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 - Rysith

Pages: 1 ... 88 89 [90] 91 92
1336
Mod Releases / Re: Orcs: More things to kill
« on: November 20, 2008, 01:27:17 pm »
Something that I'm going to try as soon as I get them working again (taking away their non-leather clothing seemed to break their ability to wage war effectively. 30 Orcs in year 4 is not good enough!) is adding other creatures to their civ. I read somewhere on here that that makes them pets, and hopefully that means that if I give them pets they will bring them into battle. That's the hope, anyway. Current candidates for pets are a modified GCS or giant wolf, though I could see war elephants with [BUILDINGDESTROYER:1] added and a bunch of DAMBLOCK  ;D.

1337
DF Dwarf Mode Discussion / Re: Best trap hall ever?
« on: November 19, 2008, 03:11:57 pm »
I like my forts to be very compact, so long, winding labyrinths are sort of out. However, I normally use a looping hallway (~20 tiles long) out the side of a wide retracting drawbridge, filled with weapon traps. With floodgates to cover the 3-tile-wide back of the drawbridge, the goblins path into the trap hallway and pile up on the bridge.

The drawbridge is over a ~6 layer deep pit, with spikes covering the bottom, and fortifications on the second level of the fall for my archers to shoot down into the pit or at goblins standing on the ledge outside the entranceway. I've yet to find something that can make it through that, and it still leaves an easy, short path for merchants etc. to come through. For bonus points, have a curtain wall and a drawbridge so that you can cut off the goblin retreat and slaughter them all once the siege is broken.

1338
DF Gameplay Questions / Re: Height to injure creatures
« on: November 18, 2008, 01:03:20 am »
Also, don't forget to line the pit with spikes for easy disposal, and have a way for your military to get in for training purposes. Stunned, bleeding enemies still give the same XP as live, dangerous enemies.

1339
DF Dwarf Mode Discussion / Re: Orc mod link, please!
« on: November 18, 2008, 12:57:06 am »
Here is the original, which while it doesn't have some of the later tweaks, also isn't broken:

Entity description
Spoiler (click to show/hide)

Creature description
Spoiler (click to show/hide)

And, watch the thread for updates when I've gotten them properly killing me again.

1340
DF Dwarf Mode Discussion / Re: Orc mod link, please!
« on: November 17, 2008, 08:02:36 pm »
That might have been the one.

If you could link the original, I'd appreciate it.
Yours seems more logical for someone who wants just a challenge, I want -death-. =D

Mine aren't the ones you were thinking of, I think. I made them up, but I don't think that they have gotten popular enough to start showing up in sigs. They will kill you, though, mostly by virtue of showing up much earlier than goblins (before you've got an army) and often outnumbering your dwarves. And being able to kill legendary miners in single combat, that helps too.

If you'd like me to, I can post the version that I know works. The ones I'm working on now ended up broken somewhere in my attempt to make them able to send sieges of more than 80 orcs, but I've still got a version that was consistently laying siege. The combination of [NO_PAIN], [NO_FEAR], and larger size makes them surprisingly potent. Crossbows, for example, are almost worthless against them, since pierce damage that doesn't completely remove a vital organ (Brain, heart, lungs) doesn't slow them down at all.

1341
By Jove!  I think I've got it!

And in return, please except this little macro I've made.  It's a modification of the "Decentralized Living" floorplan on the DFWiki.  The top left wing consists of six 3x3 rooms; the bottom left and right wings are modified for use as nobles quarters, with a large bedroom and adjacent office and dining space.  The top right wing is modified for use as a communal barracks, with room for about 20-30 dwarves.  The cursor starts from the center square, digs out the floor, and then returns to the center square.  There's a 3x3 central shaft left un-mined for use as a stairwell.

Here's the macro:
-snip-

It's my first attempt, so I made a couple of mistakes I had to go back and clean up; for that reason the script has a couple of extra lines in it.

By the way, for lack of a better alternative, the macro works with alt-1. 


