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Messages - slay_mithos

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196
Masterwork DF / Re: DF Hack Cheat command for armor?
« on: September 16, 2014, 11:10:55 pm »
The lair command is not the only step to safely "retire" a fort, but I don't know the rest, sorry, I only read it in some post in succession forts.

As for createitem, I don't know the exact way, but it seems like it needs a '/' instead of the ':'.

197
Masterwork DF / Re: DF Hack Cheat command for armor?
« on: September 16, 2014, 10:32:11 pm »
I'd say to look into the dfhack help, for createitem command.

But when you make a fort for later adventuring, you have to "retire" your fort by making it an actual settlement through DFHack (I don't remember the exact process, but I do remember it uses the command "lair", so searching with that keyword should net results), so that all items stay at the place you put them at.

198
Masterwork DF / Re: A question of obsidian
« on: September 16, 2014, 08:52:39 am »
I think this wiki page is better than me at explaining colour codes:
http://dwarffortresswiki.org/index.php/v0.34:Color

199
Masterwork DF / Re: A question of obsidian
« on: September 16, 2014, 07:50:56 am »
Ok then, back for some basic raw editting:

Go to "Dwarf Fortress\raw\objects", and open "inorganic_mineral.txt" (obsidian is a stone type, right?).

On line 1451, you will fine the start of the [INORGANIC:OBSIDIAN], that stops at line 1477.
In there, you will find that two line contain "YES"+your choosen graphics ('MDF' by default)+"_GRAPHICS"
One of the line is 'TILE', and defines what the tile looks like in the graphics set, the other is DISPLAY_COLOR, and is basically the RGB color of the tile.

I hope these explanations are clear enough.

200
Masterwork DF / Re: Masterwork Arena Battles!
« on: September 15, 2014, 08:44:01 pm »
Late game dwarves?

Ok, so full runes on everything, plus poisons, and hellfire turrets.
Pretty sure that nothing can resist hellfire (net even the clowns), and full sets of runes on everything makes the wielder pretty much godly.

Current dwarves have access to soo much high end things that going for a fully high end would make them too much to handle for any race without cheating magic (insta kill by banshies for example).

EDIT:
Also, dwarves can upgrade weapons and armours to great effects before applying the runes.
They have access to the very best armours and shields (used to be humans that gave plans).

201
Masterwork DF / Re: Downloading problem
« on: September 15, 2014, 08:17:31 pm »
I really don't get why people would choose some random unknown zip program, when winzip, 7zip and winrar are basically working like a charm, and have been for years.

Hell, even the default one put in Explorer (in 7, at least) is able to open and extract zip archives just fine.

Well, that's one more reason to put on the reasons as for why I won't use windows 8 until I am forced to.

202
Masterwork DF / Re: Working on MDF 6.1 linux version
« on: September 15, 2014, 04:02:41 pm »
As far as I know, you would need r4 (pretty hard to find), because that's the version used in v6.1.

Both r3 and r5 should have scripts not working.

I have no experience in unix DF at all, so I can't help you past that point.

203
Masterwork DF / Re: Masterwork Arena Battles!
« on: September 15, 2014, 01:50:57 am »
Strange, repeating crossbows are often the deadliest weapons in my dwarven forts, and he was equipped with steel bolts.

Maybe the bolt type should be changed to piercing or hammer heads?
Cutting bolts tend to only work well against small-ish targets for me.

204
Masterwork DF / Re: Initial Naga discussion
« on: September 14, 2014, 07:33:42 pm »
He means that bad thoughts from lack of clothing is the problem.

In old versions of MDF, Meph "solved" it by making all clothes into armours, so that they would not decay, but it still was not really solving anything, and made the whole textile industry very useless.

Anyway, it's nice to know that you are making progresses, all your updates are really making me want to play with it when it will come out.

205
Masterwork DF / Re: Masterwork Arena Battles!
« on: September 14, 2014, 06:44:45 pm »
It can really go both ways, but I feel that the ranged dwarves are at a big disadvantage, with no shield, and only half the ammunition count.
On the other hand, the orcs have very little in term of close combat, and weaker armour, but are stronger individuals.

I'd still place my bets on the dwarves.


Wouldn't it be fun to have a few mages on both sides to make things even more chaotic?

206
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: September 14, 2014, 06:38:55 pm »
Code: [Select]
[REACTION:LUA_HOOK_UPGRADE_BUILDING_UPGRADE_NORTH_SMITH]
[NAME:*Smith - Crucible*]
[BUILDING:EXTENSION_NORTH_BASE:NONE]
///the reagents are the buildmats of the building.
[REAGENT:A:2:BLOCKS:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:450:BAR:NONE:INORGANIC:IRON][PRESERVE_REAGENT]
[REAGENT:Z:1:TOOL:ITEM_TOOL_GUILD_SMITH_N:INORGANIC:BLANK_HUMAN]
[PRODUCT:100:0:BOULDER:NONE:INORGANIC:UPGRADE_NORTH_SMITH]
[SKILL:DESIGNBUILDING]

This is the entry for the "upgrade" of the north expansion for the smith guild.
It means you need 2 blocks, a bit of iron bars (not certain how many bars it takes) and the permit.

If you have all this at disposal, then it means you need to check the usual (stockpiles, burrows).

207
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: September 13, 2014, 10:07:16 pm »
It was a cloud, not a rain, so maybe that's the difference?

I know some clouds can blind (or worse), so I first avoided them, then I sent a test subject.
After a few tests with a few subjects, I concluded that it was just making an annoying windy sound in soundsense and made it hard to see (for me), but didn't affect the fort at all.

The race was the humans though, so maybe it might have something to do with it, somehow?

208
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: September 13, 2014, 09:29:19 pm »
no freaking out, no good or bad thoughts, but I don't know about hunger/thirst.

209
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: September 13, 2014, 09:21:53 pm »
I had an embark with clouds of "milk and honey", and it did absolutely nothing to my population.

My guess is that good biomes' weather is harmless at worse, and benefic at best (healing rain).

210
Masterwork DF / Re: Crashes on trying to make a world?
« on: September 13, 2014, 05:50:58 pm »
Odd, usually, Meph backs up the message and the download link...

http://dffd.wimbli.com/download.php?id=5315&f=MasterworkDF+V6.7z
It's a direct link, because the wimbli page itself does not allow for earlier downloads.

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