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Messages - DVeL

Pages: [1] 2
1
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 11, 2012, 08:06:12 am »
Hey guys, I really like the workflow command, but I'm having troubles with it, and is looking for help.
Specifically, lye, ash, milled products and the like are what I'm having issues with.

Lye for example, I've concluded is a LIQUID_MISC, but LIQUID_MISC/LYE (And LIQUID_MISC:LYE) doesn't work for me..

What I'm looking for is documentation on the syntaxes, and something that can help me understand what categories items are in. Right now I'm using the wiki and trying to search through the RAWs, but it's not helpful.

You can use "/" and "//" in such cases, and they have different meaning.
"/" refers to object and material, from which the object is made. Example: "DOOR/STONE"
"//" refers to category and object. Like in your case - "LIQUID_MISC//LYE", because it is not "liquid, made of lye", but rather "specific liquid - lye"
And (just in case) ":" refers to separate file of item tokens. You can look them in http://dwarffortresswiki.org/index.php/Item_token. That would look like "ARMOR:ITEM_ARMOR_BREASTPLATE/STEEL"

2
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« on: March 09, 2012, 01:51:40 pm »
I have a request (especially to splinterz, since his work is the most operative  :))

There is one very important military parameter - dwarf size. It determines, if he can use some heavy weapons, like pike, halberd or maul, if he can carry battle axe and a shield simultaniously... And also influences the combat a lot.
It has two sub-attributes, heigth and width, which can be found in description of dwarf appearance (like "tall and muscular" or "short and scrawny"). So, i think, it would be quiet easy to add its numeric value to dwarf therapist. Or at least just add this "short and scrawny" in "Dwarf details".

And what would be totally godlike, is to add a new "weapon-wielding" table, with "weapon types" (there is not so much of them) in columns. And fill it with red diamond, if dwarf can`t wield this weapon, small black - if he can wield two-handed and big black - if he can carry in one hand. This table is available on wiki
http://dwarffortresswiki.org/index.php/Weapon
 
May be it would be a little overloaded with black diamonds, because dwarfs can carry most of the weapons, but what is important - it will allow military fans like myself to create "SWAT" elite teams of grenadiers =)
And also answer some forum topics like "why dwarf doesn`t equip shield? What am i doing wrong??" =)

With best hopes... and sincerely grateful for all the work already done  :)

3
DF Gameplay Questions / Re: Can't butcher military kills?
« on: March 08, 2012, 09:27:22 am »
Not every corpse can be butchered.
Next time you kill something - you can check it on wiki, if this animal (or anything  ;) ) is butcherable.
For particular this example:
http://dwarffortresswiki.org/index.php/DF2012:Raven/raw
You can find there [NOT_BUTCHERABLE] tag, which explains your situation =)

4
1) I know it's 5x5 bone bolts, not sure on the 25 stacks. At least 2. Bugs can lead to more :p
2) It's the total amount allocated to the squad. So if you're using bone you'd want this to be at least squad_members*25.

My personal witnessed record (i examined many quivers, trying to find an answer ;)) is 2x25 wooden bolts and 8 "stray" metal =)
I have seen 2x25 some times. May be it is a bug indeed, but an often one then.

And how does this ammo assignment works then? For example i give a squad of 10 dwarfs 1000 training wood and 1000 combat metal bolts. What will they do? How will they distribute them? What will they put into quiver and how on hell do they supposed to SWITCH them? "Oh, it`s a battle starting! I better go to base and take my OTHER bolts"?

Anyone knows, how this feature works? I don`t think Toady added it for nothing. It can be used somehow =)

5
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« on: March 08, 2012, 08:53:23 am »
splinterz, your job is great and this vampire-hunter feature is awesome! But i have one question - why did you add in last version this "not flimsy but not tough" or "average endurance" descriptors to attributes in "dwarf detail"s screen? When average values had no comments, it was much easier to spot dwarfs weaknesses and strengths (The same reason why chrisadams3997 suggested to change the view of "attributes" panel).
And now this comments are long, bold and draw attention from what actually matters. Now i have to READ them all, instead of only the important ones =)
And the best solution, i think, would be to remove this comments from average attributes and display them just as a number (like it was in your 5 version), and give high and low attributes description in corresponding color (black or red, like diamonds).
This would make Therapist almost perfect.
But anyway, thank you for your work! =)

thanks and the descriptions on the average attributes will be removed in the next patch. i spent so much time crafting those beautiful descriptions i wanted to savor them a little while longer...or i may have forgotten to remove them.. ;) in the meantime, you can remove them yourself by editing the /etc/game_data.ini file and changing the offending descriptions to whatever you'd like.

Yeaah!! I was almost torn apart between vamp-detector and preferable design =)
You are a life-saver =)

6
DF Gameplay Questions / Re: Military Uniform woes
« on: March 08, 2012, 07:34:38 am »
In the military "equip" menu (and also in the "uniform" too) there is an option of [m]:"exact match/partial match"
When first option is on, dwarfs would prefer to go without an item at all, then to wear not an exact match. In the second they try to substitute...
And when dwarfs choose their equipment, they do it by COST. So, "encrusted with diamonds copper axe" would be chosen, instead of steel one, for example.
I think, there lies the root of your problem =)

7
The question comes from this:
Sometimes marksdwarfs refuse to train at archery targets, if their "ammunition" in the military screen has been set to very high values and divided into separate combat and training ammo.
Browsing the forum, i found the answer - dwarfs fill their quivers full with combat ammo, and can`t take any to train.

