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Messages - anewaname

Pages: 1 ... 165 166 [167] 168 169 ... 177
2491
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 28, 2017, 11:33:00 pm »
I've got a shield that has an image of it's maker forging it on itself... Does this mean the image of itself has an image of it's forging on it?
The dwarf makes the shield, then he decides to add the engraving of the making of the shield. That engraving may just show the dwarf working on the shield with a hammer an anvil, or it may be a set of scenes from different times during the construction, showing the dwarf getting the idea, getting rejected by his fellows, laboring by himself with tools, and then offering the shield up to a statue of his grandfather or something. The engraving does not need to be some infinity thing and the shield itself does not need to be the most important thing in the engraving.

2492
DF Gameplay Questions / Re: Referencing x and y coordinates?
« on: January 28, 2017, 11:03:45 pm »
I do not know how one can find x/y coords in vanilla, but I would desig the area using the 'm'arker so it is visible later. I do this a lot in project areas after planning things out, then a RL week later I am not wondering what my plan was or recalcing something ten times.

2493
DF Suggestions / Re: DF development priorities
« on: January 28, 2017, 10:54:14 pm »
I like the idea of some polling to see where player interests stand, but this is not a "DF Suggestions" thread.

2494
I like these ideas, especially for the value of clearing out the corpses and bringing value to an accumulation of smaller creatures (and also, without costing many hauling jobs).

2495
DF Gameplay Questions / Re: How to set up a stockpile for ...
« on: January 28, 2017, 06:03:53 am »
I'd like to separate gypsum plaster from quicklime and empty bags.
You can store about 20 gypsum plaster in each hospital. The dwarfs will pull the bagged powder out of your "empty bag" stockpile put it in the hospital storage.

2496
DF General Discussion / Re: 0.43.03 vs 0.43.05 vs new release
« on: January 27, 2017, 10:02:16 pm »
My main reasons for upgrading from 43.03 to 43.05 was the bug that crashed the game when you were in the Stocks screen and up-arrowed to the last page of the Stocks, and the temple/tavern/library features that were added or improved in 43.05 that I read about.

2497
DF Gameplay Questions / Re: How to set up as tockpile for ...
« on: January 27, 2017, 09:19:25 pm »
So far, the only way I know to move gypsum powder is to 'd'ump it, create a Furniture/bag stockpile, or force a hospital to take it by increasing the powder stockpile for the hospital. The hospital storage also works for hair thread if you get the hair thread into the hospital's room using the dump command, lock a dwarf in there, then increase the thread setting for the zone so the dwarf stores it in the hospital stores. No idea about bookbindings and quicklime.

2498
Can someone give me a link to Hello71's compiled build or his guide how to do so? Didn't find it in the thread.

it's on this page. (by 10 posts)

I wouldn't call that post a guide, as you said, it is instruction. I never used qt or cmake, so it is not that clear. I am getting this error on cmake ../Dwarf-Therapist
Spoiler (click to show/hide)
I also downloaded cmake and Qt5 for compiling DT and have used neither for anything else. I pasted your error message into google and arrived at stackexchange here, at github here here, and again at stackexchange here. The important piece of info in both all seems to be "The Qt5 cmake modules are provided by Qt5 itself, so you need to tell cmake where qt can be found."  I checked the CMakeLists.txt that is in my Dwarf-Therapist directory (and that was presumably used for the compile) and it only has this "find_package" line
Quote
find_package(Qt5 REQUIRED COMPONENTS Qml Widgets)
and if you check your ./Dwarf-Therapist/CMakeLists.txt, it is probably already set this way

On Ubuntu, I have cmake 3.7 and Qt5, but didn't have the issue you did. It must be that my cmake is finding Qt5 but I don't know how. I did not add anything to my $PATH. My cmake is installed in "~/Downloads/cmake-3.7.0-Linux-x86_64" and I run it with "../Downloads/cmake-3.7.0-Linux-x86_64/bin/cmake  -DCMAKE_CXX_COMPILER=/usr/lib/llvm-3.5/bin/clang++ -DCMAKE_BUILD_TYPE=Debug -DCMAKE_CXX_FLAGS=-fsanitize=address ." which may be wrong for some reasons but it does compile DT and DT does work. So I think your issue goes back to "The Qt5 cmake modules are provided by Qt5 itself, so you need to tell cmake where qt can be found." and the solution may be to run cmake using the command line like "cmake -DCMAKE_PREFIX_PATH=<path_to_source>". The QT5 manual here says "In order for find_package to be successful, Qt 5 must be found below the CMAKE_PREFIX_PATH, or the Qt5<Module>_DIR must be set in the CMake cache to the location of the Qt5WidgetsConfig.cmake file. The easiest way to use CMake is to set the CMAKE_PREFIX_PATH environment variable to the install prefix of Qt 5." I don't know which of the QT5 folders you need to point that setting at, but this seems like the step needed.
I wouldn't call that post a guide, as you said, it is instruction. I never used qt or cmake, so it is not that clear.
And how is saying that it should be called an "instruction" instead of a "guide" relevant to your gaining an understanding of what the listed steps will require you to do? Would changing the word give you a better ability to understand?

