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Messages - robertheinrich

Pages: 1 ... 13 14 [15] 16 17 ... 35
211
DF Gameplay Questions / Re: Titan in my first year?
« on: March 18, 2012, 01:23:44 pm »
You need to discover the map feature "magma sea" or "volcano". So you need to find a safe way to peek at the magma sea and then youīll get the ingame message "you have discovered a great magma sea" or the like. After that you will be able to create magma workshops. Simply finding magma somewhere on the map is not enough.

As for the uniforms:

1. create uniform:

(m)ilitary - u(n)iform - (c)add uniform
select the new uniform with the direction keys (cursor up/down)
(n)ame uniform if you want to something like "hammersquad"

Then you can start adding items you want to be equipped. Example for a squad hammerdwarf (assuming you have tons of armor available):
(A)rmor - go to the selection list and add 2x mail shirts and 1x breastplate
Then to go the items, highlight them one after one and set the (M)aterial to steel (only if you have steel armor, of course).
(L)egs - go to selection and add 2xtrousers and 1xgreaves. Set (M)aterial of trousers to leather, greaves to steel.
(H)elm - 2xcaps, 1xhelm, 6xhood - caps leather or steel, helm steel, hoods leather
(G)loves - gauntlet, mitten, gauntlet, mitten
(B)oots - sock, high boot, sock, high boot
(S)hield - shield
(W)eapon - steel war hammer

Now press (R) so that the uniform replaces clothing (since socks and hoods and stuff are already part of the uniform and you donīt want your guys to get confused).


2. Equipping a uniform

In the (m)ilitary screen press (E)quipment and select your squad. Assign (U)niforms. Select the hammersquad uniform and press SHIFT+ENTER to set it for the whole squad.

Note that when you create new squads you can assign their uniform right during creation which makes life a bit easier.

212
Furthermore, dwarves have a preference to do things from the left rather than the right. I think it was then bottom rather than top

They prefer left over right and top over bottom. Iīd need to check if they prefer left to top or the other way round.

But building elevated bridges is a great idea. Only that if you use stairs caravans wonīt be able to pass them, so Iīd use ramps for that instead. Hm, if thatīs possible. Can you construct a ramp at a spot diagonally downwards? I guess first building a stair down then replacing it with a ramp should work though.

213
DF Gameplay Questions / Re: Titan in my first year?
« on: March 18, 2012, 11:13:46 am »
First of all you should read the wiki article about armor to get an idea of what can all be worn at the same time:
http://dwarffortresswiki.org/index.php/Armor

For example, you can let one dwarf wear 2 caps + 1 helmet + 6 hoods as head armor. Instead of equipping each dwarf manually you should create uniform template and assign it to the whole squad.

As a start you can simply use the existing "leather armor" and "metal armor" templates, they are better than nothing. But it will result in your dwarves using random weapons (because they are set to "individual choice melee") and wearing less armor than they could. If you want to have more control, create your own uniforms.

Itīs one of those things which seem overly complicated at first, but when you did it once you realize that itīs not hard at all.

214
DF Dwarf Mode Discussion / Re: Nothing Will Stay Dead!
« on: March 18, 2012, 10:57:46 am »
If you assign a tile adjacent to empty space as garbage/dump they will throw the stuff down the hole. Make it deep enough to avoid line-of-sight. Problem solved.

215
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 18, 2012, 10:48:03 am »
Specifically, it does not update temperature or pathfinding information like the game does when the amounts change naturally, because neither of those is fully understood - especially the pathfinding.

I see. Guess from now on Iīll set water to 1 instead of 0 and wait until it evaporizes. It leaves mud anyways.

216
DF Gameplay Questions / Re: Titan in my first year?
« on: March 18, 2012, 10:46:26 am »
As for picking guys for your military. There are some traits which make better soldiers (spatial sense and stuff like that). But I prefer to pick my recruits from the later migration waves because they wonīt have made much friends and nobody really cares if they die.

217
DF Gameplay Questions / Re: Well?
« on: March 18, 2012, 10:35:13 am »
Itīs the Phoebus tileset.

You can get it here: http://www.bay12forums.com/smf/index.php?topic=57557.0


218
DF Gameplay Questions / Re: Titan in my first year?
« on: March 18, 2012, 10:32:43 am »
I donīt think they leave, but if youīre lucky they wonīt try to enter your fortress. The last titan I got "only" killed all my grazers and then stood around at the front entrance. And if youīre really lucky it will turn out to be harmless. Iīd save the game (and make a copy of the save), then try to rush it with my military and see what happens. That way youīll get an idea how strong he actually is.

219
It should be mentioned that if in your second case "a" has a ramp then a creature could move diagonally up to level 2 even if there is a wall directly above that ramp. I learned that the hard way when a titan came to visit my fort...

220
DF Gameplay Questions / Re: No lovin' from coke...
« on: March 18, 2012, 10:16:31 am »
As a beginner you might want to set minerals to "everywhere". It does what it says, you will get tons of economic stones at every embark. It still needs quite some luck to find a perfect spot where you will have metal + coal + flux at your disposal. From my point of view flux is the most important because you canīt make steel without it. Coal can be substituted by charcoal from trees and iron can be harvested from goblins. Or order it from the caravans.

Sometimes it even makes more sense to ask directly for steel or even weapons / armor from the caravans and trade it for crafted stuff. In the long run you wonīt need anything else from the outside once you have some industry running.

