Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ral

Pages: 1 ... 8 9 [10] 11 12 ... 40
136
The whole "custom professions" thing is essentially a macro. It allows you to enable/disable several labors in one shot, which would be a macro.

In any case the idea of lua scripting would not be to implement something like custom professions; the purpose would be to allow people to write scripts to look over their dwarves and print out a list of dwarves that, because of their attributes, aren't very suited to their enabled labors, for example.

Even if we ignore the fact that "custom professions" violate the vision statement, something that's completely read-only certainly wouldn't.

137
DF Adventure Mode Discussion / Re: Why do you play adventurer mode?
« on: April 27, 2011, 11:37:51 pm »
The best thing about adventure mode is that you can directly control a creature using the same combat system used in fortress mode. Since you have direct control you can do stuff like grab something's throat, strangle it, bite down on it, and tear it out. Stuff that should be possible in fortress mode but which the AI won't actually do.

138
DF Adventure Mode Discussion / Re: Sites for other races?
« on: April 27, 2011, 11:33:42 pm »
You can mod the raws to make other races build and live in towns, but that doesn't bring back the other site types of course....

139
Check the Wiki for detailed controls and such. Some of the stuff is a little outdated, but still very usefull. You don't need to worry about food for instance.

Actually I recently went through great pains to try to make everything on the wiki accurate with regard to adventure mode. Tell me if this helps:

http://df.magmawiki.com/index.php/DF2010:Adventure_mode_quick_start


Quote
P.S. You will die a lot. Horribly. Violently. Everyone does.  :D

This might be the only piece of information missing from the wiki at this point.

140
DF Gameplay Questions / Re: Personal bedroom to dorm ratio
« on: April 27, 2011, 11:16:24 pm »
You can actually get by with dwarves sleeping on floors for quite some time. I created a fort a while back for the sole purpose of creating some adamantine gear and building a modest living area for an adventurer, and I never had more than two beds for something like 80 dwarves the whole time. All of the dwarves were at least content the whole time, and I even had some get killed in a goblin ambush. No tantrums or anything....

141
DF Gameplay Questions / Re: DF Reclaim
« on: April 27, 2011, 10:00:43 pm »
Try killing him or arranging a magma accident.

142
DF Gameplay Questions / Re: Noob tutorial feedback needed
« on: April 27, 2011, 10:00:03 pm »
Thanks.  The flowchart thing isn't mine though. It was already there and linked to from the tutorials and main page and I just sort of "integrated" it into the quickstart and reference docs.

143
DF Gameplay Questions / Noob tutorial feedback needed
« on: April 27, 2011, 06:47:19 pm »
In order to help save the noobs I decided to start working on improving this:

http://df.magmawiki.com/index.php/DF2010:Quickstart_guide (fortress mode "quick"start)

Most of this was originally written by GhostDwemer. I organized it into a lot of headings, elaborated on some stuff, updated it with some stuff for the latest version, and put some stuff in "tip boxes".

It still not really supposed to be a full tutorial as it doesn't always tell you exactly which key to hit exactly when, but hopefully it says enough that people can look up missing details without too much trouble. The goal is still to have something that people can use without a specific saved game (like Bentgirder) that's somewhere between a tutorial and a reference docs.

It would be great if someone could walk through the whole thing to make sure it's coherent and nothing major is missing, but any feedback (especially from people who just started learning the game) would be helpful.

144
I'm not working on a mac port (even though I could use one) but I am wondering what people think of adding lua support to DT.

The point would not be to make it into a "cheat" program like dfusion, but to allow people to write more advanced decision support scripts like Dwarven Guidance Councilor. I suppose you could also write scripts like "for all dwarves with attribute x, enable mining and masonry labors" or something. This stuff seems like it would be within the vision statement.

I downloaded the source and the Qt creator thing, and got it building. I also got lua building as a static library under Qt creator, but I haven't written a single line of code yet.

145
DF Dwarf Mode Discussion / Re: Dwarven Guidance Counselor
« on: April 27, 2011, 06:28:46 pm »
I hear DT is looking for a project manager, isn't it? I'd love to shut DGC down and tell everybody DT does it all now.

Not sure... At the very least someone is keeping the memory mappings up to date with newer versions but I don't know of anyone adding new features. I've heard of some people working on a mac port though.

I wouldn't be a good project manager though because I haven't written any C++ in forever, and I've never done anything with Qt. I did download the code and got it building on my laptop, and I downloaded lua and got it building under the Qt IDE with qmake, but I haven't done anything beyond that yet.

If I do manage to add lua support to DT, I wouldn't want to implement DGC myself though. Basically I'd just implement something sort of like the current advanced search feature that lets you enter complex boolean expressions to find dwarves matching a certain criteria, except that you'd be able to write full scripts and not just search expressions.

Basically this would allow you to create DGC for DT as a lua "plugin" script. It could come standard with DT or not. And, anyone else who wanted to make some sort of fancy decision-making script could do so as well. Who knows what people might come up with.... Anyway, it seems within the DT vision statement of being a decision support tool.

(lua is very simple and somewhat similar to javascript)

146
DF Gameplay Questions / Re: Military dwarves training very slowly...
« on: April 27, 2011, 06:14:23 pm »
Observer does help spot hidden enemies in adventure mode, and helps to avoid ambushes while fast-traveling. Every time your fast-travel gets interrupted in adventure mode by an ambush or avoided ambush, your observer skill goes up.

Here's what the wiki says:

http://df.magmawiki.com/index.php/Observer

If it's going up during training then that implies that it might have something to do with watching training demonstrations or something, but it sounds like more controlled experiments are needed to determined what's going on there because I can't find any info.

147
DF Adventure Mode Discussion / Re: Pinning an opponent?
« on: April 27, 2011, 06:07:08 pm »
Maybe you could just happen to dodge on top of a prone opponent, then grab them so they can't move, but I can't find a way to intentionally move on top of a prone enemy. alt+direction just causes an attack.

I actually tried standing on a hill with a bogeyman on a ramp the z-level below, doing a takedown/throw on the bogeyman from the z-level above, then using alt+direction to move into the open space above the bogeyman causing the adventurer to fall onto the same tile as the prone bogeyman.

While it makes a great WWF move, falling a z-level caused the adventurer to become prone and I was unable to stand up before the bogeyman did.

So I can't find any reliable way to do this....

148
DF Adventure Mode Discussion / Re: Pinning an opponent?
« on: April 27, 2011, 12:09:47 am »
Doing a takedown is easy, but I can't find any way to actually move on top of an opponent who's been knocked prone. alt+direction didn't work. If you figure something out, please post.

149
DF Gameplay Questions / Re: Military Tips
« on: April 26, 2011, 11:44:51 pm »
Anyone working on a military tutorial? if not maybe I'll do it....

150
DF Gameplay Questions / Re: Pitting help
« on: April 26, 2011, 03:55:23 pm »
I created a new page on the subject of mass pitting. Please add to it and edit it. Link in my sig

Pages: 1 ... 8 9 [10] 11 12 ... 40