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Messages - Brilliand

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196
Similarly, perhaps each version should have its own maintenance releases.

I have versions 3, 3a and 3b of Masterwork in a Mercurial repository, with a few bugfixes included.  I guess I could stick those up on Bitbucket.

197
How about making them something actually hospital-related... such as soap.  :o  The cures doesn't have to be the same thing, actually - if the disease causes use of hospital supplies, make those supplies out of the cure material.  Otherwise, build a mobile pharmacy (a building requiring no materials) in the hospital (or perhaps the meeting area), and give it reactions that take barrels of medicine as reagents and release medicine vapor.

198
Other Games / Re: Looking for a specific game
« on: June 18, 2013, 05:43:27 am »
Possibly this thing? Doesn't look like it's all AI, though.

Also, might be better placed in the "forgotten the name of a game" thread, heh.

Yep, that looks like it!  Thank you.  Apparently it doesn't run on my current machine, but I'm still glad to know the name.

Yes, it sounds like that thread would have been perfect, but it's on page 3. :P Maybe I would've noticed it if it was a sticky.

199
Samurai Who it is.

What would that be?

It's just the Samurai.

200
Other Games / Re: Looking for a specific game
« on: June 17, 2013, 10:06:23 pm »
You fight on Hexes don't you?

Hmm, no, I think it was a square-based map.

201
Other Games / Looking for a specific game
« on: June 17, 2013, 09:59:20 pm »
I'm looking for a free game that I downloaded back in college, but can't remember the name of.  It was a turn-based game in which you hire a team of fantasy monsters (such as witches or trolls), then battle other teams of fantasy monsters (all AI, no multiplayer, though I can't guarantee there wasn't a multiplayer option) to increase your ranking.  I remember specifically that the witch had a "tear from within" spell.  I'm sure I found it in the Open Directory Project the first time (around the same place as Star Knights, another fun game), but they seem to have changed their organization, and I can't find anything there.

EDIT: Well, apparently the open directory project hasn't changed their organization, according to the Internet Archive.  I found Star Knights, but still not the mystery game I'm looking for.

202
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 17, 2013, 04:26:23 pm »
And then apply that every immigrant wave and birth?

Personally, I'm satisfied with just running it once shortly after setting up a military, to guarantee that my military is the right size.  If you're continually butchering animals raised in the fortress, then that might not work so well.

To fix it permanently, you'll need to put the aforementioned script in the hack/scripts directory, then put the command to enable the script ("growthbug enable", I think) in your dfhack.init file (probably at the end).

203
Masterwork DF / Re: [DWARF] - Discussion and Suggestions - NEW POLL
« on: June 17, 2013, 03:05:53 pm »
You'd have to wait for syndromeTrigger to do that.

Regular syndromes can change a creature's maximum age, right?  That might be close enough.

204
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 17, 2013, 03:03:41 pm »
Sorry if I'm missing something frustratingly obvious, but I am having issues with the hack to fix fortress born critters growing. First off, I have to be honest and say I'm not comfortable or competent with lua. Whenever I try to run lua files, I get that windows prompt to select the program to open it with. Is there something I'm needing to get? Or is this something that someone could just put up as a download for those of us who are not quite so savvy?

Just type "lua" in the DFHack window, then paste this part of the script in:

Code: [Select]
    for _,unit in ipairs(df.global.world.units.active) do
        r = unit.relations.birth_time - 10 * math.modf(unit.relations.birth_time / 10) --Kurik Amudnil's code; if it's not clear, it sets a creature's birth_time to the nearest multiple of 10 of the previous one.
        if r > 0 then
            unit.relations.birth_time = unit.relations.birth_time - r
        end
    end

That'll fix every creature currently on the map.

Then type "quit" to get out of lua mode and back to where you type DFHack commands.

205
Masterwork DF / Re: [DWARF] - Discussion and Suggestions - NEW POLL
« on: June 17, 2013, 02:56:03 pm »
Timemancer as an magic type.
Can control time, accelerating and decelerating stuff, over single targets or large areas. Can also cause creatures to become older (If that is possible) or younger. (Normally, it will attempt to make children older and old people younger) with large cooldown.

Or make enemies dies of old age...  :o

Probably won't work on anything that can survive a few hits from a battleaxe, though (other than a candy-clad dwarf).

206
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: June 17, 2013, 02:31:08 pm »
If I remember correctly, holding multiple things in one hand disables the use of weapons in that hand, but every shield continues to work individually (giving a really good block chance).  This is a known exploit in adventure mode (going up to ten shields or more), but it's kinda hard to pull off in fortress mode.

The chrome rune adds the [NO_SLEEP] tag, which means that the creature does not need sleep.  I would expect that to make it immune to drowsiness as well, with no health problems and no happiness penalties.

207
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: June 17, 2013, 12:10:54 pm »
I've tried to get my best trained axe dwarf to dual-wield since I saw him throw punches in-between axe swings, but weird stuff is happening. He started out with a battle axe in his left hand and a tower shield in his right (a leftie?). I added a second battle axe to his uniform, he put it in his right hand. So far so good. Because I read that they can use two shields too, I added another tower shield. Now he has 2 shields and an axe in his right hand! Does that do anything?
I put him in a naked uniform, waited until all his gear was dropped and put the dual-wield uniform back on. Now he has a shield in each hand but 2 battle axes in his right hand?!? Any tips on how to get this right?

I also have a question about the armor runes, I put a mithril rune (never be exerted) on his breastplate , but he fell unconscious after killing a few wolves from being tired (he didn't sleep though, he got back up relatively fast). Would a chrome rune (stay awake) fix that? Does that rune remove their need to sleep and will not sleeping lead to health issues?

Previous versions of Masterwork (everything before 3b) had a bug where the armor runes did nothing.  To fix it, you need to update the itemsyndrome script, and change [SYN_AFFECTED_CLASS:DWARF:ALL] to [SYN_AFFECTED_CLASS:DWARF_INTER] in a bunch of files (use some sort of find/replace).

208
DF Modding / Re: B.A. new creatures
« on: June 16, 2013, 11:56:04 pm »
What we need to do is hook up a 3D graphics package and have it render a running dog in "pixels" made of natural, unmined hematite.  The dog runs several laps around the map, instantly killing anything it steps on, then walks up to the highest point on the map and starts munching on the mountain.  You kill it by mining out its feet.

209
DF Dwarf Mode Discussion / Re: How deep must i go.... [spoilers]
« on: June 16, 2013, 05:13:23 pm »
On my map, the great magma sea is about 10 z-levels up from the very bottom.  I wonder if that's consistent on all maps?

Just hold down the "go down a z-level" button until the counter stops, then go back up ten levels.  That's probably about where the magma is.  Candy will be plainly visible once you open up the magma, but you can also usually see it from the third cavern.  The candy in the third cavern is much easier to get to.

210
If you want to copy-paste from DFHack, right click and choose "Mark", then select the text you want to copy and press Enter.

On Windows, anyway.  Since that's exactly how the Windows console does it, I imagine the DFHack window on Linux works the same way as the Linux console.

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