2499
DF Dwarf Mode Discussion / Re: What to use a tower for?
« on: January 27, 2017, 07:43:18 am »
I'm considering building some cage traps, adding bait and trying to catch flying creatures with it, but was wondering if there's any other ways to use a tower?
One fort had a large tower was built to encompass multiple fruit trees. The ground level was left alone for fruit gathering. Up/down stairs allowed dwarfs to walk directly onto the branches. The upper floors had shops for butcher, tanner, and crafts (only bone bolt production), two military barracks, and a temple meeting area. The tower had no fortifications and no hatches for certain safety.

The goals of the tower were multi-level fruit harvesting and undoing cave adaptation that Fleeting Frames mentioned.

2500
DF Gameplay Questions / Re: Miners, Woodcutter and Hunter: never armor?
« on: January 27, 2017, 06:53:55 am »
You can put hunters miners and woodcutters in a military squad. I do this for organization. But if you assign a squad Schedule (via 'm' 's'), squad Orders (via 's'), or assign the squad to 't' at a barracks, they will have all of those uniform issues that are mentioned everywhere, including not going to cut down those trees even though they are carrying their military uniform's axe.

2501
I've been running the linux 64 bit 43.05 build on Ubuntu for three months. DF has been stable and nothing special is needed to run it.

I've been using DT with it for two months. DT 64-bit is mostly stable and missing very little of the 32-bit version's previous functionality. DT requires a compile and requires ptrace access to DF.

2502
DF Gameplay Questions / Re: Minecarts what are they good for?
« on: January 26, 2017, 06:46:22 am »
I've been playing a long time but I've never used minecarts they are still new and different to me, how do I best make use of them? what are they even for?
I started using them when taking those embarks where the only trees were in the northeast and the only flux was in the southwest. Set up a simple one using the step-by-step-tutorial and watch how the dwarfs work it.

2503
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 26, 2017, 05:02:24 am »
The Forgotten Beast Alen has come!  A great blob composed of salt.  It has wings and it has a bloated body.
Spoiler (click to show/hide)
Some FB's...

Seriously this one guy, despite a civilian alert and the doors to the tavern being locked decided to waltz on down for some socializing.  ::)
Check your burrow. If there is one tile outside the fort then he might have tried to path to that tile. I had a mob of migrants running in during a civ alert then later found 2 of them huddled outside of a side gate because of this. Lucky guys too, the thralled water buffalo was busy with some undead giant magpies



2504
DF Dwarf Mode Discussion / Re: tavern questions
« on: January 24, 2017, 08:37:43 pm »
I've read (somewhere in the wiki iirc) that dwarfs with a drink preference will always try to drink that. Dwarfs also get unhappy from "the same old booze". Checking thoughts and preferences might show something, including if they have a bunch of new non-dwarf friends.

If the job is on the jobs menu and is inactive, and you go to that workshop and set it to 'n'ow, they should drop socializing and go to do the work, but they will not drop eat/drink/sleep. This is a short-term way to prioritize the work until the real issue is found out. Maybe the upper tavern is just much nicer (higher value) and a few gold statues in the basement tavern will help.

All guessing on my part....

2505
What confuses me even more is if I move 1 tile to the right/left it changes to actually saying WAR
If you look at the nearby purple or grey symbols, you will see the nearby ones are "Goblin Dark Pits" and the different symbol (one purple to the east and one grey to the southwest) that say "Goblin Dark Fortress". The Dark Fortresses are like a capital for the goblin civs and may have 10,000 goblins (or much fewer) and the Dark Pits rarely have more than 150 goblins. With DF 43.03 and 43.05, the sieges you receive will be from the closest of the goblin locations (possibly from either goblin civ). This is important because if there is only 10 goblins in your closest Dark Pit then your sieges will be rare and weak.

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