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Author Topic: DFHack 0.43.03-r1  (Read 1123701 times)

Max™

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Re: DFHack 0.40.24-r3
« Reply #2985 on: August 15, 2015, 08:29:18 pm »

Putnam and I have had very limited success with hijacking existing armies and teleporting them to your fort. It's still really fiddly and not easily scripted though.
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Putnam

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Re: DFHack 0.40.24-r3
« Reply #2986 on: August 15, 2015, 08:32:30 pm »

Ludicrously fiddly. Last I tried it, I moved every army in the world to my fort and didn't get an invasion.

lethosor

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Re: DFHack 0.40.24-r3
« Reply #2987 on: August 15, 2015, 08:43:56 pm »

Meaning in or next to your fort?
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Putnam

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Re: DFHack 0.40.24-r3
« Reply #2988 on: August 15, 2015, 09:10:30 pm »

Next to moving into.

Scoops Novel

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Re: DFHack 0.40.24-r3
« Reply #2989 on: August 16, 2015, 01:05:48 am »

I'll also need to read the combat log.
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Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

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Max™

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Re: DFHack 0.40.24-r3
« Reply #2990 on: August 16, 2015, 01:25:49 am »

Ludicrously fiddly. Last I tried it, I moved every army in the world to my fort and didn't get an invasion.
Yeah, it's really freaking tricky, I know I got one to work, as did Putnam, but there is still something missing about the way an army determines if it is invading or not which still needs to be found.
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Dirst

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Re: DFHack 0.40.24-r3
« Reply #2991 on: August 16, 2015, 11:33:50 am »

Ludicrously fiddly. Last I tried it, I moved every army in the world to my fort and didn't get an invasion.
Yeah, it's really freaking tricky, I know I got one to work, as did Putnam, but there is still something missing about the way an army determines if it is invading or not which still needs to be found.
Toady mentioned that armies actively avoid a player's embark site unless invading.  For one thing, the time-dilation of fort mode would slow down an army that's just passing through.  And for another, it'd absolutely destroy the game's FPS.  So even if an army is told its next step is an embark tile, there's probably a check to see if they're invading or not.

There are some who can peer at disassemblies and intuit what the program is doing.  I am not one of those people :)
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Putnam

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Re: DFHack 0.40.24-r3
« Reply #2992 on: August 16, 2015, 01:35:48 pm »

Ludicrously fiddly. Last I tried it, I moved every army in the world to my fort and didn't get an invasion.
Yeah, it's really freaking tricky, I know I got one to work, as did Putnam, but there is still something missing about the way an army determines if it is invading or not which still needs to be found.
For one thing, the time-dilation of fort mode would slow down an army that's just passing through.

Nah, I checked, they move an army tile (1/3 of an embark tile) about every 10-50 ticks, ridiculously quickly.

lethosor

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Re: DFHack 0.40.24-r3
« Reply #2993 on: August 16, 2015, 03:21:58 pm »

Right, but an army passing through your fort would move much slower.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Nopenope

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Re: DFHack 0.40.24-r3
« Reply #2994 on: August 16, 2015, 03:56:56 pm »

Rendermax won't work with the Linux version of dfhack, even without TWBT, even using the freshly compiled build. When typing "rendermax light" the prompt hangs and I have to kill DF manually. Does anyone have the same issue?
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lethosor

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Re: DFHack 0.40.24-r3
« Reply #2995 on: August 16, 2015, 05:40:22 pm »

It's worked fine for me. I really can't understand why the prompt would hang when running that command, since it does so little. Does DF still respond? What happens if you run "lua ~df.global.enabler.renderer"?
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Atomic Chicken

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Re: DFHack 0.40.24-r3
« Reply #2996 on: August 18, 2015, 04:30:41 am »

How do I designate a specific tile for mining, given its x,y,z coordinates? (for a script I'm working on)
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As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

lethosor

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Re: DFHack 0.40.24-r3
« Reply #2997 on: August 18, 2015, 05:35:18 am »

Take a look at dfhack.maps.getTileBlock(x, y, z).designation[x%16][y%16]
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Atomic Chicken

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Re: DFHack 0.40.24-r3
« Reply #2998 on: August 18, 2015, 08:55:43 am »

Take a look at dfhack.maps.getTileBlock(x, y, z).designation[x%16][y%16]
That worked great, thanks!
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As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

Warmist

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Re: DFHack 0.40.24-r3
« Reply #2999 on: August 18, 2015, 10:10:28 am »

Take a look at dfhack.maps.getTileBlock(x, y, z).designation[x%16][y%16]

or
local designation,occupancy = dfhack.maps.getTileFlags(coords)
and just change what you want, it works because it returns a reference to the tile flags.
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