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Messages - slay_mithos

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436
DF Modding / Re: Stonesense - Official thread
« on: March 09, 2012, 08:53:44 am »
I'm not sure what causes this, but in the 34.05 release of dfhack, stonesense always crashes after using the mouse wheel for going down around 70 levels.

It's really annoying, as it also crashes the game alongside with the program, and I can't get to explore the area to set up my main staircase.

I basically use Stonesense for two things, one being finding a gap in the caves to have a 3x3 staircase all the way to the lava sea. The second is to see my forts after some above ground building have been made, to enjoy the 3D effect resulting from it.

I don't know why the crash occurs, as stderr.log only says "Invoking: ssense" on the last line, not quite the error log I was expecting.

I tried it on various worlds, both from personnal templates or from the basic generator, and I always have this crash.

I hope I could give more information, but I need to know where to look for it first.

NOTE: I am using masterwork mod, that adds quite a lot of underground stuff, so it might come from this, but I didn't have this problem previously, so I don't think it could be 100% from this.

437
Has anyone else problems with squads not picking up ammunition? I checked and double-checked all assigned weapons, ammunition and the actual equipment. But the ammunition stays on the stockpile. Still 1.4.1, though, but I had the same problem in 1.4.0.
Let me guess, you are using one of the two awesome new bolts (stone or gems)?
In that case, you need to add new ammo, they are called rock tip bolts and gem tip bolts, both in the "(foreign)" part of the list.

As for the other ammunitions, it's the same, roughly, try to deactivate the ammunitions you can't use.

In 1.2, I had rare cases where my hunter would take bolas and a crossbow and then complain about not having ammunition, and not changing it either.

Basically, make sure:
1. They have the weapon and a quiver.
2. They have orders to take the right ammunitions for the weapon, and that only.
3. They can access those ammunitions (burrows, doors/bridges, etc).

If they still refuse to take ammunitions, then order them (s menu, them "m"ove works great), then cancel when they are all on positions, and after a minute order them again.
This should fix it, or at least it was the hardest I needed to try to get them pick stuff up.

@Vherid: don't take this bad, but your whole post seems like "I don't really like your work, but can I make a review of it? Oh, and the graphics everyone says it takes ages to change, I'll make it even not knowing how for now, should not be hard anyway."
I hope I have completely missed the whole point in the post though, because it feels insulting to the people having investing lots of time in it, to the people using it, and to yourself altogether.

438
If you think the mages might take less than a week, then take your time on the mages, else it would be good to have the new version vithout them.

That being said, my current fortress is about to crumble, so I am ready any time.

439
stonesense is also a good part of dfhack, as well as showmood.

Most people think it's all about plainly cheating because of the name, and there are plain cheat commands (spawn liquids and others), but some are just utilities or read informations that we don't have access to directly.

Showmood is great when testing if the new materials are correctly recognized, as you can see what they ask for exactly.

vdig is kind of limit cheat, as it designate the whole mineral vein to be dug out, even the parts you don't see yet, but you still need to see at least a tile of it, so it just speeds up the designation.

440
Hotkey.exe is nice for trading, but I wanted to try it for the wall feature, and it's a mess, as it will automatically select the material at the top of the list, meaning you need to make df consider your stone/metal/wood/random block to be the closest, usually by hauling it in the right place.

So much for my easiest outside wall with this, and back with "u" and "k".
Sad, because I would have loved if it had been properly working.

441
@UncleCern:
That would be for experimented players only, knowing what lies on these caves down there that this mod adds.
Could be a nice challenge though, requiring the usage of magma to melt ice and/or breaching the caves for their potential water.

442
@Flobulon:
Great chart, could help all of us that don't quite understand how it really works.
But, bow savant have a boost in armor smithing?
Copy/paste and forgot to rename maybe?

443
Spoiler: To Meph (click to show/hide)

Good, now these two will go into military stationing outside of the fortress, hopefully before they make too many comrades...

Nice to see what you did there with those though, but it was on by default in the settings, when you said you would put it to false, try to change it next time or all the new players will not give it many more tries after some of those I think.

444
Err, I think I found some of the special stuff, but it IS odd, don't even know what it means.

I disabled all vampire curses, yet an administrator showed up, with a lot of "former member of".
That is not the strange stuff, when you compare it to...


445
Other graphical bug detected: "Exceptional" becomes the "unknown character" square in TrueType.
It's sad when you begin to have only masterpieces and those, it really messes the whole list.

446
For all those that have problems with the worlds, you can still do like I did:

Take "Perfect world" tool, and generate some landscapes.
Basically, after a few tries, you should be able to generate worlds of any size relatively fast and fitting your current wish.
You can set Rain, Elevation and all other basic parameters live, by simply moving a cursor and clicking some buttons.

Hope it helps those like me that didn't manage to gen a world with the civ and biomes they wanted.

447
Sadly suffering from the random-ish black squares too.
And a problem with gender in embark.

And some problems with text spacing, but that might come directly from toady hard-coding the spacing.

Apart from that, most menus are clearer than without truetype (Glass workshop anyone?), and I like the new font.

448
with so many races, they won't all show up even if present, not enough place in the window...

Legend viewer is a reliable way to check, or manually check all civilisations in legend mode (viewer is way faster to identify present civilisations, dead ones and if present at all).

As for butchering, well, they can survive years eating and dinking only one mushroom type, so even goblin meat should be better.

449
No, the truth is you already had a good amount of wealth before, because there is a minimum requirement in wealth for moods.

Basically, start the game a little slower (no more mass craft at the start basically), and all will be much smoother.

450
Guess I will give it a go too.

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