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Author Topic: Dwarf Companion - new version linked @first post  (Read 99784 times)

KaelGotDwarves

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [solves bug with language mods]
« Reply #660 on: November 23, 2009, 07:46:10 pm »

When will it support d16?

I'd like to know this aswell.
Sorry, it probably won't.

I believe Bartavelle said a ways back that he was not supporting an update for d16 when the new version of DF is about to come out and horribly break compatibility. It's frustrating for the poor programmers that way.

Jay

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [solves bug with language mods]
« Reply #661 on: November 23, 2009, 08:08:13 pm »

He did indeed.

But by all accounts, there's over a month before we can really expect even a 1% chance of a release...
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bartavelle

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [solves bug with language mods]
« Reply #662 on: November 24, 2009, 08:58:53 am »

He did indeed.

But by all accounts, there's over a month before we can really expect even a 1% chance of a release...

On the other hand, there's over a month before I will have some free time. End of year rush + new kid and stuff = no time for updates till next year.

What kind of feature do you guys use that is not available in other utilities btw ? I do love being able to see the details of stuff, like with the mood helper, but I'm not sure what others do with the tool.
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hitto

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [solves bug with language mods]
« Reply #663 on: November 24, 2009, 04:37:33 pm »

Well I only use dtil with your utility, mostly for the mood editor, changing useless cats into giant eagles (my péché mignon), healing sparring idiots, rest&restore the sleeping trader, and generally surveying the happiness of my dorfs... You have saved many a fortress from glass-demanding moods!
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piesquared

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [solves bug with language mods]
« Reply #664 on: November 24, 2009, 10:58:29 pm »

I mostly use this utility for three things:
1.) Seeing and once in a while editing moods. (What, you want pig-tail cloth when I have a stockpile full of master-quality, masterfully dyed GCS silk?)
2.) Healing, especially brain damage (and I probably won't do this once we have proper sparing and healthcare).
3.) Emergency killing in forts where survival isn't my main goal (siege got into semi-mega-project, etc).
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Jay

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [solves bug with language mods]
« Reply #665 on: November 25, 2009, 12:23:49 am »

I use it to create loyalty cascades in Adventure Mode, because they're just hilarious.

No other utility allows such direct manipulation of creature flags.
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bartavelle

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [solves bug with language mods]
« