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Messages - Brilliand

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256
DF Dwarf Mode Discussion / Re: Disappearing Items
« on: June 14, 2013, 11:01:46 am »
If you deconstruct something close to a stockpile, or any other items on the floor they will all teleport to the deconstructed object.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=5994

To the dwarf doing the deconstruction, actually.  The code that causes this was meant to avoid problems where the construction was built in midair and the construction materials fall, but it kinda got out of hand.

257
DF Dwarf Mode Discussion / Re: Dwarves Constantly Puking?
« on: June 14, 2013, 10:55:28 am »
What's a good way to resolve dwarves constantly puking? My military dwarves tangled with a forgotten beast and ever since then, their combat log (and barracks) is just full of vomit.

I've used clean map, clean all, clean units, clean items in DFHack... it gets rid of the green and I can't find any spatterings on any items the dwarves own

Maybe the forgotten beast handed out a "vomit forever" syndrome?  You can remove all syndromes from a dwarf by pasting this into the lua interpreter:

dfhack.gui.getSelectedUnit().syndromes.active = {}

Run when you have a unit selected, of course.  I don't have access to DF where I am right now, so that might be slightly wrong... if so, maybe someone else will correct me, or you can post the error here and I'll realize my mistake.

258
DF Dwarf Mode Discussion / Re: how do i get rid of stone?
« on: June 14, 2013, 10:48:20 am »
You should make several garbage dumps since hauling stone takes very long time. I usually set one dump for ~10 tiles. After everything is cleaned, you can reclaim the dumped stone by pressing d-b-c, like mass-dumping.

Not needed.  The dwarves have no problem hauling 100+ items to a single garbage dump simultaneously (provided you have that many available dwarves, of course).  I usually have only one garbage dump available at a time, always single-tile.

259
Masterwork DF / Re: [DWARF] - Discussion and Suggestions - NEW POLL
« on: June 14, 2013, 02:16:45 am »
Ah, thanks for the information!

Do any of the other mages ignore sorcery?

I think all of them do, actually.  Sorcery doesn't do much of anything.  I suppose it might help with smacking things with magic wands...?  Oh, and it shortens the time it takes to run a reaction that involves sorcery, not that any particular dwarf needs to do many of those.

260
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: June 14, 2013, 01:52:59 am »
What about nether-cap bridges for blocking the hellfire turrets?  You can find nether-cap as plants in the second cavern, or trees in the third.

I used the simple trees setting (default), so I'm not sure you can get nether-cap.. won't it just all be Fungi?

Nope, nether-cap is still available with simple trees.  There's also hellwood, steeloak, ironwood and crystal trees, in case you haven't seen those yet.

261
DF Dwarf Mode Discussion / Re: how do i get rid of stone?
« on: June 14, 2013, 01:32:22 am »
I tend to keep a craftsdwarf continually making either stone mugs or stone pots.  It keeps the stone supply down to a reasonable level.  Also, the mugs make good trade goods, and every fortress will need a huge number of either barrels or pots for food and drink storage.

262
The relevant post with link is listed under Fan Works by the way.

Drat... I read through that, but my eyes just skipped over the brief quote by mastahcheese, like it was an image caption or something.

263
FFFFFFFFFFFF-

New high score in the fan game with Riltia: 1999. Stupid stupid stupid, could've broken 2k if I'd used another guard and Grass Knot spammed that spider swarm. They get FAST past 1500.

Betweenford and Cherish are both pretty neat, think I might still prefer Riltia though. Brainless Fighter Strength for the win! I like the concept behind Al, but his Bulwark isn't very useful since Gelatinous Cubes soak those things up like sponges. Maybe have them ignore the cubes, or serve as an X chance to not take damage instead of dealing damage themselves? Looking forward to what the next enemies/characters might be; those sucker things from Outer Underside could attack by dropping from the ceiling, and Wisps have a line attack like Grass Knot...

What fan game?  There doesn't seem to be a link anywhere obvious...

264
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: June 13, 2013, 10:28:28 pm »
What about nether-cap bridges for blocking the hellfire turrets?  You can find nether-cap as plants in the second cavern, or trees in the third.

265
Masterwork DF / Re: [DWARF] - Discussion and Suggestions - NEW POLL
« on: June 13, 2013, 10:22:21 pm »
I have to say I had completely forgotten about Lifemancers... Are they useful? And I would assume having higher skill makes them better at the whole Mancing of Life and all that.

Lifemancers can raise the dead.  They don't seem to be good for much else (and they cause some annoying combat spam by healing perfectly healthy dwarves - which by the way only speeds up natural healing, it doesn't regenerate limbs), but being able to restore your dead to life is really nice.  I suppose they could also help your military in combat, since their healing spell buffs endurance, dulls pain and can make temporary maladies such as bruises and (I think) syndromes go away faster.  A dwarf resurrected mid-battle will probably just get killed again, though (they come back naked), and every death is a separate bad thought for that dwarf's family.

Skill does absolutely nothing for them.  They cast their healing spells with fixed frequency, and their spells have a fixed effect - no skill modifiers.

266
DF Dwarf Mode Discussion / Re: Size of goblin sieges
« on: June 13, 2013, 10:12:03 pm »
Hmm... I may have misremembered.  I just loaded a few of the savegames I have laying around (including my current fort), and most of my roasts are in the 1000-5000 range, with some of them getting up around 15,000.  No 100,000 roasts currently in my possession in any of my forts, so I couldn't tell you what the ingredients were.  It couldn't have been syrup or eggs, as I've never had many of those lying around, but some 200+ stack of forgotten beast meat is possible, if indeed it wasn't just me remembering a 10,000 dwarfbuck roast wrong.

267
A quick suggestion / request for a plugin:  a GUI popup to type dfhack commands without changing windows. 

Makes fullscreen more attractive, less break in immersion than alt-tab all the time, etc.  Any idea how difficult this would be?

For linux users it is as simple as installing a program called "guake" and opening dfhack through that. I am not sure how dfhack is loaded in windows though....

In Windows, DFHack loads as part of the Dwarf Fortress process by masquerading as the SDL library.

Thank you kindly.

I have a suggestion for a plugin... though this might be considered too much of a cheat/exploit.

I was using the autotrade plugin and that got me to thinking. Is there or could there be a plugin that periodically designates a stockpile to be dumped/melted? I can think of a number of ways that would be helpful to me. Auto-clearing refuse piles, auto-generating steel from leggings and trap parts (combined with the automelt plugin), auto-dumping poorly made furniture so workflow doesn't count it.... etc.  Thanks in advance.

Auto-dump plugin

Haven't seen any auto-melt, but I think it has a good chance as well.

268
Oh, and just seems people have missed it. Who are we? We're an entity in the warrens(spirit fight), our discussions can be heard by both Oric and Ciro, yet we can't interfere. Maybe we're the true prisoners of the warrens, locked up in the minds of the target.

I find the idea that the Siblings are entertainment for the prisoners rather funny.

269
Can I have some help with installation? Where do I put these scripts?

Dwarf Fortress/hack/scripts/

You need to have DFHack of course (that's where the "hack" directory comes from), and you might need to edit another file somewhere to activate them if you're not replacing an older version of the same script - I'm not too sure about that part.

270
Masterwork DF / Re: Backpack making in adventure mode.
« on: June 13, 2013, 01:49:10 pm »
How can I make a shop?

Wander around until you find a human village.  The villages will have shops, where you can barter whatever random stuff you have for whatever stuff the shop happens to have in stock.  I'm not sure whether shops stock leather and thread or not, but even if they do, you'd have to hunt around to find the right shop.

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