Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 ... 54

Author Topic: Dwarf Companion - new version linked @first post  (Read 99758 times)

Torak

  • Bay Watcher
  • God of Gods of Blood.
    • View Profile
Re: Dwarf Companion
« Reply #60 on: January 22, 2008, 06:59:00 pm »

What's the area(tiles) of a 3x3 local tile map?
Logged
As you journey to the center of the world, feel free to read the death announcements of those dwarves that suffer your neglect.

One billion b-balls dribbling simultaneously throughout the galaxy. One trillion b-balls being slam dunked through a hoop throughout the cosmos. I can feel every single b-ball that has ever existed at my fingertips, I can feel their collective knowledge channeling through my veins. Every jumpshot, every rebound and three-pointer, every layup, dunk and free throw.

Nite/m4re

  • Bay Watcher
  • Too Deep
    • View Profile
Re: Dwarf Companion
« Reply #61 on: January 22, 2008, 07:13:00 pm »

Does tiles revealed with the reveal.exe utility counts for moods? So I can just craft mugs like crazy and get lots of artifacts!
Logged

bartavelle

  • Bay Watcher
  • Coin coin!
    • View Profile
Re: Dwarf Companion
« Reply #62 on: January 23, 2008, 02:01:00 am »

Actually, you can check where you are by creating a python file (for example, test.py) with:
code:

from dwarfdbg import *
dbg = dwarfdbg()
print dbg.getMoodCriteria()

Make sure this file is located with the other companion files, and run it from the command linen when your game is running. It should print four numbers like that : (a,b,c,d)

  • A = created items
  • B = discovered tiles
  • C = artifact limit caused by items
  • D = artifact limit caused by discovered tiles

MIN(C,D) is the maximum quantity of artifacts you can build. And yes, reveal.exe does increase "D".

Logged

Nite/m4re

  • Bay Watcher
  • Too Deep
    • View Profile
Re: Dwarf Companion
« Reply #63 on: January 23, 2008, 12:27:00 pm »

Awesome! Thanks. Used reveal.exe and put 10 stonecrafters to make mugs. Already got 3 moods.
Logged

Magnnus

  • Bay Watcher
    • View Profile
Re: Dwarf Companion
« Reply #64 on: January 23, 2008, 05:56:00 pm »

I get this error message whenever I try to run it:

C:\companion>dfcompanion_prototype.py
Traceback (most recent call last):
 File "C:\companion\dfcompanion_prototype.py", line 3, in <module>
   import gtk
 File "./pygtk\gtk\__init__.py", line 38, in <module>
   import gobject as _gobject
 File "./pygtk\gobject\__init__.py", line 30, in <module>
   from _gobject import *
ImportError: DLL load failed: The specified module could not be found.

I have tried downloading that specific DLL, but then I just get another missing DLL, and once ive downloaded them all I get an error about not being able to locate something in the DLL.

bartavelle

  • Bay Watcher
  • Coin coin!
    • View Profile
Re: Dwarf Companion
« Reply #65 on: January 24, 2008, 03:31:00 am »

Are you sure you installed the GTK runtime environment? If you did, which DLL's are missing?
Logged

Lars M. Nielsen

  • Bay Watcher
    • View Profile
Re: Dwarf Companion
« Reply #66 on: January 24, 2008, 09:19:00 am »

Version 0.6 is missing the pygtk folder. If you have version 0.5 just copy it over.
Logged

bartavelle

  • Bay Watcher
  • Coin coin!
    • View Profile
Re: Dwarf Companion
« Reply #67 on: January 24, 2008, 02:37:00 pm »

The shame! Uploaded a new package with the proper folder ...
Logged

Magnnus

  • Bay Watcher
    • View Profile
Re: Dwarf Companion
« Reply #68 on: January 24, 2008, 02:38:00 pm »

I got it to work by reinstalling GTK in the Python folder   :)

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: Dwarf Companion
« Reply #69 on: January 25, 2008, 04:17:00 pm »

I have just realized that the companion is more powerful than I thought.

I originally opened it up to see the stats of my spearcatchers then left it running.

3 quests later I encounter a Giant Magma Spider(Basically a Giant Cave spider with firebreath and burn damage added) it owns me with one bite to the head after being webbed.

But before shutting the game down I realize the companion is still open. So I try an experiment. I look through the unit list and find myself, I enter my properties and use the heal button, then I remove the dead flag.  Suddenly I'm alive again! Even the message at the bottom of the screen is gone! So I scoop up my sword quickly and chop the spider neatly in half.

I know that is most defiantly cheating and I won't use it again,(I don't even save scum) but it's just so awesome I had to mention it.  :D

Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

Lord Licorice

  • Bay Watcher
    • View Profile
    • http://suptg.thisisnotatrueending.com/
Re: Dwarf Companion
« Reply #70 on: January 26, 2008, 04:48:00 am »

Nifty!  I couldn't save poor Dastot Soshcogs (though I'm thinking of raising her as a zombie and letting her rampage against those that let her die), but I did finally install DFC to keep a guard from inexplicably dying of thirst and starvation.  Not healing him, exactly, just resting and restoring.

I don't know if you're taking requests here or not, but... how about the ability to instantly complete a placed building, e.g. workshops or mechanical components?  It would be extremely helpful for people (such as myself) who are spending hours with trial and error when building waterways and the like, waiting for idiot mechanics to stop partying and trek all the way over, build a single component, wander off for another ten minutes of playtime, wander back, finish another single component... Armok forbid if you need to rip something up and put something new down.

I don't see this being much use outside of mechanics, but that use alone is fairly, uh, useful.  What do you think?

Logged
Derp.

bartavelle

  • Bay Watcher
  • Coin coin!
    • View Profile
Re: Dwarf Companion
« Reply #71 on: January 26, 2008, 06:23:00 am »

I'm taking requests, and that would be useful. But as source code is unavailable, only reverse engineering of the program is left. For several things it's actually too complex to understand from the binary (at least to me, and considering the time i'm spending on this).

I have currently no clue on how to implement your request, but i'll think about it if i reverse the relevant parts.

My next goal is to include a name editor ... that will be pretty pointless, but i want to rename a military squad with a ridiculous name ... Another thing that'll be added is moving "heroes" from/to royal/fortress guard (just setting the flag doesn't change the counters), and the long waited "heal/feed all".

Logged

Captain Mayday

  • Bay Watcher
  • A Special Kind of Terrible
    • View Profile
Re: Dwarf Companion
« Reply #72 on: January 26, 2008, 07:44:00 am »

I would really appreciate the name editor since I'd like to have family names etc.
I figure that would be pretty cool and aid in tracking families.
Logged
Why not join us on IRC? irc.newnet.net #bay12games

Captain Mayday

  • Bay Watcher
  • A Special Kind of Terrible
    • View Profile
Re: Dwarf Companion
« Reply #73 on: January 26, 2008, 10:19:00 am »

Here's a quick how-to about raising the dead.
This is a live dwarf

This is a dead dwarf

This is an undead dwarf

Note: The game remembers where the dwarf was at the time of death, but not afterwards. They also remember their wounds. If you want them to come back complete, then you have to heal them as well.

Logged
Why not join us on IRC? irc.newnet.net #bay12games

Captain Mayday

  • Bay Watcher
  • A Special Kind of Terrible
    • View Profile
Re: Dwarf Companion
« Reply #74 on: January 26, 2008, 10:57:00 am »

Incidentally, does anybody know if skeletal and zombie dragons still breathe fire?
Logged
Why not join us on IRC? irc.newnet.net #bay12games
Pages: 1 ... 3 4 [5] 6 7 ... 54