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Author Topic: Dwarf Companion - new version linked @first post  (Read 99796 times)

Captain Mayday

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Re: Dwarf Companion
« Reply #105 on: January 29, 2008, 12:38:00 pm »

Can't really test it now, but does it do the translations of surnames properly?
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bartavelle

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Re: Dwarf Companion
« Reply #106 on: January 29, 2008, 12:47:00 pm »

Here is a screenshot. It seems to work all right, except the words are not sorted, but displayed in the same order as the .txt file in the RAW, which makes it painful to browse.
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Captain Mayday

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Re: Dwarf Companion
« Reply #107 on: January 29, 2008, 12:49:00 pm »

Hm. Regardless of the sorting issue, this is pretty much great for what I have in mind.
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Captain Mayday

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Re: Dwarf Companion
« Reply #108 on: January 30, 2008, 01:22:00 pm »

I've been looking at the civ value and how it affects things, and it is very weird.

Everything seems to work fine right up until the time that a dwarf kills a civilian.

At this point in time it becomes academic as to which side that dwarf is on, as they will immediately begin attacking all civilians, prioritizing enemy civvies.
They will always regard military dwarves in their faction as friends, however.

I also note that there is a single dwarf, and it's by no means certain which, who takes the role of 'adventurer' and gets 'You' as text when combat logging is on.

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Nite/m4re

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Re: Dwarf Companion
« Reply #109 on: January 30, 2008, 02:51:00 pm »

Would it be possible to change memory value that sets the weapon type of the dwarf? So we can have bowdwarves, knifedwarves, etc...
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bartavelle

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Re: Dwarf Companion
« Reply #110 on: January 31, 2008, 04:40:00 am »

I think it's possible to assign arbitrary weapons preferences, but i don't know if this will work. I was actually working on this last night, except i had no exotic weapon available ...
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penguinofhonor

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Re: Dwarf Companion
« Reply #111 on: February 06, 2008, 09:24:00 pm »

.
« Last Edit: October 20, 2015, 09:48:38 pm by penguinofhonor »
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bartavelle

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Re: Dwarf Companion
« Reply #112 on: February 07, 2008, 07:28:00 am »

0.8-any is uploaded, check the wiki. Offsets might be wrong ...

I added a "scripts" section on the page, with the first script : butchercats.py. It marks all "uninterested" cats as butchering material.

[ February 07, 2008: Message edited by: bartavelle ]

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Nite/m4re

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Re: Dwarf Companion
« Reply #113 on: February 07, 2008, 08:40:00 am »

quote:
Originally posted by bartavelle:
<STRONG>
I added a "scripts" section on the page, with the first script : butchercats.py. It marks all "uninterested" cats as butchering material.
</STRONG>

GREAT! YOU ROCK!    :D

EDIT: Huh, can't get it to work. I mean, it runs OK, shows the Race Loaded things, loads words and all.. But no creatures shows up in the list.

EDIT2: Got it to work. Had some pre-compíled files from the old version, just deleted them

[ February 07, 2008: Message edited by: Nite/m4re ]

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Earthquake Damage

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Re: Dwarf Companion
« Reply #114 on: February 07, 2008, 10:48:00 am »

Any chance I could convince you to add a water/magma creator/destroyer feature?  Or at the very least a murky pool refiller in two varieties:  global and targeted (affects a single pool -- in case we build stuff inside an empty pool and don't want to flood our fortress)?
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Greiger

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Re: Dwarf Companion
« Reply #115 on: February 07, 2008, 12:27:00 pm »

quote:
Originally posted by Nite/m4re:
<STRONG>
EDIT2: Got it to work. Had some pre-compíled files from the old version, just deleted them</STRONG>

Where were those files?  I deleted my old DF folder(which had the companion in it) and got the companion again but I'm having the same problem.  It doesn't seem to recognize any creatures.

[ February 07, 2008: Message edited by: Greiger ]

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Nite/m4re

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Re: Dwarf Companion
« Reply #116 on: February 07, 2008, 01:37:00 pm »

quote:
Originally posted by Greiger:
<STRONG>

Where were those files?  I deleted my old DF folder(which had the companion in it) and got the companion again but I'm having the same problem.  It doesn't seem to recognize any creatures.

[ February 07, 2008: Message edited by: Greiger ]</STRONG>


In the same folder. They have the same name of the uncompiled files, but different extensions. Just put to sort by type and you will find them easily

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Greiger

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Re: Dwarf Companion
« Reply #117 on: February 07, 2008, 02:30:00 pm »

Sweet. I never used python before but now that I think of it it's really obvious.  Thanks much!

I am happy to be able to end fortresses in a zombie bloodbath again.

Jill Starsdwarf cancels take boomstick: Jill sandwich.

[ February 07, 2008: Message edited by: Greiger ]

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Mr.Person

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Re: Dwarf Companion
« Reply #118 on: February 07, 2008, 04:13:00 pm »

Any chance of allowing us to create walls (Either natural stone or a rewall)?

Or better yet, I want to be able to make downward ramps. And maybe some water. And then some creatures....

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penguinofhonor

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Re: Dwarf Companion
« Reply #119 on: February 07, 2008, 04:55:00 pm »

.
« Last Edit: October 20, 2015, 09:48:44 pm by penguinofhonor »
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