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Messages - TruePikachu

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121
You can brutally murder someone, resurrect them, and possibly influence them to mood...but the fell moods require someone living, and I think the other moods require non-sentient creature materials.

There is nothing stopping you from resurrecting the target of a fell mood, however, and giving them their own body as clothing.

122
DF Adventure Mode Discussion / Re: The new combat, ughh
« on: October 20, 2014, 06:05:33 am »
Does anyone know how many fractional ticks there are in one full tick? Or how many "," in one "."?

IIRC reading from an official source that "," waits for 1 moment, and "." waits for 10 moments. Might have been the devblog.

Ummm...wasn't I the one who said that here? Repeating what Toady had said, BTW.

EDIT: Though I didn't mention the counterattack game, just answering a question, while your linked post does go into detail about said "game". I should stop posting at 4AM

123
DF Dwarf Mode Discussion / Re: Bitmus Coal Millstone
« on: October 20, 2014, 03:37:59 am »
!!Bituminous Coal Millstone!!
Why grind then cook when you can do both at once?

Availible at a fine fortress near you.

124
DF Dwarf Mode Discussion / Re: This has gone too far
« on: October 20, 2014, 03:35:53 am »
If I recall correctly vampires only come when you hit 80 population or so?
Recently I only play with 50-60 population limit so my fort is always vampire-free.

I used to identify vampires using the old fashioned way. That is giving every new arrival a nickname or temporary profession name, for example, newb1, newb2, etc.
I will check the (u)nit menu constantly to see if any of those new dwarves eat, drink or sleep and when that happens I will remove the temporary name of that unit.

I think you can also create a squad of those new arrivals and tell them to station inside a locked room? I never tried that but guess it should work.
Sieges only come at 80+. IIRC vamps can always come (nowadays; back in .34 there were two hardcoded migration waves which were guarenteed to be vamp-free, in addition to the starting 7). While I'm not sure about how the selection is done, I'd think that they can be selected with equal chance as anyone else.

Someone should set up a worldgen vamp syndrome (if such a thing is possible) to get a large part of the dwarven population made into vamps, and check immigration. Also are the starting 7 still generated, or are they pulled from historical?

125
DF Adventure Mode Discussion / Re: The new combat, ughh
« on: October 12, 2014, 04:30:59 pm »
Does anyone know how many fractional ticks there are in one full tick? Or how many "," in one "."?

IIRC reading from an official source that "," waits for 1 moment, and "." waits for 10 moments. Might have been the devblog.

126
DF Dwarf Mode Discussion / Re: Death by garbage dump
« on: October 12, 2014, 04:05:49 am »
Old issue. In fact, so old, I wondered if we had a Ñ wandering around, like we did once before.

127
DF Adventure Mode Discussion / Re: Friends With the Goblins?
« on: October 11, 2014, 04:02:43 am »
They might not be friends, but they might not be upset enough at you to actually attack. Maybe similar to some vampires.

128
What was the error message?

Code: [Select]
"Needs a position, a unit ID or both, but not neither!"This message is displayed if you supply invalid parameters.

It looks like (from my limited experience with Lua) params are passed as name/value pairs:
x=%integer%  y=%integer%  z=%integer%     Sets the teleport destination, xyz can be found with the 'showpos' parameter and 3D cursor
unit=%unit_id%   Sets the unit to be teleported. Unit ID can be found by selecting the unit in question and passing 'showunitid'

I'm not sure, but I think that, in .34.11, the adventurer was either UnitID 0 or UnitID 1. I'd try 1 first, worst that would happen is that UnitID 1 was something very unpleasant.

129
DF Dwarf Mode Discussion / Re: Mass pitting and eugenics.
« on: October 05, 2014, 04:01:10 pm »
Mass pitting is broken in .40.13, allowing the pittee to attack the pitter before being shoved down the hole.

130
DF Dwarf Mode Discussion / Re: Dwarven Laziness
« on: October 05, 2014, 03:59:30 pm »
IDLE... What does the I stand for..?
I Don't Labor Everyone

131
You are looking on surface... some are under it. Every dorf know it.
I know, did you miss that I was using DFHack's reveal function?

132
DF Dwarf Mode Discussion / Re: Dwarven Laziness
« on: October 05, 2014, 03:54:22 am »
Check what his favourite items are and appoint him a mayor? Or a baron if you don't have that yet. Lazy leader is good for diplomatic relations.
If they are idling with "No job", they will probably be chatting it up with the idle population. And making friends.
Might become mayor, it's possible.

133
So yeah, I guess I should try to do it again.

For the record, I saved a load of kids, then drowned when hiking back home <_<

So yeah, now I have a pair of kids following me, siblings, and I can't even locate their home. I've been guided to that mountainhomes ("very near"), doesn't show up either on the surface or via DFHack's reveal. I see absolutely no trace of a settlement...

134
DF Adventure Mode Discussion / Re: No Exit (Dwarf sites)
« on: October 02, 2014, 11:47:22 pm »
If you have DFHack, reveal _does_ work in adventure mode, so you can use that to look for an exit.

135
DF Adventure Mode Discussion / Re: Sewer System
« on: October 01, 2014, 08:51:06 pm »
I can confirm that sewer enterances can be found in rivers

--but--

sometimes even that won't help you. There have been times where I've had to DFHack tiletypes up some stairs to actually get to the relevant location because it didn't even connect to the outside in any way.

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