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Messages - smirk

Pages: 1 ... 79 80 [81]
1201
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: October 27, 2009, 05:38:57 pm »
Done and done. Report #150; fort is over on DFFD right here. I turned on the mining labor for the 3 quasi-missing babies, for easy ID (fort has 31 babies and 28 children).

Also: Thanks for all the effort put into Therapist! It's a truly excellent piece of work (although every time I read the name I can't help but think 'SNL Celebrity Jeopardy'  :P)

1202
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: October 27, 2009, 04:25:28 pm »
Bug: Kidnapped babies are showing up in Therapist.

I had 3 taken at various times, and there they are in Therapist with 1000+ disposition. Double-checked and they're still gone in-game. Of course, it hasn't screwed up the game in any way (as far as I can tell) so it's not too bad. If they can't be removed from the list, maybe they can be put into a separate grouping?

1203
This has probably been reported before, but I can't find it anywhere so here 'tis.

I modded my megabeasts to help them survive worldgen, and in the process I gave Titans (among other things) buildingdestroyer 2:

Spoiler (click to show/hide)

Fast forward a bit, and in the fifth year of my fortress I get a surprise visit from the eminent Lulo Focusedyears the Ancient Lens, Titan. I activate my defenses and watch as she approaches the entrance to my fort, stopping only to destroy a farm plot that is one z-level down through a natural clay floor:

 

The hot pink area is where the farm used to be. Note that she's one z-level above AND one tile north of the plot.

Except for modded megabeasts and Rantingrodent's graphics pack, my game is vanilla d16. It's not anything terribly bad, really. I assume it's somehow related to pathing; the Titan still needed to be adjacent to (though one z-level above) the plot. So has anyone else seen this?

1204
DF Suggestions / Re: Channeling/Stairs/etc Z-Levels
« on: October 20, 2009, 11:30:24 am »
40d16 also has a working macro builder in (ESC)(Key Bindings) that's pretty awesome. A simple stair designator would look something like this:

Code: [Select]
[BIND:MACRO4:Stairwell]
[SYM:Ctrl+5]
[MACRO:DESIGNATE_STAIR_UPDOWN:1]
[MACRO:SELECT:2]
[MACRO:CURSOR_DOWN_Z:1]

Add that to the bottom of yer interface.txt if you want to use it. Basically, it selects up/down stairs, hits Enter twice, and moves ye down one z-level. So all ye need to do is open the 'd' menu, get your cursor situated, and then CTRL+5 to your heart's delight! Or, select a new key designation. I tend to just use CTRL+(number).

1205
DF General Discussion / Re: A Toad in the sun
« on: October 19, 2009, 02:45:02 am »
I always thought he sounded fairly balanced and happy in the dwarf talks. Being self-employed I assume he does get out when he wants to, if only to throw socks at squirrels.

But what I really posted here to say, is

Quote from: Ciber_Ninja
When i think of toady i think of a toad hopping arround on a keyboard
also
he should stay out of the light it will dry out his skin
his moist amphibian skin

sig'd.

1206
DF Bug Reports / Re: [40d16] Ludicrously thin river (bug?)
« on: October 19, 2009, 12:40:40 am »
Well, maybe it's not an edge thing after all. This is just plain weird-looking.

Spoiler: z (click to show/hide)

Spoiler: z-1 (click to show/hide)

Spoiler: z-2,z-3,z-4 (click to show/hide)

So I guess they merely have odd gen habits. Hopefully Footkerchief is right and they'll be getting a revamp.

1207
DF Bug Reports / Re: [40d16] Ludicrously thin river (bug?)
« on: October 17, 2009, 05:06:01 pm »
Hmm; I just got almost the exact same thing. One crucial difference though:

Spoiler: z (click to show/hide)

Spoiler: z-1 (click to show/hide)

Note that the waterfall tiles are as normal, but the river itself is still tiny. So it must be something about hitting the edge at that angle.

Using RantingRodent's graphics pack, and made some of my own creature raw edits (helping megabeasts survive, mostly), but other than that it's vanilla d16.

And yes, I used Reveal 2. I'm scouting for a megaproject; that's my paper-thin excuse O_0

1208
DF Bug Reports / Re: [40 D16] Narrow gloved champion.
« on: October 07, 2009, 10:59:07 pm »
He probably is or was at one point a wrestler, right? Chances are that he's just carrying it around, not actually wearing it. Check out bug #000550 on this page:

http://www.bay12games.com/dwarves/dev_bugs.html

The solution, if I recall, is to mark the item for dumping. Someone'll come along, take it from him, and throw it on yer quantum garbage dump (assuming you've zoned one).

1209
Hmm... I get the feeling ye won't like this option, but it IS horribly effective.

Code: (quantum meeting hall) [Select]
WWW
..W
WWW

Dig out a 1x2 room like so, and make a 1x1 meeting zone in the dead end. Also, make sure it's yer only meeting area. Dwarves will happily pile into the two squares, dozens deep, gaining social skills and making friends at an incredible rate. It's like a short, bearded, drunken Rugby team in a phone booth, except that Rugby teammates (usually) don't get married afterward. Of course, it also means that you hafta give up yer other meeting areas for a while, and what with the lack of space all of the marrying dwarves will decide to forgo celebrations... but they're all so ecstatic to be making new friends!

1210
DF Adventure Mode Discussion / Re: Adventurer macros
« on: October 02, 2009, 09:21:04 pm »
I'd also like to add, for the record, that macros can call themselves indefinitely. So instead of using two macro spaces for the Shuffle, you could do:


It runs until you hit ESC, basically. Handy if ye don't want to be restarting macros every 100 iterations or so.


1211
DF Gameplay Questions / Re: Immigrating nobles
« on: September 27, 2009, 08:08:40 pm »
Also, the Dungeon Master will only turn up if your site DOES have special features (or if you've captured something with the [PET_EXOTIC] tag, like a dragon, I think). So if you have no features and you don't catch any dragons, he won't show.

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