So here is the questions:

1) Whats the capacity of a quiver? How many bolts dwarf can carry simultaneously?

2) What exactly we assign in the military "ammunition" menu? Ammo for each dwarf in the squad? Ammo to be distributed between dwarfs? Or ammo to be stored in squad stockpile? Something else?

8
i've uploaded another patch with the following changes:
  • modified the attributes as per chrisadams3997 observations and they should work with all drawing types. to summarize:
    • values below average are red, and the farther below the larger they'll be (ie very good = black diamond, very bad = red diamond)
    • average values are no longer drawn to keep things clean
    • values range from -15 to 15, 0 being the average to keep the drawing consistent and obvious when using the numeric display
  • i've noticed a lot of people don't appreciate hunting vampires so i've added an option to highlight them under the general options. this will also add a description of what exactly they're cursed with at the bottom of the tooltip. note this will work for all curses.
  • hostile cursed dwarves on the map are excluded now (looking at you profane husks...)
  • added the preliminary files for 34.05 (incomplete)


download

source

splinterz, your job is great and this vampire-hunter feature is awesome! But i have one question - why did you add in last version this "not flimsy but not tough" or "average endurance" descriptors to attributes in "dwarf detail"s screen? When average values had no comments, it was much easier to spot dwarfs weaknesses and strengths (The same reason why chrisadams3997 suggested to change the view of "attributes" panel).
And now this comments are long, bold and draw attention from what actually matters. Now i have to READ them all, instead of only the important ones =)
And the best solution, i think, would be to remove this comments from average attributes and display them just as a number (like it was in your 5 version), and give high and low attributes description in corresponding color (black or red, like diamonds).
This would make Therapist almost perfect.
But anyway, thank you for your work! =)

9
DF Gameplay Questions / Re: self filling cistern
« on: March 06, 2012, 01:56:04 pm »
How about doors? They open and close immediately, so water shifting back and forth over the pressure plate and toggling it constantly won't spam the door with commands it can't carry out until it's done executing the last one.

Depressurising the water at the appropriate level is probably the safest option. Alternatively, you could have a pressure plate on the level above the reservoir set to close the floodgate if it detects any water at all.

And how can i set pressure plate to CLOSE floodgate? My own attempts never succeeded.

Set the pressure plate to trigger when there is no water (level 0-0 or 0-1).  Link it to the floodgate.  Also build a lever and link it to the floodgate.  Pull the lever, this will open the floodgate.  When the pressure plate detects water, it will trigger to the 'off' state and send a 'close' command to the floodgate.

Wow, thank you! It really helped. I thought about the same design myself, with one small difference - I tried to set 0-7 water level, and the floodgate didn`t respond. Now i get the meaning of the second number =)
DF mechanics became a bit more clear.

10
DF Gameplay Questions / Re: self filling cistern
« on: March 06, 2012, 12:13:33 pm »
How about doors? They open and close immediately, so water shifting back and forth over the pressure plate and toggling it constantly won't spam the door with commands it can't carry out until it's done executing the last one.

Depressurising the water at the appropriate level is probably the safest option. Alternatively, you could have a pressure plate on the level above the reservoir set to close the floodgate if it detects any water at all.

And how can i set pressure plate to CLOSE floodgate? My own attempts never succeeded.

11
DF Gameplay Questions / Re: Where uniform templates are stored?
« on: March 05, 2012, 02:24:06 pm »
The question of this topic is not how to create uniform templates, but where this template data is stored.

12
Utilities and 3rd Party Applications / Re: DFHack 0.34.04 r1
« on: March 05, 2012, 09:01:06 am »
From Blah

"You can make a macro that sets up all the uniforms you want."
My hack requests for uniforms was so I could mix and match Leather Headwear and Metal Leggings for example.
It would be nice if dhack would allow me to create a uniform that would allow me to import this non selectable Headware option.


Any word from DFHack developers about getting access to "headgear", "armor", "footgear" and etc. except for default uniform templates?
Or some way to save and keep uniform templates from one fort to another?
Because i couldn`t find uniform profile (like "embark profile" or something), and it seems they are hidden and stored somewhere deeper than i can reach personally =(

13
DF Modding / Where uniform templates are stored?
« on: March 05, 2012, 07:45:57 am »
I have several difficulties concerning uniform templates, which i would like to solve:

1) New fort - no uniform templates. Necessity to create the same sets of uniform in any fort would be solved with possibility to copy them from previous forts.

2) The generic (and very useful) options of "headgear", "armor" etc, which are present in default uniforms are not available otherwise (but obviously exists and works). I would like to "copypaste" them manually into my own templates.

Does anyone know, where uniforms are stored or how i can modify their raws?

14
DF Gameplay Questions / Re: Where uniform templates are stored?
« on: March 05, 2012, 07:44:10 am »
Sorry, missed the "mods" section...

But then anyway - who knows how to solve this problems?
Maybe manually, maybe some hacks or utilities, anything?

15
DF Gameplay Questions / Where uniform templates are stored?
« on: March 05, 2012, 07:42:17 am »
I have several difficulties concerning uniform templates, which i would like to solve:

1) New fort - no uniform templates. Necessity to create the same sets of uniform in any fort would be solved with possibility to copy them from previous forts.

2) The generic (and very useful) options of "headgear", "armor" etc, which are present in default uniforms are not available otherwise (but obviously exists and works). I would like to "copypaste" them manually into my own templates.

Does anyone know, where uniforms are stored or how i can modify their raws?

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