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Messages - Veylon

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61
DF Dwarf Mode Discussion / Re: Moving camera around faster?
« on: October 06, 2013, 07:37:43 pm »
I like to use '5' for going down a z-level and '0' for going up. Makes it a lot easier to only use one key and have it right where my navigating hand is anyway. I tried once to have macros to go up/down ten levels with shift, but it never quite worked to my satisfaction.

62
Stockpiles can be linked to one another so that things are taken from one to the other. So that, say, there's a pile for metal bars and a smaller, more specific one for gold bars that takes as needed from the first.

Minecarts! Have been added. You can build/engrave tracks for them to run on so that items can be gathered from one stockpiled, pushed/guided/ridden hurtling through your fortress and dump their stuff off at certain points (violently) or stopped and manually unloaded. Creatures in the way are injured or killed. They can also fill up with water or magma when submerged. There is also includes machinery to speed up the minecarts. Given the stockpile updates and wheelbarrows, they're more FUN than useful.

63
DF Suggestions / Re: Libraries in cities.
« on: September 27, 2013, 02:35:36 am »
Am I the only one who wants a sort of Dwarf Library for Fortress Mode? Like, a writing skill and all that.
The thought of a Dwarf Author is hilarious to me.
It's not terribly undoable, it's just taking some of the history that's already floating around in memory and translating it into book form. Authors could write biographies or autobiographies by going through a figure's history. They could write the history of a site, region, or group. They might feel spurred by the abduction of Foolfoot Walksabove to write a history of all the attempted abductions the fort has had with a brief overview of each of the victims. Or a list of ghost stories if you haven't been in the habit of honoring the dead in a timely manner. Or all the cool fight sequences such-and-such a squad has been in. Or an amazing masterwork steel throne might inspire them to catalog and describe all the chairs of the fort.

Most of this stuff would be pretty dry "so-and-so lived in X city and in the year 189 he moved to Y town", but artistic license - based on the author's preferences and soul attributes - could add some detail. The author could wax eloquent when one of his friends or fellow-worshippers did something awesome and clam up when it's an enemy. They could get things wrong if their Memory is low or even outright fabricate if they are a skilled Liar. The possibilities are endless!

64
DF Dwarf Mode Discussion / Re: Little lucky breaks you've had
« on: September 17, 2013, 11:33:17 pm »
Back in 40d, a hunter one-shotted a Titan through the eye. I spent ten minutes frantically looking for the massive invader that had been dramatically announced and was surely somewhere wreaking havoc, only to discover the corpse.

I had an immigration wave break a goblin siege. There was a hunter among them and he shot down both of the goblin squad leaders, causing the rest to scatter.

On a succession map, a Titan got into the fort. Very fortunately, it was made of snow and some random untrained soldier managed to smash the thing with a shield. On the same map, during the same turn, I barely manged to erect a wall across a tunnel built for some previous overseer to....I don't know. Drown caravans? Or something? Anyway, there was an entire army of goblins and trolls that had to be staved off by the aforementioned untrained soldiers (who all died) so that they wouldn't access the main stairwell. This was the first of three invasions that year.

65
DF Dwarf Mode Discussion / Re: Isolation Chamber Food Chute
« on: September 14, 2013, 09:27:16 pm »
Setup a simple minecart loop that links to a food stockpile in the cell.
Code: [Select]
   ===
   ===
<-.-S-.-S
Carts can jump single gaps as long as the tile they are being pushed from and the gap are separated by a single track tile. Alternatively, cheaty ramps work as well. The minecart is filled with food elsewhere, jumped into the cell, unloaded, and pushed back out. That way, you don't have to manually watch to make sure that there's food in the cell and all your food doesn't accidentally end up quantum heaped somewhere. Additionally, a timer can be put on the cart so that it only gets sent once a month/quarter/year instead of all the time.

66
DF Dwarf Mode Discussion / Re: Why do burrows suck so badly?
« on: September 14, 2013, 09:20:58 pm »
There seems to be a fundamental misunderstanding about how burrows work. Dwarves aren't confined to burrows; they simply aren't allowed to take jobs outside of them. They can pass through any amount of forbidden ground provided they are on their way to doing something that is inside the allowable area.

67
Yes, it would be the detail. The sheer anal retentiveness of a game that keeps track of each individual strand of thread and pile of vomit is mind-boggling.

68
Well, let's think about this for a second. Minecarts are now tools of war, right?

I'm sure bombers and fighters tallied their kills on at least SOME of their planes, aye?
Saying 'X is a tool of war' in this game is redundant.