I'll give it a spin. Just a tip, though: if you break up and comment the script, and possibly assign variable names to your keys, it will be much easier to go back and change if you feel the need to later.

1342
DF Gameplay Questions / Re: magma+HFS
« on: November 16, 2008, 10:01:26 pm »
Pumps can be made out of anything as long as there isn't magma flowing on top of them.  However, the nicke, steel, and silver trick is still good for floodgates, hatches, bridges, and doors that control the passage of magma.  But if you want to get fancy with magma, take 20 bauxite.

Yes, well, some things seem like obvious oversights, and we don't like to exploit that.

For world gen parameters:
Spoiler (click to show/hide)

Which has my current world in there as a seed. I'm in a cold (but not freezing) good conifer forest with limestone, magma, sand, a brook, and all the unicorns I can eat. Thus far, the only useful minerals that I've found have been limonite and lignite, but that means steel, and I haven't done much exploratory mining at all.

1343
DF Gameplay Questions / Re: magma+HFS
« on: November 16, 2008, 12:41:19 am »
Try playing with the weighted mesh sizes. I haven't started looking for HFS yes, but with mesh size at 2x2 and heavily weighted towards the extremes of the volcanism spectrum (I use something like 45/15/10/5/35), I've gotten magma pipes coming up through limestone and other such things, so I can definitely see bauxite + Magma + HFS happening.

I've also found that with careful forbidding, you can bring all the bauxite that you need with you when you embark. You'll only need 6 or so bauxite mechanisms for the entire fort if you plan well, especially if you use steel/nickle silver screw pumps where you can.

1344
DF General Discussion / Re: Dwarven Recursion
« on: November 15, 2008, 02:50:08 pm »
I had that happen with an artifact chain mail once. On the chain mail was an image of the chain mail, which was wonderful.

EDIT: Looked up the chain mail:
Sakzulbakust Bisol, "The Trumpet-Urges of Peace", a Iron chain mail.
This is a Iron chain mail. All craftdwarfship is of the highest quality. It is encircled with bands of Sard. This object menaces with spikes of Iron. On the item is an image of two dwarves in Iron.
On the item is an image of The Trumpet-Urges of Prace the Iron chain mail in Iron.

1345
DF Modding / Re: Mod request.
« on: November 15, 2008, 02:43:11 pm »
To i2amory:

I tend not to like things quite that invulnerable, since it tends to turn into a binary thing: Either you can path them into the magma, or you die horribly. There isn't much struggle. You also want lower speed, not higher.

To sdu:
I'm not sure where the exact boundaries are, but you can track them with the "z" screen. outpost-hamlet-village-etc. is the population triggers, bookkeeper up through hoardmaster is production, and I'm not sure about trade, but the first one seems to be at about 2K exported wealth.

To Vaiolis: Number seems to be directly related to how many of their triggers you have hit. If you set all of the triggers to one, you'll get lots, very early. Unfortunately, there doesn't seem to be a good way to get lots a few seasons in.


1346
But then I tried stealing another (Room Designation Macro 01), and I'm having some problems editing the .ahk script.  Following the easy start instructions I:

1) Navigate to the folder that should contain the script;
2) Open a new text document (the option to open a new .ahk document isn't available, even when AHK is running);
3) Rename the text document with .ahk as a suffix.

At this point I should be able to right-click on the file and edit it.  But I can't find an edit option when I right-click, even with AHK running.  Windows doesn't recognize the file type.

If I paste the script into the textfile first, close it and then change the suffix to .ahk, and then open DF and try to use it, nothing happens.

I notice that when I downloaded Valdemart's bedroom script, it also came with a specific fractalbr.exe file.  I seem to be missing that step in my own attempts to create a script. 

What am I doing wrong?

So, as Morikal said, make sure you right-click on the H icon in your task bar (over by the clock) and select "reload script" in between edits that you make. There should be an "edit script" option there as well.

