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Messages - Andux

Pages: 1 ... 18 19 [20] 21 22 ... 28
286
DF Dwarf Mode Discussion / Re: Strangest Shit Ever
« on: July 12, 2011, 12:54:19 pm »

287
DF Modding / Re: String table haxoring
« on: July 12, 2011, 12:14:55 am »
Is the DwF_dat-tools.zip still available somewhere? The old links dont work.

Undat2 and redat2 can now do the same thing with the -x switch; also, there's WTFTools for dealing with string table type stuff.

288
Forum Games and Roleplaying / Re: Space Voyage. Paint Adventure.
« on: July 09, 2011, 12:25:09 pm »
Examine hospital beds; if they are the adjustable kind, they should have some servos or something you can use.

289
Forum Games and Roleplaying / Re: Space Voyage. Paint Adventure.
« on: July 09, 2011, 12:27:12 am »
She's been assigned to guard duty--while there is a murderous psychopath loose on board the ship--and she is playing Vizu-games? ???

It seems her Irresponsible-Fu is as strong as yours.

Clearly, she is your soul-mate; propose marriage.

290
Forum Games and Roleplaying / Re: Space Voyage. Paint Adventure.
« on: July 07, 2011, 04:04:31 pm »
"You fool! You let that monster on the ship! You've doomed us all!"

Request clarification: Is he referring to the sword-slashy arm-cutting-off Chamealien, or to Alpha Ra...majamma...face?

291
DF Dwarf Mode Discussion / Re: Strangest Shit Ever
« on: July 07, 2011, 03:44:03 pm »

292
Forum Games and Roleplaying / Re: Space Voyage. Paint Adventure.
« on: July 05, 2011, 02:09:09 pm »
Use wiring from the broken console to fashion a tourniquet,
then get away from the scary Chamealien and find TQ-01.

293
Forum Games and Roleplaying / Re: Space Voyage. Paint Adventure.
« on: June 19, 2011, 12:09:06 am »
You're going to have to explain what each of the meters are for. Each and every one of them.

Spoiler: my interpretation (click to show/hide)


try resynthesizing Aspartame into Psy.

Also:
Take the guard with you. He's not going anywhere. Doesn't he... Like... you? Sure he does. Just ask him.

Once you get to the med bay, you can always use some surgical tubing to tie him up, and/or stuff him in a storage locker.

294
DF Modding / Re: DFHack 0.5.15
« on: June 18, 2011, 08:12:10 pm »
Hmm... Does anyone have any information about the saves (Assuming uncompressed for now...)?

I've mainly looked at WORLD.DAT files (worlds with no active adventurer/fort), but yeah.

295
DF Modding / Re: DFHack 0.5.15
« on: June 11, 2011, 01:00:27 am »
A vein changer would definitely be doable; I've already been working on a basic vein viewer for the next release of dfmarmot.

As for changing layer stone: As I understand it, the type of layer stone (or soil) you get is determined by the tile's biome and geolayer_index designations. I think biome might be an index into the block's biome_indices array; if so, one could create tiles of any arbitrary layer stone by inserting new data into an unused biome_indices slot. That may be horribly wrong, though; I'm still trying to make sense of this.

296
DF Modding / Re: Changing Trader/Beginning Speech
« on: June 09, 2011, 09:59:55 pm »
Hmm, is there a variable that will read which race is being used at that moment and replace "dwarves" with it?

Doesn't seem like it. Your best bet would be to use something like:
Code: [Select]
fortressintro
[TITLE]A New Outpost[/TITLE]
[P]You have arrived.  After a journey from the heart of [VAR:TRANSLATEDNAME:GLOBAL:YOURCIV]
into the forbidding wilderness beyond, your harsh trek has finally
ended.  Your party of seven is to make an
outpost for the glory of all of [VAR:NATIVENAME:GLOBAL:YOURCIV].
[P]There are almost no supplies left, but with stout labor
comes sustenance.  Whether by bolt, plow or hook, provide
for your people.  You are expecting a supply caravan later
in the year, but it is Spring now.
Enough time to make secure lodgings, ere the [VAR:NAME_PLURAL:GLOBAL:LOCAL_LARGE_PREDATOR] get hungry.
A new chapter of history begins here at this place, [VAR:NATIVENAME:GLOBAL:YOURFORT],
"[VAR:TRANSLATEDNAME:GLOBAL:YOURFORT]".  Strike the earth!

297
DF Modding / Re: DFHack 0.5.15
« on: June 08, 2011, 12:43:02 am »
andux you said you found the file to bring back saving any news on finding out adventure retiring?

I haven't found what controls retiring yet; there doesn't seem to be a global "can retire" flag, so I suspect it's something in the creature data (maybe a site membership field that needs to be cleared?).

298
DF Modding / Re: Changing Trader/Beginning Speech
« on: June 07, 2011, 08:18:20 pm »
I couldn't get this to work for some reason. It would open and then close immediately.

It's a command-line tool; you need to run it from the command prompt.

299
Forum Games and Roleplaying / Re: Space Voyage. Paint Adventure.
« on: June 03, 2011, 07:08:57 pm »
Avalanche of one;
Hopefully no-one was home.
Oy, with the hurting....

300
DF Modding / Re: DFHack 0.5.15
« on: June 02, 2011, 08:55:36 pm »
Now, thanks to dfprobe, I've found that these impassable 3/7 files are in fact "flow forbid". It mus be a bug, because normally water level 3/7 should be passable.

I think the forbid flag is meant to be somewhat "sticky" to stop dwarves from trying to path through areas that are likely to pop back up to 4/7 while they're halfway through (not that it seems to help much); if it's been hanging around that long, I'd guess it's probably not unset unless the water drops to 2/7 or less.

You could try using Tile Edit to clear the flags manually (though it's called "has liquid" there). I'll see about adding a thingy to do that automatically in the next release of dfmarmot.

If so, perhaps it could be given an option so that it will only affect all saplings on a given z-level (or, perhaps, just what's visible on the game screen)?

You can already use dfmarmot to selectively change saplings into trees (though it doesn't set the plant's internal age counter like dfgrow does); just use the f operation set.

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