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Messages - crossmr

Pages: 1 ... 12 13 [14] 15 16 ... 38
196
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 04, 2013, 03:36:55 am »

able_stand was renamed to limbs_stand_max and able_stand_impair was renamed to limbs_stand_count

Thanks. Is there somewhere I can see a list of these values?
Cheers, I can confirm this script fixes lost ability to stand
Code: [Select]
repairhim = lambda { |u|
    # dirty
    if u.body.wounds.count > 0 then
      u.body.wounds = []
      puts "supermedic: cleared all wounds."
    end
    if u.status2.limbs_stand_max < 2 then
      u.status2.limbs_stand_max = 2
      puts "supermedic: repaired lost stand ability."
    end
    if u.status2.limbs_stand_count < 2 then
      u.status2.limbs_stand_count = 2
      puts "supermedic: repaired impaired stand ability."
    end
    # maybe dirty
    if u.job.current_job.job_type == :Rest then
      u.job.current_job.job_type = :CleanSelf
      puts "supermedic: released from 'Rest' job."
    end
}

if him = df.unit_find then
  repairhim[him]
end

Hmm strangeness. I've applied this to two dwarves, one a military guy one a migrant who showed up with an inexplicable broken back.

The migrant is fine. But the military dwarf loses the ability to stand every time I load the game.
His description says he sustained major wounds recently, but his wound screen is empty, nothing missing, and his health screen shows no injuries.

Any idea why he'd keep having this lost ability to stand on load?

When i run the script on him though, it does something weird. It fixes the lost ability to stand but then throws a
Code: [Select]
DFHack is ready. Have a nice day!
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]# supermedic
supermedic: repaired impaired stand ability.
E: NoMethodError: undefined method `job_type' for nil:NilClass
 ./hack/scripts/supermedic.rb:16
 ./hack/scripts/supermedic.rb:23:in `[]'
 ./hack/scripts/supermedic.rb:23
 (eval):1:in `load'
 (eval):1
 (eval):1:in `catch'
 (eval):1
[DFHack]#

When i ran it on the migrant I didn't get that kind of error.

197
DF Gameplay Questions / Re: Clearing Sand
« on: June 03, 2013, 07:01:43 pm »
Dirt Road is the way to go. They are NOT objects, the action of making a dirt road merely strips vegetation from the tiles.

I'll try that. kind of annoying making new farm plots after breaching caverns.

198
DF Gameplay Questions / Re: Clearing Sand
« on: June 03, 2013, 06:08:18 am »
Put something on it. Floors or a road will stop the moss.

How does one build a dwarven time machine?
I want to clear it after moss has grown.
The moss itself doesn't stop the plots, but certain things that grow on the moss do. Trees I can cut down, but certain plants create dead spots.

199
DF Gameplay Questions / Clearing Sand
« on: June 03, 2013, 04:59:25 am »
Is there anyway to clear the sand that has had moss growing on it?
With moss, sometimes other things come and it screws up placing new farm plots.
Can anything be done?

200
DF Gameplay Questions / Re: Trade requests for bars
« on: June 02, 2013, 09:51:02 am »
I often buy that first load of cloth and then never need more so I don't order it, so I don't know how it works with ordering cloth, but it definately works like that for logs, stone and bars. As slothen mentioned, everything is still limited by weight, though usually wagons can carry the whole load regardless of what it is

now that cloth has wear.. I need more.. i can't seem to keep my fort in trousers. I have like 283 dwarves and trying to get any surprlus on anything seems to be futile. I have non-stop orders for robes/dresses/trousers/socks/shoes

I'm growing it, but not fast enough yet.

201
DF Dwarf Mode Discussion / Re: Favorite combat logs.
« on: June 02, 2013, 07:22:21 am »
I've had two great fights, ambushes both of them.
A group of dwarves were gathering equipment.
Including my miner. A bunch of goblin archers showed up, which is basically game over, so I sounded the retreat and they rushed for the base, miner bringing up the rear.

The miner deflected over a dozen arrows before making the bridge and having it raised. No one had a scratch on them.

Second was a double/triple/etc ambush
I had my two alpha squads obliterating some group of goblins who showed up while my medium squad was chasing a snatcher. The snatcher was injured from a stone fall trap, so the squad was gaining on him. The squad was just one guy..the other guys were..well who knows. Having a drink or something.

The swordsdwarf was only level 5, and the rest of his skills not that hot. Suddenly, the nth ambush showed up as he was chasing this snatcher. 8 goblins. I quickly tasked a legendary squad to rescue him, but there was no time. He was all alone against 8 goblins.

He immediately entered a martial trance.

they basically exploded, because he was wielding an adamantine short sword. limbs, heads, blood everywhere.

By the time the legendary axe dwarves showed up, there was nothing left. No one escaped. The goblins only managed to land a single blow. They missed or he dodged everything. The one blow that landed was a backstab that was deflected by his steel breastplate. He hit hem every which way. Sliced, stabbed, with the flat of the blade, the pommel, his shield. He basically just threw every body part in various directions at all the goblins and took them all down at once. At some point he got a hand free and just throttled a goblin.