221
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 18, 2012, 09:59:42 am »
I had something strange happen when using the liquids plugin which I donīt really understand:

- channelled out a pit as vampire detection flooding chamber
- made that pit a burrow and set civilian alert to use it
- after all dwarves were inside, I flooded it with water using liquids
- almost nobody tried to leave the pit and nobody drowned (which is already weird because it would mean that almost my whole population is vampires)
- dried the pit with setting water level to 0 for the whole range

I did that a couple of times because I lost overview of 60+ dwarves running around in the pit so I put them there in smaller groups.

As effect after the last try some babies remained stuck in the pit. And I could not send anybody there anymore (orders for digging into it a bit deeper and removing the ramps etc were ignored). I investigated some of the tiles with "probe" and it told me that the "flow forbidden" flag is set - whatever that means. Solved the situation by pouring a bit water into it again, once water touched the tiles the bit was removed and the parents were able to grab their kids again.

So... has anybody some insight on what happened there and why?

222
Have you considered that your entire fortress is vampire?
(the answer is magma)

It came to mind, of course. But most of them drink booze. So if Meph didnīt touch vampires those should be innocent; I have another 34.05 fort with a vampire who didnīt touch booze for years and became incredibly slow due to the lack of it. Quite annoying, actually, they would make great workers if not for that fact. Probably too great because they never need to sleep eat or drink.

Well, Iīll keep observing the situation... currently I tagged everybody with the nickname "suspect" and clear them once I watch them eat or drink.

223
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 18, 2012, 05:36:41 am »
And a question from me as well.  Is there a command out there to reveal only dig designated tiles?  Sounds like it would be handy for big dig projects near the magma sea and large bodies of water.  Just reveal it all to keep from getting the cancellation when digging without revealing the whole map and seeing unrelated things you didn't wanna accidentally see.  (Like how that spire I was looking at getting to later is actually hollow all the way up.)

If you donīt want to spoil yourself you could use "probe" instead of reveal to investigate the tile under your cursor.

But I guess it should be easy to implement something like "revpoint" to reveal one single tile and/or "revpointtoggle" to toggle the hidden bit of one single tile. If you bind that to a key you could easily take a peek at your digging designations.

The method revflood contains everything necessary - get the tile the ingame cursor is at and unhide it. You only need to remove the part where the whole map is hidden and the part with the floodfill. Maybe Iīll try to write that later today, I wanted to start playing around with the dfhack source anyways.

Quote
And question # 2.  Is there any helpful documentation out there for anybody with an interest that has no experience with real programming, source code, or github, or anything like that?  My request up there sounds to me like something really simple to throw together if I knew what I was doing, and it bugs me to request something that. 

I tried taking a look at skeleton.cpp but other than a few lines I recognize (I know what the includes are, even if I donno exactly how they work) it seems greek.  And I'm pretty sure I don't have the program I would need to do anything with it anyway.

Iīm guessing you mean a documentation on how to code plugins? Take a look at "Compile.html" in the hack folder, it explains pretty well what you need to do to get the sourcecode and get it to compile. Youīll need at least some C/C++ knowledge to accomplish anything. Which should not discourage you, learning the basics of C++ is only a matter of a few weeks, probably less if you already know another programming languate.

224
Eggs... I only tested on hen eggs, but in theory any egg should be good. Will test this.

Hmm. I have ca. 100 turkey hen eggs, 20 hen eggs and 10 cave tortoise eggs in my stocks. Yet the option "Boil Egg" in my kitchen stays red.

Maybe running the Pheobus savegame updater (which is not part of your package by the way, I copied it manually from the Phoebus release) messed with the raws in a way so that the eggs are not recognized by your version of the kitchen? Iīll test that again with a fresh untampered embark.


Quote
Vampires are not changed. Yet. Have a look at "Fear the night", it might be an addition for the next version. Sorry guys, I dont think I will get anything done these next days, I have changed my entire route for northamerica, tons of work.

Yeah about the vampire it seems I was wrong. Just got new victims so it was not the baby suspect after all. I tried the drowning chamber which is mentioned in the DFhack thread (burrow all citizens in a channelled room with ramps on the sides and flood the basin, everybody who tries to escape or starts to drown is no vampire, those who stay in the basin are vamps). Strangely nobody started to drown at all and most stayed in the basin, even after the water was 7 tiles deep.

And thanks, Iīll look at "fear the night".

225
Just started playing your mod three days ago so maybe you donīt want to give much about my opinions and experiences... But yeah, there they are.
So far I love what I see, but with some exceptions. Iīll just list everything I stumbled upon:

- I hate cave fungus and the idea of edible stones seems ridiculous to me. If you want whole rock clusters vanish into nothing please make it optional and in the best case let us chose what kind of rock is prevalent (Iīd chose granite for crafting and building rooms, some others might chose those brick thingies which vaporize on digging).

- My turkey hens layed tons of eggs which canīt be boiled in the kitchen. This might be my own fault, because I manually copied df_savegame_updater.bat and df_savegame_updater.sh from Pheobus to the directory and called them because I didnīt like the  JOLLY gfx set and could not get rid of it any other way.

- Did you change vampires in any way? My expedition leader was found drained of all his blood. So far so good. I examined the rest of my peeps and only found a dwarven baby who had "working slowly due to scarcity of alcohol blabla" (babies shouldnīt work anyways) with tons of booze available. I assumed he was the vamp, but a month later he died of thirst. After that, no "drained of blood" events anymore.

Thatīs about it, thanks for all the work etc...

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