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Messages - raledon

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Thanks!

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You've got some high quality Admantite equipment there.

Thanks!

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Greetings, ladies and gentledwarves.
I have decided to create an imaginary world, populated by the best and brightest.
Unfortunately, those heroic people need items and equipment worthy of their name.
While the legends speak of a few books and slabs, they are not enough for some of the... less bright of the citizenry.
Thus, I request descriptions of the Artifacts you possess, so that I may create similar objects of power in my world.

I would also be happy for any forgotten beasts description you encounter.

(I'm going to run a pen-and-paper D&D game, and planning to use a DF generated world, with DF generated Artifacts as base for the magical equipment and FB as special monsters.)

Your help is most appreciated.

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DF Modding / Re: Mercenary mod- how feasible is it?
« on: July 14, 2014, 03:11:47 am »
it can probably be dfhacked in, just like anything else, but you'd need a fair amount of mad skills

dfhack for 0.40 isn't done yet though

Does dfhack allows that kind if hardcode-level changes?

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DF Modding / Re: Mercenary mod- how feasible is it?
« on: July 14, 2014, 02:04:52 am »
Not only can this not be done, half of what you want to do is actually already part of the game. At least in Adventure mode.

Which was part of the reason I hoped it will be possible.

Thanks for the help. Not very happy to hear it's the case, but better to reach it this way instead of wasting time attempting by myself :).

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DF Modding / Mercenary mod- how feasible is it?
« on: July 13, 2014, 03:55:45 pm »
Greeting Dwarves, (Dwarfees?) and small beer chuggers.
I was considering attempting my hand at introducing mercenaries into DF (fortress mod, mind you. I never connected with adventure mod).
(1)The general idea- mercenaries comes every now and then, offering their service.
(2)Upon hiring them, the mercenaries will act as an active squad, ordered via the military screen.
(3)Said mercenaries will require the usual dwarf requirements of lodgings, food, drinks and a barracks, as well as a supply of cash (=coins).
(4)Not paying them will result in usual unhappy thoughts, leading to tantrums and hysteria.
(5)Upon leaving they will spread reputation about you, increasing/lowering the likelyhood of mercenary bands visiting, and the amount of cash they will request. (A well paying, safe fortress is a much better workplace than a fortress that you lost half of your squad).

What I wonder is how feasible creating the mod is, since I don't know what can, and can't, be changed via a mod.
Thanks with the help, and may Armok look find your enemies especially savory.

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DF General Discussion / Setting df to use more cpu?
« on: July 11, 2014, 05:20:37 am »
DF (and many other strategy games) use a lot of cpu at certain times, such as when passing turns.
I was looking at the task manager, and noticed the my cpu usage was only 50%, and DF was taking its time processing stuff.
Is there any way to set windows to allocated more processing power to certain activities, so that it will process the game faster? It seem quite strange that a game could process something over a few seconds on 30%, instead of on 90%.

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Masterwork DF / Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
« on: August 27, 2012, 07:59:15 am »
Umm yeah, I made it an "archer" squad and let them pick whatever. I'll try forcing them to use a specific weapon, and see if it helps.

Edit: this solved the problem, though something interesting popped with it- my dwarves are equipping two weapons in the same hand (2 javelin throwers, a crossbow and a javelin thrower). Does this have any positive effect, or just encumbers them?

Edit2: some of the dwarves stopped picking up ammo for some reason. Tried giving them both crossbow and javelin, one of them picked a couple of bolts, but not shooting them.

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Masterwork DF / Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
« on: August 27, 2012, 07:00:58 am »
A problem I encountered in the 1.9.4 (downloading 1.9.5): for some reason my crossbow dwarves pick a crossbow/javelin thrower, a quiver, and a backpack with some food, but don't take ammo with them.
Correction: one of the javelin throwers put some knives in the quiver. They do not, however, pick their ammo (got enough in the fortress. When hunting they do not seem to have a problem).
Should I build a barracks? Will it help?

Edit: ok, using 1.9.5. The dwarves  are using an assortment of ammo for their weaponry: crossbow with javelins or axe heads, javelins with knife blades, and (!) javelins.
Can they actually use the ammo they got in their quivers?
Also, in my saved game it seem to keep requiring bronze instead of copper to make metallurgist...

Any idea how to solve these crossbow dwarf issues?
Another small question, I heard that moving over tiles with clutter (or generally some stuff on them) will slow dwarves. Is this correct or only applies to workshop clutter?

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Masterwork DF / Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
« on: August 26, 2012, 04:25:14 am »
A problem I encountered in the 1.9.4 (downloading 1.9.5): for some reason my crossbow dwarves pick a crossbow/javelin thrower, a quiver, and a backpack with some food, but don't take ammo with them.
Correction: one of the javelin throwers put some knives in the quiver. They do not, however, pick their ammo (got enough in the fortress. When hunting they do not seem to have a problem).
Should I build a barracks? Will it help?

Edit: ok, using 1.9.5. The dwarves  are using an assortment of ammo for their weaponry: crossbow with javelins or axe heads, javelins with knife blades, and (!) javelins.
Can they actually use the ammo they got in their quivers?
Also, in my saved game it seem to keep requiring bronze instead of copper to make metallurgist...

11
I think I'm going insane. All of my military dwarves look like masons. I've tried it with a fresh download of the pre-installed pack, I've tried with manually installing it to a completely unaltered fresh download of the vanilla game, but no matter what, my military all look like masons. I've gone through the dwarf graphics file, and nothing look amiss. Seriously going loco here.

Also, the version.txt file says it is at [Version:Phoebus:0.34.07v00]. Even a fresh re-download has that, so I'm guessing it's just a 'forgot to update that number' thing. Or the links have gone weird, hell if I know.

E: Everything else looks fine, though. Non-military dwarves have the appropriate graphics, as do all the animals and such.

Just to check, what is their profession? All of them are truly "dwarf dwarvinity the speardwarf/crossdwarf" etc. or they are classified as mason or something similar while not taking military action?


Also, something that bugs me: (not entirely sure it's the tile-set fault, but it happens) since 0.34 I started getting a problem that my texts sometimes disappear. An example is the R for Repeat, or just various texts in the game. Is there a way to solve this?

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DF Modding / Re: Ideas for modding / Masterwork DF Suggestions
« on: July 25, 2012, 05:14:05 pm »
The entire kitchen is hardcoded...

And now we know why men don't enter the kitchen... (j/k)

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DF Modding / Re: Ideas for modding / Masterwork DF Suggestions
« on: July 25, 2012, 04:14:50 pm »
Another, similar option is to make it require more work- what if you can only make meals from two ingredients, but it might use an existing meal? (a+b=ab, ab+c=(ab)c which might have a different multiplier than abc) in either case, the dwarves will have to spend a lot more time at the kitchen to make the food.

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correct ammo type assigned to squad?  correct ammo type available?  has quiver?  quiver is not full of wrong ammo type?

Ummmm quiver might be the issue. I'll check that one.

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Just now my marksdwarf, using a javelin thrower, decided to chase kobolds instead of using Javelins. He has the skills, and I have done nothing to stop him from using them. Ideas?

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