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 - HiEv

Pages: 1 ... 14 15 [16] 17 18 ... 28
226
think about it, what will this add to the game? toady himself made this inquiry, the answer is absolutely nothing, it will be just a boring task that you gonna have to get through for no good reason.

Uh... You might want to actually read though this thread.  There have been plenty of suggestions/explanations about ways it would add to the game.  Dismissing all of them with no explanation is rather unfair.

227
DF Dwarf Mode Discussion / Re: My fortress is dying
« on: May 20, 2012, 10:41:26 pm »
Ah!  Well, dying is an excellent way to improve the value of cloth.  Good job.  Which dyes are you using?

...Oh, you meant dieing.  :P

But seriously, yeah, it sounds like something is either blocking pathing or a path was destroyed (by removing stairs or something similar).  Double-check the paths, especially stairs, to make sure that your dwarves can get from A to B where they claim that they can't.

228
DF Dwarf Mode Discussion / Re: how do i use minecarts properly?
« on: May 20, 2012, 09:51:12 pm »
You could try creating stockpiles under the boulders you've mined out, and then set the main stockpile(s) to take from those other stockpiles.

Also, make sure your main stockpile(s) aren't full, which could make them take the stones elsewhere.

Finally, stockpiles with wheelbarrows have a limited number of haulers based on the number of wheelbarrows the stockpile has.  If all of the wheelbarrows from one stockpile are in use that might cause them to use wheelbarrows from other stockpiles.

Hope that helps!

229
DF Gameplay Questions / Re: cage traps blocking caravans ?
« on: May 20, 2012, 09:11:39 pm »
This is an open bug at the bugtracker.

Bug #5927: Traps Block Wagon Access

230
DF Gameplay Questions / Re: hatch death?
« on: May 20, 2012, 09:09:08 pm »
This is an "acknowledged" bug that Toady is working on.

Bug #5925: "Bin" attacks "dwarf" while carrying it over a "ramp + hatch cover"

Any additional details you can add there might help.

231
DF Announcements / Re: Dwarf Fortress 0.34.09 Released
« on: May 20, 2012, 08:33:14 pm »
I've never understood why people go nuts over coal.  You can just use magma or wood.
As someone who has yet to have a fortress with any native coal or lignite (grumble, grumble), I can see the appeal when it comes to making steel.  You will need coke or charcoal to make pig iron and steel, even if you're using magma smelters and magma forges, and one piece of coal or lignite makes multiple pieces of coke, unlike wood burning and charcoal, which is one charcoal per log.  This is even more important if you're suffering a shortage of wood where you embarked.

232
Just to let you know, dwarves *will* use syrup, just so long as the other food near the kitchen is *NOT* in a barrel. I've taken to setting up a series of 8 stockpiles around each kitchen (fish, meat, plants, eggs, cheese, quarry bush leaves, flour and syrup). None of the stockpiles are allowed barrels, except for the syrup pile. My cooks make some mad crazy meals weighing in around 35,000 dwarf bucks, and they do it using syrup.

I keep meaning to add that to the wiki.

Thanks.  I added it to the Dwarven Syrup and Cook articles.

233
I've done some testing with this and what the trader means is: even if you offered me all in your depot I won't be able to give my stuff. Or put otherwise: the total worth of all in your depot can't buy you the goods you want + my desired profit.

You have to be careful "experimenting" with trading, because traders in Dwarf Fortress don't "haggle" like people do in real life.  Traders that have been given poor deals require greater and greater deals to overcome the "insult" of the previous poor deals.  If they're "insulted" enough they'll simply refuse any trades as being too small, even if you're offering them a treasure trove of goods for a single sock.

But seriously, you can churn out a ton of worthless rock crafts in no time that they'll take in trade for truly useful items year after year, so worrying about the profit margin is silly.  It's like trading $1,000 worth of ugly bobble-head dolls you don't want or need and can easily make more of for $500 worth of groceries, it's worth it.

I usually do a series of trades where I trade ~2000 worth of goods for ~3000 worth of my crafts, worn out clothes, and things I have too much of.  The traders are happy, and so am I (assuming my baron doesn't forbid crowns again just as the traders leave  :P ).

234
DF Gameplay Questions / Re: New Hauling System Help
« on: May 20, 2012, 12:33:19 am »
I've been playing for almost a year and didn't know this.

