I've just found my favorite wood burner name ever...




really an interesting piece.


770
Please tell me how to solve the problem when the text is converted into colored blocks. I think that this is due twbt, but the solution to this problem can not be found.
I've narrowed it down a bit. In the latest version for me, having more than 3 races checked for "invasion" causes the crash. Using something other than TWBT circumvents the issue a bit, but it sometimes crashes during world gen.
http://www.bay12forums.com/smf/index.php?topic=161844.0

a current work around for all the crashes.  I've already used it with just about every mod turned on and it works fine.  even twbt with multilevel on.

basic instructions about half way through that post...
in the MW launcher go to  Open(upper left) → Utilities → Large Address Aware → Select Dwarf Fortress.exe and check the box.  Should allow the DF to use as much ram as it can get access to on your system (its generally boxed in at 2GB) here's an image of the utility:





771
Masterwork DF / Re: Meph Tileset Error
« on: December 12, 2016, 09:42:14 am »
so I've never used that utility before, do I have to leave it running? do I have to reuse it every time I say shutdown/restart my system?

772
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: December 12, 2016, 09:39:25 am »
it's an early embark so no burrows.

as to training axe... I did embark with 10 wood, but I purposely avoided copper axes thinking training axes would chop.  Did training axes stop chopping word or something?

so all you have is a training axe... yeah they no cut, because they are for training only.  no edge.  That option left a few versions of DF back, so problem solved?

774
Masterwork DF / Re: Meph Tileset Error
« on: December 11, 2016, 09:17:32 pm »
Wow cool I'll try that tonight... yeah I am right between you two, and it happens to me too.

Works for me too!  Let's pass this info around.

775
Masterwork DF / Re: Awakened Stone Ghosts
« on: December 11, 2016, 09:15:33 pm »
Hmm interesting... that's a new oddity... I don't play with either mod.

776
Mod Releases / Re: Amostubal's Expanded Dictionary
« on: December 11, 2016, 05:16:11 pm »
modified my suffixs that I just started adding.
here's the appearance in the dictionary.
<W:SUFFIX_SHIP><N:0000100001:ship:ships><D:THE POSITION OR RANK OF THIS IE APPRENTICESHIP, LORDSHIP, ETC><S><B><T:DWARF:oglod:ELF:fras:GOBLIN:ulan:HUMAN:elsa:ORC:umdush:SUCCUB:fire:KOBOLD:abida:NAGA:apsa:NECRO:gorn>
which should give them REAR COMPUND SING and PLUR so we can have names like apprenticeships and lordships etc.
so far fixed SUFFIX_NESS (there was 804 nouns with that ending.
going to put in SUFFIX_ER SUFFIX_OR SUFFIX_ABLE SUFFIX_ION

other suggestions/possibilities would be appreciated, each one reduces the total size of the entire thing which would help with load and save times.  potential other memory issues.  Also provides some stability in how words change for different uses and reduce multi-entries from appearing.

777
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: December 11, 2016, 03:32:07 pm »
I'm away from the computer right now.  But usual suspects, burrows, axe isn't axe it's a training axe, ownership, the axe is owned by someone who refuses to go outside(cleanowned in dfhack), the dfhack autochop is on and you are over max logs...  so many ways this could happen.  If it's not one of these, and someone else doesn't find it, I'll load it up when I get home.

778
Masterwork DF / Re: What's happening in your Fort.
« on: December 11, 2016, 03:24:40 pm »
Sorry dookmeister.... topography is in the reject list for words next revision.  Testifys will be testifies also.  BTW awesome fort, I'm glad someone isn't having game issues. 

If anyone else comeshould up with funny names let me see them!

779
Masterwork DF / Re: Awakened Stone Ghosts
« on: December 11, 2016, 03:12:48 pm »
Interesting.. Question do you also run the spirits from underneath or something like that.  Hungry spirits I think.  It's the mod where ghosts are created from the dead... I've not used it in a while, but it's supposed to make spirits from any mob killed on the map... that's the only mod I can think of that might be turning them into howling ghosts...

780
Masterwork DF / Re: Meph Tileset Error
« on: December 11, 2016, 02:56:57 pm »
This is one of the discussion at hand.  We are looking into why so many are reporting similar issues at this time, just to get a baseline can you post more info,
OS:
Gpu:
Cpu:
Ram:
Monitor settings:

And anything else you consider useful.  We want to get a handle on this and see how we can remedy this issue and pass along the best gaming experience for everyone.

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