202
DF Gameplay Questions / Re: Trade requests for bars
« on: June 02, 2013, 03:15:05 am »
iirc the traders bring 4 at most from each item, so 4 bitumous coal, 4 lignite, 4 charcoal and 4 coke would be the max you could get. Ofcourse, you can also order 4 of each log the civ offers to get around any woodcutting quota (if you actually obey those)

that sounds like something that could be modded. that doesn't seem to apply to things like cloth or seeds or stuff though.

203
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 02, 2013, 02:25:00 am »

able_stand was renamed to limbs_stand_max and able_stand_impair was renamed to limbs_stand_count

Thanks. Is there somewhere I can see a list of these values?
Cheers, I can confirm this script fixes lost ability to stand
Code: [Select]
repairhim = lambda { |u|
    # dirty
    if u.body.wounds.count > 0 then
      u.body.wounds = []
      puts "supermedic: cleared all wounds."
    end
    if u.status2.limbs_stand_max < 2 then
      u.status2.limbs_stand_max = 2
      puts "supermedic: repaired lost stand ability."
    end
    if u.status2.limbs_stand_count < 2 then
      u.status2.limbs_stand_count = 2
      puts "supermedic: repaired impaired stand ability."
    end
    # maybe dirty
    if u.job.current_job.job_type == :Rest then
      u.job.current_job.job_type = :CleanSelf
      puts "supermedic: released from 'Rest' job."
    end
}

if him = df.unit_find then
  repairhim[him]
end

204
DF Gameplay Questions / Re: Trade requests for bars
« on: June 01, 2013, 11:58:52 pm »
Probably.  I'm sure Toady intends to revamp all of this as he improves trade in general.  In the meantime, ordering ores to smelt gives plenty of metal for most purposes.
I never really get that much when i order stuff. I have no bit coal or lignite on my map. My map is flooded with iron and flux though. So I ordered full stuff from humans and dwarves each time (I enabled human guild rep and elven diplomat). I could burn lots of trees, but i try to keep that to a minimum. Each time I get maybe total about 7-9 blocks of bit coal and lignite combined. I've never really noticed them bringing in huge amounts of stuff you request. It seems to me that if I make a full request for anything, they should be bringing like a whole wagon of the stuff.

I can't imagine what the point of a partial request would be.

205
DF Gameplay Questions / Trade requests for bars
« on: June 01, 2013, 11:19:11 pm »
Now that bars are fixed (it used to be 1 bar for anything) should trade requests boost the amount of bars they bring? I make a full priority trade request for platinum bars, and I get like 3 or 4 bars.
Now that's good to make me maybe like 1 things, where before I could get 4 items out of it (still not great, but better). Even requesting nuggets, gets me like 3 nuggets. , good for 9 bars, total about 12 bars..but still.. not much of a "trade caravan" if that's all you can deliver to someone willing to pay through the nose.


206
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 01, 2013, 09:03:55 pm »
I'm guessing something about unit wounds changed? I just tried another script that is supposed to fix ability to stand lost
Code: [Select]
repairhim = lambda { |u|
    # dirty
    if u.body.wounds.count > 0 then
      u.body.wounds = []
      puts "supermedic: cleared all wounds."
    end
    if u.status2.able_stand < 2 then
      u.status2.able_stand = 2
      puts "supermedic: repaired lost stand ability."
    end
    if u.status2.able_stand_impair < 2 then
      u.status2.able_stand_impair = 2
      puts "supermedic: repaired impaired stand ability."
    end
    # maybe dirty
    if u.job.current_job.job_type == :Rest then
      u.job.current_job.job_type = :CleanSelf
      puts "supermedic: released from 'Rest' job."
    end
}

if him = df.unit_find then
  repairhim[him]
end
but right away it throws an error on "able_stand"

207
Is this something that can be edited? Could we run a dfhack script to find dwarves born in the fort and change their body size?

208
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 01, 2013, 01:10:32 am »
any kind of toggle we can throw on a caravan to make it think it should still trade? Some of them are so sensitive that a stiff breeze makes them stop trading.

209
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 31, 2013, 10:47:21 pm »
Does it only add bodyguards to human diplomats? Do guild reps, elven diplomats and liaisons get guards?

210
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 31, 2013, 06:39:25 pm »
There is a bugfix script that restores guild reps and elven diplomats. I've never seen an elven diplomat show up with the caravan. I have gotten the guild rep.
Elven diplomats don't show up with the caravan - they show up a few weeks before or after it. They also don't show up until you have a baron.

I've also read in other places that there is a hot fix for the exe to restore bodyguards for diplomats (and I assume guild reps). Is that hot fix compatible with DFhack or is there another way with DFhack to restore those bodyguards?

The diplomat bodyguard fix is a 1-byte binary patch for the Win32 version of DF and can be found in the bug report. It is currently not available for Linux or MacOS (because the patch hasn't been ported to those versions), and it doesn't come with DFHack itself (so you'll have to apply it manually).

Thanks. It was this that I'd come across:
http://dffd.wimbli.com/file.php?id=6741

It says it's compatible with Dfhack, anyone use it? Can I just replace the exe with current version of dfhack and I'm good to go?

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