For editing, you can either edit it through the menu, or drag it from the folder it is in onto an open notepad window (it ends up doing the same thing: opening it in notepad). Edit it, save it, right-click and reload the script.

For using, you should be able to just double-click on it in the folder, and autohotkey will start running it. You won't see a window, but you'll have a little green H down by your clock. Then you press the hotkey button (Windows-q for my script, not sure about the auto-designator) while you have the dwarf fortress window selected and are in the designation menu, and everything should work fine. You don't need an exe, though I would guess that you could package it as one if you wanted to be able to use it without AHK installed.

1347
DF Dwarf Mode Discussion / Re: Bedroom Designs...
« on: November 14, 2008, 09:23:15 pm »
I use a fractal design as well, with 27 beds per "leaf": http://dwarf.lendemaindeveille.com/images/6/69/SavokisLeaf08a032.png

I like it since with three leaves, you've got enough space on the fourth side for your workshops (without noise being an issue), and you only need 2 levels for your housing. For me, that's important since I like building my housing near the surface (hopefully in a flux layer), and the top layers don't go very deep.

1348

With the phrase "auto-hotkey script," do you mean you have a dig pattern attached to a hotkey, so that you only have to punch the key in order to lay out the pattern?

If so, I'd be very interested in something like that.  Having to manually dig out every level, again and again, gets repetitious, and quite frankly, a little boring.

Here you are...
Spoiler (click to show/hide)

Spoiler'd for length. It's final stage is a 4-way 27-bedroom design (108 rooms per floor) based off of this fractal. I like it since there is room for 2x2 stairs near the center, which makes dropping it into my fortress fairly easy. You can also remove one of the side leaves and fit your workshop space in, which makes for a very nicely compact arrangement.

If you aren't adverse to a bit of coding, the base of it is just a "dig x tiles in y direction" call, so you could probably build other sorts of designations off of it without too much difficulty, for exploratory mining, workshop areas, etc. I tried to make it as easily readable as possible, just ask if you have any questions.

If you just want to make it go, get AutoHotKey and press windows-q while you are in the designation menu. And don't touch anything while it runs, or odd things are likely to happen.

Edit: mistyped the hotkey, mis-did the math on rooms per floor. Fixed now.

1349
DF Modding / Re: Mod request.
« on: November 13, 2008, 08:07:53 pm »
In my lust to fulfill your need of a relative to the demons, I found out, like Rysith said, that [INTELLIGENT], and [CAN_SPEAK]  seems to cancel out the siegeing

It doesn't cancel it, but it does mean that they are capable of negotiation, and thus peace. Civs in DF tend not to go to war with each other, since they only know about crushing each other completely (and not territory gain, harassment into tribute, raiding, etc.), so a civ will only go to war if it thinks that its army can completely destroy the other civ's population. While this makes goblins unlikely to die in world gen (since nobody wants to go up against their demon leaders) and the elves create massive zerg rushes (since they can throw 600 elves at someone, then die because they have wooden spears vs. humans with iron), it also means that unless you start with your dwarven civ already at war with someone, it's very uncommon to actually start one without caravan harassment etc.

1350
So I appeal to the endless wisdom of the forum. Roughly how many squares should the king's chambers (bedroom, dining room, office) take up assuming they are constructed from obsidian blocks*? A noble's chambers built from the same? A skilled craftsman's bedroom?

The question has been driving me mad.

My non-noble dwarves end up in 3x1 fractal bedrooms, since I like the pattern that they make. Much better than just corridor rooms. I've got an auto-hotkey script to lay it out, too, if you'd like. Nobles get two 4x4 rooms and a 3x3 (dining room, office, bedroom). I haven't gotten the king before (I would have, but hit the pop cap before he showed up, then got bored and re-embarked. I think I was going to give him two 5x5s and a 4x4, with an artifact throne and masterwork gold statues. I can't confirm if that's enough, but it seems like it would be.

Also, if any of my military do something heroic, I'll give them a 3x3 room. They still eat in the common dining room, though.

Pages: 1 ... 88 89 [90] 91 92