As for kill tallies, I like to imagine the cart operators painting a little kitty skull-and-bones on the side of their slab-sided juggernaut whenever it runs down one of the fortress cats.

69
DF Dwarf Mode Discussion / Re: Personal Bedroom and workshop?
« on: August 22, 2013, 12:30:31 am »
[quote author=SixOfSpades link=topic=130211.msg4522331But if you're envisioning an "isolation capsule," where the dwarf sees nothing but his raw materials and maybe his dinner dropped down to him, and he drops his finished works to somebody else, that's a fast road to micromanagement hell. Consider how many times haulers move things. Now consider that you would have to Dump/Unforbid every single one of those things.[/quote]
Minecarts help a lot with this if you are willing to give the dwarf a helper or let a spouse move in. Have one route for food, one for input materials, and one for output. The first brings in food to fill the pile and then pushed off after a certain number of days. The second simply drops stuff off as it whizzes by. The third arrives empty and is loaded with whatever the product is and empty barrels. The assistant's only job is hauling, freeing the crafter from wasting a single minute from their shop.

70
DF Dwarf Mode Discussion / Re: To easy to not get tantrum spiral?
« on: July 17, 2013, 01:50:25 am »
Tantrum spirals seem to be heavily dependent on friendship. If there's a meeting area, they can hang around, make friends, and subsequently fly into a rage when said friends perish. Without a meeting area, the deaths of dwarves are less traumatic as they are all strangers. I doubt the table had too terribly much to do with it, though dwarves do get a good thought when they dine in the same room.

71
Have you tried "autounsuspend start" instead of "start autounsuspend" ?

If it says "not loaded" (after you just typed autounsuspend) that's afaik the response of the script, not the response of DFHack.
It gives out a pile of errors referencing autounsuspend.rb and ruby.rb when I try 'autounsuspend start', so I guess the fault must lie there. Since I know nothing of Ruby, I guess I'll just have to wait for someone else to fix it and do without.

72
Anyway I'll just leave this here: https://github.com/peterix/dfhack/blob/master/scripts/autounsuspend.rb
Hate to ask what is probably a stupid question, but how do you run this script?

I've tried:
autounsuspend
scripts/autounsupend
load autounsuspend
autosuspend enable
script autounsuspend
script scripts/autounsuspend
autounsuspend.rb
script autounsuspend.rb
script scripts/autounsuspend
ruby autounsuspend

I also had this happen with ruby:
Code: [Select]
[DFHack]# reload ruby
[DFHack]# ruby
ruby is not a recognized command

I can see that it's in the script folder. How do I turn it on? All I get is "error loading script".

73
DF Dwarf Mode Discussion / Re: My above ground castle
« on: July 04, 2013, 02:28:03 am »
I always get murdered after the first siege. This way of building doesn't provide much protection. But it's nice to know somebody else tried this too :)
If you're going to try this, I strongly advise a military-oriented setup.

Bring 8 Iron Ore, 30 Flux, and 38 coke in some form; probably coal or just wood or even an axe. That'll net you 30 Steel, which will make 6 breastplates and 12 shields. Make 6 of your dwarves level 10 in armor and shield and have them do nothing but train after the first minimal habitation is built. The one remaining dwarf ought to be skilled in weapon- and armor-craft. The shield skill levels up for both attacking and defending; being still allows them to hit harder (iron would serve as well). Bring enough food so that your people don't starve. You won't get anything much really done until migrants show up.

That's about it. As your military reaches legendary, split them up and have them teach apprentices, gradually growing the army.

74
DF Dwarf Mode Discussion / Re: Jobs for Special Needs Dwarves
« on: July 04, 2013, 02:12:21 am »
I second this. I usually just give hopelessly injured military dwarves the title of "Veteran" and let them hang round the meeting room, inhaling booze and exhaling stories.

75
DF Dwarf Mode Discussion / Re: Labor for filling a pond?
« on: June 26, 2013, 08:46:29 pm »
Admittedly, casting obsidian in the sky is... kind of hard.
Not really. All you need to do is construct walls to cast the mold in, build an iron mine cart, dig down to the magma level, build a pump out of fire-proof materials and use it to fill a channel with a track through it with magma. Then you run the minecart through the channel to fill it, have it dragged up on top of the casting walls and dumped into the mold. This may need to be done more than once. Then a dwarf (or dwarves) can put water on top of that, after which the cast can be deconstructed, allowing the obsidian chunk to fall into the hole and reconstitute itself as the proper material.

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