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Messages - Rumrusher

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301
then there's the historical figure syndromes and interactions that come back on reload of the map or a while if you use any heal script.

302
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 21, 2020, 03:03:03 am »
I wasn't sure whether or not that was the case, so I decided I should have it on hand just to be sure. Couldn't take any chances; this thing's got webs! I even assumed an identity from its civilization to make sure it wouldn't turn hostile immediately.
you don't even need the slab to get them to join you just send an army at the site and sneak in with an hidden identity to warn them about a siege coming and ask them to join for rescue.

edit: so in adv mode news I'm slowly working on a dfhack experiment and currently dealing with seeing them first walk and horribly Horribly crash the game if you let anyone attack them.


overall a good run.

303
ok so it seems advfort got broke because unit_action.data.job is currently unit_action.data.Job due to all the unit action data names got capitalized between 47.03 and 47.04 so heads up this might break some scripts if they need to use actions.

304
DF Announcements / Re: Dwarf Fortress 0.47.04 Released
« on: March 02, 2020, 03:12:35 am »
hmm wonder what's the reason for why you can't build or set up a guildhall in adventure mode?
like the game seems to crash when ever setting up the location, though I do wonder what use would a guild hall even Be for adventurer given you can't do any of the assigned skills outside of carpentry, and maybe train up a bunch of rangers?

305
I might be misremembering but when I killed the entirety of a town I saw it turn into a ruin. But it was months ago so again I might be misremembering.
you depopulated the town but that only works with towns camps and lairs are mostly empty to begin with as their owners run out to do stuff and can't really be turn to ruins you could just kill the civ holding up in the site. What the maker of this thread is asking for is some Dfhack solution which would probably cause some DF issues down the line with the game wondering why this site that has historical connections to stuff is now literally gone.

306
DF Announcements / Re: Dwarf Fortress 0.47.04 Released
« on: March 01, 2020, 03:13:09 am »
ok so tested if you could mess around with dark fortresses in this update by swapping goblins for humans and it seems like that's still a no but I got a crash on world generation at year 2 vs getting a crash on placement so there a slight improvement there, going to see if this result is repeatable.

edit: hmm ok so it seems like the game accepted the changes I did with dark fortresses on the second attempt, and generated a world up to 50 before pausing it.

edit 2: the second attempt that work was with Dwarves in a dark fortress and not humans, and testing with humans again in a dark fortress seems to crash after generating for sometime.

edit 3: ok it seems like dark fortresses will not crash if you have another entity that shares the same main Civ creature. like if you make an entity that has humans running a dark fortress the game wouldn't crash if you also have another entity that also has humans which leads to the weird idea of dark fortresses requiring the modder to make a separate not dark fortress faction that share the same creature.

307
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: February 28, 2020, 09:31:41 am »
yeah finding the event that tells you when the god or entity makes a creature is probably not even discovered so scouring through all the history to find it is uhh a pain.

oh crud I just notice DFhack doesn't have all interactions flags/tokens including the new night creature experimenter one that applies on necromancers.

for the experimental alpha build, I don't know if it the same for the beta.

308
DF Modding / Re: Historical figure personality analysis science
« on: February 28, 2020, 08:04:08 am »
scheming is a skill a unit can learn so it's possible that you could force this by making some naturally incline to scheme.

309
DF Modding / Re: Not All Secrets are Generated Equal
« on: February 28, 2020, 07:51:12 am »
ok so necromancers legit have the token that tags them as night creatures, given night creature experimenter seem to apply that to the unit.
though I guess if you apply a secret to every goal/dream a unit could get maybe that would end up with more folks doing experiments or at least gods of different spheres handing out slabs to folks.

310
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 28, 2020, 07:19:46 am »
wait I read that 'bugged and got placed somewhere miles away' and was thinking couldn't the player just make an outsider human as a waypoint to place their mino adventurer directly where they wanted to go or at least closer to where they wanted to go given that you can choose where you start in your adventure now and set up a party system that transports folks?

fake edit: oh well then welp on that world.

311
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: February 28, 2020, 05:50:32 am »
Is a script as I described even possible?
so far give one could make a camp(slap a civ to said camp) and retire there the idea of moving into a lair would require scrubbing the restrictions on the site then adding a civ to it.

so far dfhack already could just move the campsite around and teleport it to your exact location so retiring adventurers anywhere isn't impossible just a different method is needed.
so I guess one could just convert the lair into a camp and just set up an main hall to claim it.

312
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: February 27, 2020, 07:35:32 am »
Is there a way to get the soul information of a selected histfig in legends viewer?  I can write lua scripts but I can't find the variables needed.

(I'm trying to scan the personality and values of historical figures to see if there's a reason behind the things they do... The better to mod secrets and entities to manipulate unit behavior.)

EDIT: Never mind, figured it out.
hmm it should be in the info section of their data, some how the historical figure info section which holds data on if they read books and reputation and relationship towards others also holds their personality which ends up being inserted into the unit's soul.
I haven't poke around that to see if there's a personality trait that pushes folks towards doing necromancy stuff so far if I even figure out the event data for necromancers making a new unit

313
DF Adventure Mode Discussion / Re: Draw your adventures
« on: February 27, 2020, 07:21:10 am »
making a new breed of humanoid out of boredom part bogeyman
I want to assume you mean the non-bogeyman part they're made of is boredom incarnate.
oh given the current necromancers, boredom is probably a concept they probably try to harness.
but mostly part bogeyman part who ever they kidnap and experimented on to lead to making a species.


which means fun times doodling hybrid bogeymen folks.

314
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: February 26, 2020, 11:44:17 pm »

Spoiler: 'questport fix' (click to show/hide)
for anyone who want to use questport again in the new dfhack
Could you please make a pull request with this fix so it doesn't get lost? I hadn't even seen any reports of issues with that script.
well sent an issue with the fix, so that at least it's there.

315
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: February 26, 2020, 02:01:35 pm »
unretire-anyone seems to start the people you unretire naked and without any items, only with any artifacts they hold. Is there any way to fix that? e.g by giving them clothing and items appropriate to their civ?
hmm have you tested this with any historical figure that shown up before? or just random ones? this might be the 'historical figure not having a unit body thus when the game gives them one it's only holding what they were told to hold during world gen, vs seeing them at a site which the game loads them into the site themed outfits.

fake edit: ok just tested this with historical figures I seen before in adventure mode and yeah it looks like the issue here is that grabbing anyone from the game's history pool that didn't show up before as a unit will not load in with clothes if you use them.
so it basically unretire anyone allows you to grab any historical figure including those with no unit tied to them and play them, which often ends up with creating a unit for them that doesn't have any standard clothes or inventory.

I guess the solution for this is to uhh retire then unretire the naked adventurer then see if the game would give them clothes in the 2 weeks~ time jump, or only use unretire anyone on folks you have seen before in adventure mode or probably fort mode.
edit:
Spoiler: 'questport fix' (click to show/hide)
for anyone who want to use questport again in the new dfhack

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