SUDDENLY. MY MANAGEMENT WINDOW IS FULL OF "CONSTRUCT STONE BLOCK x30"

Well, 1 rock used to only become 1 rock block, but v0.34.08 changed that to 4 rock blocks due to the reduced mining yields in that version (25% stone drop rates now, instead of being dependent on the miner's skill level).

I should note that wood, glass, and metal blocks are still at a 1:1 ratio, not the 4:1 ratio that blocks from stone gets you.

This is kinda after the fact, but can rock blocks be used in Craftdwarfs workshops, mainly in rock crafts?

No, blocks can only be used for building most kinds of fixed-location objects: constructions (walls, floors, etc.), workshops, bridges, pillars, roads, wells, and screw pumps.  They can't be used to make crafts or furniture.

Two other notes: blocks, unlike raw stones, can be stored in bins, and since blocks are more valuable than stones, using them increases your fortress wealth and the value of rooms using them.

235
DF Gameplay Questions / Re: New Hauling System Help
« on: May 19, 2012, 10:03:40 pm »
One question though: is there any way to designate what material blocks are made out of?

You can create a stockpile next to the Mason's Workshop that only accepts a certain material of rock, then assign the workshop to take from that stockpile (this is a new trick added to the recent DF releases).

236
DF Gameplay Questions / Re: New Hauling System Help
« on: May 19, 2012, 09:20:20 pm »
I don't feel comfortable enough using minecarts yet, so I have instead used wheelbarrows. While I can get my dwarfs to use wheelbarrows to haul stone and other goods to their respective stockpiles, I can't seem to get them to use wheelbarrows to haul stone to designated wall-building sites or stone-using workshops.

Regarding wall-building, 1 stone can be turned into 4 blocks at a Mason's Workshop, and blocks are lighter, which means shorter hauling times, and using blocks instead of stones also cuts construction time to 2/3rds for bridges (not sure if that affects other constructions though).  You could make rock blocks at the Mason's Workshop, then have them hauled to a block stockpile near where you're building the walls, which will hopefully speed things up quite a bit.

237
DF Gameplay Questions / Re: what is a rovod asobomrist!
« on: May 19, 2012, 09:03:44 pm »
uhm..soo.. what is a rovod Asobomrist ?

If it helps, "rovod" means "arch" (as in "the arch over the doorway"), "asob" means "board" (like a plank), and "omrist" means "wild".  So it probably translates as "The Arch of Wild Boards" or something like that.

Check the language_DWARF.txt file in the raw\objects folder if you need to translate Dwarvish to English.

238
DF Gameplay Questions / Re: Weapon Kill List
« on: May 19, 2012, 08:42:24 pm »
You could always back up your save and test that.

In any case, let us know what you find out!

239
i know what decompiling is i have eclipse c/c++ open right now (curses i dont know about,but economy should be able to be enabled with source code and c++)

i can also waste the rest of my life learning what the current compiled df language it uses.by compiling something else after writing something in it then compiling.but im not going to waste a lifetime

Eclipse isn't a decompiler.  Also, decompilers rarely decompile into anything other than assembly language, unless the decompiler is specifically written to decompile for the language that the compiled file was written in (this kind of decompiler is exceedingly rare, and certainly doesn't apply here).  There is no decompiler in the world that is able to take the Dwarf Fortress EXE and decompile that into C/C++ for Eclipse.

Decompiling, modifying, and recompiling from an executable file is an art that few (mostly in the software cracking community) are capable of.  If you think you can do this, then you really don't know what decompiling is.

Edit:
whats the best memory hacking tool for df?

NW_Kohaku just told you, DFHack.

240
Utilities and 3rd Party Applications / Re: Legends Viewer 1.13.04
« on: May 19, 2012, 08:15:26 pm »
Have you thought about implementing it as a web server? You could still generate HTML (although I think you're using IE control for the 'heavy lifting' right?) but it would be cross platform.

Uh... what?  The web server ap itself would be written for a platform, so it would not be "cross platform".  If you're suggesting that he host a site for that, then that's just expensive, slow, and mostly unnecessary, considering that anyone who can run Dwarf Fortress should be able to run Legends Viewer on those same platforms, though some Windows emulation may be necessary for Linux and Mac.  If you're talking about people running it locally written in PHP or something, then people would have to install a web server on their own machines before they could use it, which again is more complicated than necessary.

Also, displaying HTML isn't really the "heavy lifting".  That would be the processing, sorting, and searching of the data, which wouldn't be done by the IE control at all (if that's what he's using).

Pages: 1 ... 14 15 [16] 17 18 ... 28