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Messages - Carnes

Pages: 1 ... 5 6 [7] 8 9 ... 16
91
DF Modding / Re: Dwarf Therapist (LATEST 0.6.10 3/15/11 see first post)
« on: February 14, 2012, 08:13:22 pm »
Is there a reason why using the BruteForce (raw output) section on say 0x0213be9c (dwarf_race_index) reveals garbage instead of strings?  Shouldn't the name & nick be viewable?  There is data there and it appears to be structured, but just not in a human readable format.

92
DF Modding / Re: Dwarf Therapist (LATEST 0.6.10 3/15/11 see first post)
« on: February 14, 2012, 06:36:07 pm »
Nice find on the dwarf_race_index!  How did you get 0x015cbe9c ?  I was able to get the creature vector but got lost as to the next step.

Also, i've started poking through the source to look at how the memory structures are sized.  I saw this /* OLD Stuff from the 40d series that no longer works the same way and got spooked.  Chances are there will be similar things for this version. 

http://code.google.com/p/dwarftherapist/source/browse/src/dwarf.cpp

93
DF Modding / Re: Dwarf Therapist (LATEST 0.6.10 3/15/11 see first post)
« on: February 14, 2012, 09:11:04 am »
pooooop

94
DF Modding / Re: Dwarf Therapist (LATEST 0.6.10 3/15/11 see first post)
« on: February 14, 2012, 07:02:41 am »
Hey all, trying to memory map for the new version.  I'm actually pretty lost on this. 
Using these links: http://code.google.com/p/dwarftherapist/wiki/MappingNewVersions  and  http://www.reddit.com/r/dwarffortress/comments/glttb/computing_dwarf_fortress_memory_offsets_by_hand/

I came up with..
Spoiler (click to show/hide)

and i think the nickname offset is offset 0x10 ?  But this is where i've gotten lost.  Thanks for any help!

95
DF Dwarf Mode Discussion / Graphics for DFVD
« on: February 14, 2012, 05:20:59 am »
So far Ironhand's update (for the last version) has been working great on DFVD: http://dffd.wimbli.com/file.php?id=2617

Though i embarked as humans somehow? That's never happened for me before.  Anyone have luck using therapist memory scan feature?


96
DF Dwarf Mode Discussion / Re: Thank You!
« on: February 14, 2012, 05:11:15 am »
WTF, i embarked as humans?  FUN!

97
DF Dwarf Mode Discussion / Re: So, what are we calling the new version?
« on: February 14, 2012, 04:54:41 am »
you guys have the DF VD too?  :P

98
DF Dwarf Mode Discussion / Re: Thank You!
« on: February 14, 2012, 04:51:24 am »
On first play, CTD :(  Patched in Ironhand and it's running well.  Will be trying therapist memory update thing as soon as i find an embark.

Thank you !

99
DF Dwarf Mode Discussion / Re: Restart syndrome
« on: February 14, 2012, 12:33:06 am »
I've hit this a few times too.  My solution has been this.. forbid yourself from savescumming, have a stiff drink when you feel like abandoning, use a bare minimum of traps, and lastly if you spend more than 10 seconds planning something mentally.. you are over thinking it.  Just start designating and get it over with, hah.  Dwarves will die a lot (which creates fun!).  Try things you don't usually do.. like beekeeping, aquifer, above-ground fort.

Lastly, if you feel like that embark isn't giving you that much fun.. then abandoning is the right thing to do.  But abandoning because you can't make steel is the wrong solution.  Have a good time!

100
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 11, 2012, 01:29:23 am »
Oh, Migrants.  *Checks therapist to see how many*  29.  29!

101
General Discussion / Re: Poll for Interest: Chainmail Stress Test
« on: February 10, 2012, 09:39:22 pm »

102
DF Dwarf Mode Discussion / Re: Thinking on a Dwarven Assault Course
« on: February 10, 2012, 03:35:19 pm »
You could also just make a Patrol Route and make 1-2 soldiers do the route as part of their schedule.   My schedules are usually:
3 train
3 patrol (or 4 guard burrow for static defense)
1 dangerroom (which just means 1 guard DR burrow)

The patrol route takes them all around the map and they kill zombie elephants and anything else hostile.  Occasionally catching thieves and child snatchers.  But you could add obstacles along they way like artificial rivers, 1z dodge-em traps, dangerroom-esqe upright spear corridors, and fun things like that.  This way they aren't sequestered somewhere and not helping the fort.

Keep in mind though, with a surface army you will lose all kinds of dwarves.  A dangerroom is pretty much required to keep a trained army with high losses.  You can dumb it down though by only using one spear and having a very small number in there at once.  Some dwarves never take the DR guard duty too. 

103
General Discussion / Re: Poll for Interest: Chainmail Stress Test
« on: February 10, 2012, 03:02:40 pm »
Very cool!  I think it's very brave of you to let Girlinhat swing her axe at you for !!SCIENCE!!

104
General Discussion / Re: Poll for Interest: Chainmail Stress Test
« on: February 06, 2012, 05:20:24 pm »
I agree that the axe head doesn't look very stable anymore.  Might have been stored headdown and partially rotted.  Not too big of a deal though, the rest of the handle looks great.  If it does break, restoring it won't take too much work. 

DU's main danger is inhalation of the dust, where it will sit and emit alpha particles into your lungs.  However, outside of the body it is very safe.  The alpha particles can't penetrate the skin and can't even go through a single sheet of paper.  So DU shrink wrapped or held safely inside a container would be perfectly safe to have hanging from your mail.  I use to sleep on a pile of 25mm DU round ammo boxes and have no ill effects other than mild super powers of never sleeping anymore  :P

105
General Discussion / Re: The Village Construction Set
« on: February 06, 2012, 12:09:55 am »
hah, i love your phrase "Post-apocalyptic pre-enactment".

So far, the only thing on OSE that i'd like to try is a coffee can (or flowerpot) furnace.  Smelt down my aluminum soda cans (i currently recycle them through WasteManagement) and cast them into... i have no idea.  Forks, spoons, knives?  Other tools like a spade, hoe, garden rake? Nails? If only there was a good reason to smelt soda cans :(

If you could make things from metal, what would you make?

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