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Messages - Dragonfly

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1
It is likely that there is no iron at your site. It does not exist on every map.

It is one of the challenges in the game - not every map has all the resources, so how do you succeed when you don't have access to iron.

If you think there may be iron somewhere - there are a couple of tricks to finding it:

The dfwiki shows some mining/ exploration patterns that can help you find ores and gems - search it for 'DF2014:Exploratory mining'

A (cheating) way to find it is to pause your game, then use dfhack 'reveal' command. You can also 'unreveal' when done looking around.


2
DF Gameplay Questions / Dwarfs migrate unhappy - Any way to Cheer them up?
« on: November 16, 2014, 02:41:48 pm »
Last two games - 1/2 of the migrants were sad because they missed their loved ones.

Then they get stressed, then they get all depressed and usually kill themselves, have tantrums, become oblivious.

I have legendary dining hall, masterwork statue garden with nice waterfalls. Everyone has their own room, with a statue and cabinet.

The are interested in these things, but the whole fort is going unhappy (red down arrows). Just had my legendary sword dwarf go mad from being stressed about his sadness from missed lovedones.

What other things to do?

3
Masterwork DF / Re: [WARLOCK] - Discussion and Suggestions
« on: February 04, 2014, 01:25:18 pm »
Having a great time with this mod. Here are a few observations and concerns:

Vampires. I lock them in their own nice room. They always die of thirst (five games, lots or dead vampires). If I put a few casks of cheap strawberry wine in with them, they drink that and do fine. ???? I thought they didn't need food or drink, and would never touch the alcohol.

Bags. Yikes! How to get enough bags for all the gold dust, herbs, raiding kits, etc... I have a 50 tile rope reed farm and just cannot keep enough bags for all the spell components. Does training a warlock with a new spell destroy the bags? It seems like it, but I think it should not.

Ghouls - the ones from the graveyard appear naked, and quickly become unhappy about it. Need to have a strong clothing industry if you want to mass summon ghouls. Would be nice if they could wear small and /or large things left over from the seiges. I have all my cloth going towards bags.  Also - why do ghouls care if they are naked?

Raids and Books. How about letting us raid a library or tower to find books. Perhaps even the town raid could provide books. I have a fort going into year 4 and have only made 40 books. I want them all and I want to make all the spells I want everything. But it goes so slowly.

Thanks again for making this mod. I just love telling my wife I am going to church because it is fun (to get scalps, heheheh insert evil laugh)

4
Masterwork DF / Re: Craftrazors: Another 4e Merchant Fortress
« on: December 25, 2013, 10:32:07 pm »
I hate when we run out of booze, no wonder Murple went down to the caverns. Better to be eaten by monsters than have to drink water.

I want a metal coffin, and fill it with booze. Then set me on fire.


When you get another weaver name me Flink.

5
Masterwork DF / Re: Craftrazors: Another 4e Merchant Fortress
« on: December 17, 2013, 02:21:03 pm »
I want to be dorfed.

Call me Murple, and I want to be a clothesmaker / weaver. And no sobriety - it scares me.

6
I think I found a fix for the slowdown to crash issue some have reported in fortress mode

I tweaked the dfhack.init file from:
autoSyndrome
projectileExpansion
itemsyndrome

Replaced with:
load autoSyndrome         
load trueTransformation         
projectileExpansion

I just was looking for differences between the fallout mod file and the masterwork mod file. These was the only ones that seemed different.

The mod has run for hours without needing to restart or getting the weird slowdown/ jerky movement and crashing that happened before I made the change.

I don't really understand the dfhack commands to know what this does, but it works for me.

7
He did not load it without DFHack, he just reloaded it. The lag comes after a long time of play.

The game will work, but most scripts, weapons, custom buildings etc.  won't.

Indeed - I just restarted a saved game without using dfhack, and I ran it for hours without a slowdown. I think most things worked - I was able to build robots! I was able to get blueprints, build buildings, and create all those cool objects. The robots were able to use their plasma weapons. Did I mention that I really like the robots! They are so cool!

I also tried running it with an older version of dfhack. I just replaced the files in the hack folder with old ones. That did not work, dfhack (old) ran and gave me several pages of report on how broken it was, and nothing in it worked - not even something simple like deramp or prospect.

8
I am enjoying this mod. I have a couple of observations, comments, and questions.

Bug - when I built the chemistry lab and ordered a hazmat suit, it gave me 2000 of them. They sell for around 1000 - 5000, so I am buying everything from the traders... I looked in the RAW file for the reaction, but didn't notice anything amiss. Don't know where else to look.

Slow down - I had this issue too, and it would go away with a reload, but only for 30 minutes and would then return. I loaded the game without dfhack, and the problem completely disappeared. I will try running with an older version of dfhack tonight and see if that works.

Idea:
Scrap logs - I like the crates, it feels very right for this mod. However I now have more bins than I will ever need. Is there any chance that you could sometimes create a barrel or bag instead of bins? I suppose I could just melt down all the extras but I think it would fit the idea to sometimes get a barrel or bag instead of the bin.

Is there any way to heal/ fix a damaged robot? A robot hospital would be useful. You could use wire, computer parts, and scrap metal.

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