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Messages - Jerg

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1
There's the fake name bit, vampires will come to your fort with a fake name, but Therapist displays the real name.  I caught a vampire last night this way.

That's arguably cheating though, defeats the whole purpose of vampires being able to have fake identities, and all the guesswork involved in identifying one.

2
DF Dwarf Mode Discussion / Re: Vampire nickname fixed. Now what?
« on: March 01, 2012, 11:13:00 am »
I actually found my third vampire just by going through all the dwarves' traits and thoughts, after someone died from blood draining. I condemned him and my unarmed (my fortress is still new) captain of the guards walks up to the vampire and threw a single punch, jammed the vampire's skull in and killed him instantly.

The previous two vampires took days of beating by the captain with insta-healing. So this was surprising.

3
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 2/29/12 see first post)
« on: February 29, 2012, 02:23:16 pm »
i've fixed the attribute offsets in my branch and added the *.ini files for 34.03 and 34.04.

download
source

the current_year offset for 34.03 and 34.04 (i think?) is 0xfcc1f0

in regards to the current_year offset i've been trying to find a consistent way to locate it as well (i've been checking dfhack's xml symbols files), and i've found that it seems to always be offset a static length from the world address, specifically 0x7B9AF8 before the world address.

edit: i posted in the dfhack thread with an issue and asked about the cur_year they find:
on a side note, tell me your secret to finding the cur_year offset! :D
That one's actually quite easy: find the vtable for history_event_collectionst and check the 2nd-last method in it (the last one is the destructor) - it sets one field to the current year and another field to the current time.

 :o
Awesome, been waiting for traits to return to DT for a while now. Hoping you and DwarfEngineer could work something out in the future and have this as part of the official build too!

4
DF Dwarf Mode Discussion / Re: goblin siege, orges wtf?
« on: February 28, 2012, 12:15:25 pm »
Orgies? Did someone say orgies?

5
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 2/18/12 see first post)
« on: February 25, 2012, 06:00:12 am »
Could the physical traits (disease resistance, endurance, strength, agility, recovery rate, etc) be added into the newest DT? Someone modded it in in an earlier version but that's not compatible any more.

6
DF General Discussion / Re: Lazy Newb Pack [0.31.25] [V9.3] NOT UPDATED YET
« on: February 20, 2012, 12:52:52 pm »
@LucasUP,

Mayday updated pack (for DF 34_02a) just came out!
http://mayday.w.staszic.waw.pl/df.php

Please add that into tomorrow's release so a lot of us who only play by his tileset could enjoy LNP goodness again finally.

7
DF General Discussion / Re: MLP and dwarves in ponyville, discuss
« on: February 14, 2012, 04:25:56 am »
What if the ponies grow up to be full-grown horses, then die of old age?

Why would there only be ponies? I'll be damned if this is some parody of that kid's show again.

8
DF Modding / Re: Dwarf Therapist (LATEST 0.6.10 3/15/11 see first post)
« on: December 22, 2011, 02:25:25 am »
Could the physical traits be implemented into the official version of Dwarf Therapist? The modified version by Shishimaru spazzes out and I could only see three of the 6 physical traits displayed.

9
DF General Discussion / Re: Laptops for Dwarf Fortress?
« on: December 22, 2011, 02:20:55 am »
Any laptop with THE BEST POSSIBLE DUAL-CORE CPU.

Keyword is Dual-core, since it is the lowest core number, it is also the highest speed per core, which is what Dwarf Fortress needs.

10
Needs more building destroyers.

Specifically:

1) High damage AOE (area of effect) building/army destroying units, like Goblin Suicide Bomber / Demolitionist / any other similar name. They move very slowly and detonation occurs when they die / commit suicide, and will have a chance to destroy any tile in a 2x2x2 3D radius; forces much more vigilant use of marksdwarves.

2) Tunnelers, like Goblin Tunneler / Digger / Burrower / etc. They dig stairs down and try to tunnel passages into your fortress. They cannot dig through constructed floor/walls or smoothed floor/walls, but everything else is fair game. If they can't break through they might ask a Goblin Bomber to suicide and open a passage.

3) Huge Siege monsters. They are very resistant to weapon traps, and are too big for cage traps. Their function is to bash and break apart traps (weapons/cages/mechanisms all "pop out"), allowing safe passage for goblins behind them.

4) Goblin Catapults. Self explanatory, when collides with a wall (constructed or not), has a chance to break that wall tile. Better material are more resistant (e.g. adamantine walls will almost never break).

11
DF General Discussion / Re: What turns you off about DF?
« on: December 19, 2011, 12:35:24 am »
Alternatively, have all those on 1 key e.g. k, and just repeatedly hit k to toggle through those menus.

12
DF Gameplay Questions / Re: obsidian short sword traps
« on: December 15, 2011, 10:32:42 pm »
If you have sand and magma, it'd be far more effective to make glass trap weapons rather than using dwarf weapons.

13
DF General Discussion / Re: What turns you off about DF?
« on: December 15, 2011, 10:29:53 pm »
An idea I have about migrant wave control that doesn't affect the lore of DF (or rather, the system of how DF dwarven society works), is that pop cap won't work instantaneously as per usual, BUT you can decide to turn DOWN a newly-arrived migrant wave if you so choose.

Even better, have it so that you can decide whether to let a whole wave in, to let a select few of the wave in, or reject the entire wave. But this would be very complex and consequential systems will need to be implemented alongside it to make it sensible (e.g. those let in might become sad that their companions weren't, those rejected could go rogue / go back to origin civilization and defame the player's fortress, etc).

14
Because it's abundant as hell if you excavate it carefully; I have 3 veins on my embark site, and after mining them all I have around 200 raw ores and a few dozen wafers (still being processed); it's a nonstop and virtually unlimited source of the best material for building most military-related things. I build everything else (blunt weapons / bolts etc) out of silver which is also insanely abundant.

15
DF Gameplay Questions / Re: Regarding starting a Military/Fortress Defense
« on: December 15, 2011, 03:24:12 pm »
For traps, glass is the most efficient material.

Have 1 dwarf designated as glassmaker, and in no time he will be legendary. Glass is practically free (just have a ton of bags made and a dedicated sand-collection zone, and a magma glass forge), and masterwork glass trap weapons can be churned out at absurd speeds; load a couple of rows of traps (with high quality mechanisms) with 10x masterwork glass trap weapons and you're set.

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