Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - joostheger

Pages: 1 [2] 3 4 ... 20
16
DF General Discussion / Re: Future of the Fortress
« on: November 15, 2023, 12:53:30 pm »
1)why canI nobles with some sort of SUCCESSION not be appointed to a position that is a SQUAD-holding? Like baron and monarch that cannot be militia commander?

2) Is there any way that an unit holding a site-level position can succeed a civ-level position? It is possible in world-gen, but it seems not to be in fortress-mode.

17
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 12, 2023, 12:27:35 pm »
Why can't I appoint nobles with some sort of SUCCESSION to a position that is a SQUAD-holding? Like baron and monarch cannot be militia commander?
And yes, i'am sure that it is because of these tokens.
But why?

18
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: October 31, 2023, 04:06:10 pm »
Is there a script to elevate a fortress, or to trigger elevation in some way?

do you mean change the displayed elevation relative to sea level? or do you mean physically transporting it to a different z-level?
sorry for the vagueness :-)
Elevating a site to barony or to county or duchy. So land_holder comes and stuff.

19
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 31, 2023, 06:34:58 am »
Is it possible to make an elected non-landholder-position available, requiring a certain land-holder level?
example: when the baron arrives, the elected position of baron-advisor becomes available.

20
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: October 31, 2023, 04:41:38 am »
Is there a script to elevate a fortress, or to trigger elevation in some way?

21
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 30, 2023, 06:27:14 am »
Code: [Select]

[OBJECT:CREATURE]
    [SELECT_CREATURE:DWARF]
    [SELECT_CASTE:ALL]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TL_COLOR_MODIFIER:AMBER:0:AUBURN:0:BLACK:0:BROWN:0:BUFF:0:BURNT_SIENNA:0:BURNT_UMBER:0:CHARCOAL:0:CHESTNUT:0:CHOCOLATE:0:CINNAMON:0:COPPER:1:DARK_BROWN:0:DARK_CHESTNUT:0:DARK_TAN:0:ECRU:0:FLAX:0:GOLD:0:GOLDEN_YELLOW:0:GOLDENROD:0:LIGHT_BROWN:0:MAHOGANY:0:OCHRE:0:PALE_BROWN:0:PALE_CHESTNUT:0:PUMPKIN:0:RAW_UMBER:0:RUSSET:0:SAFFRON:0:SEPIA:0:TAN:0:TAUPE_DARK:0:TAUPE_GRAY:0:TAUPE_MEDIUM:0:TAUPE_PALE:0:TAUPE_SANDY:0]


Or this perhaps. resetting all the colors to 0, except for copper.

22
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 30, 2023, 02:59:20 am »
maybe this?

Code: [Select]
[OBJECT:CREATURE]
    [SELECT_CREATURE:DWARF]
    [SELECT_CASTE:ALL]
        [SELECT_TISSUE_LAYER:HAIR:BY_CATEGORY:HAIR] <- this should be checked, but I expect it to work.
            [TL_COLOR_MODIFIER:COPPER:1]

23
DF General Discussion / Re: The value of a human(oid) life
« on: October 26, 2023, 05:36:04 am »
And there he stands. the proud and intelligent elf. Only 2000 DwarfBucks. Do you take him with you in the expedition to new lands? He lives for an eternity and keeps building up skills. Or do you prefer four giant elephants instead?

24
DF General Discussion / Re: The value of a human(oid) life
« on: October 26, 2023, 04:29:41 am »
I understand what you mean. You know what BS that is? People complaining about slavery in computergames, but are totally fine with manslaugher, theft and greed, destroying the environment, abuse and violence, mistreatment of women and adultery in games. And the most stupid of all: being offended by the SETTLERS of Catan. So I'm going to ignore all the dumb remarks and enjoy the completely innocent slavery of bits and bytes. :-) No offence.

Anyway.

Yes I'm working on a mod in which you are able to buy and sell intelligent beings, but I'm tryiing to determine a reasenable price. They are not easily compared with default pets.

25
DF General Discussion / The value of a human(oid) life
« on: October 26, 2023, 03:20:33 am »
How much is a dwarf worth? And the other intelligent species?
If slavery was a thing in Dwarf Fortress, what do you want to pay for it?

Here are some actual numbers for comparison
Dog: 30
Cow: 300
Giant elephant: 500
Gigantic tortoise: 1500
Dragon: 10000

Here's my point of view.
Dwarves and elves: 2000
Humans and Goblins: 1500
Kobolts: 500

26
DF Gameplay Questions / Re: Default embark clothing
« on: October 26, 2023, 02:21:22 am »
Got it.
It has to do with layer-tokens. the turbans are OVER. It seems that only 'under'clothing is used in default embark.

Or you could say, that dwarfs always will arrive in their underpants.

27
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: October 26, 2023, 02:19:50 am »
You can also list them in-game. For example, open gui/launcher and run:

Code: [Select]
:lua @df.unit_labor
thanks! exaclty what i needed

28
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: October 25, 2023, 01:48:51 pm »
Question:

where can i find the content of some enums of df-structures, like:
unit_labor
entity_position_responsibility

which are which.
wiki doesnt seem to be complete, because dfstructures mentions 94 labors, but wiki mentions 80

29
DF Gameplay Questions / Re: Default embark clothing
« on: October 25, 2023, 12:22:21 am »
Iam sorry it is indeed Forced. And recreated several times.

30
DF Gameplay Questions / Default embark clothing
« on: October 24, 2023, 08:28:22 am »
Hi!

What are the rules regaring default embark clothing?

I know that clothing is defined by the entity or the civilization. However, despite having set turbans as "Required", they aren't used by my dwarfs on embark. Why is that?

Cant find it on the wiki. I did bring a turban in my wagon: one of the dwarfs took it and putted it on. So that works. But why not on default?

Thanks!

Pages: 1 [2] 3 4 ... 20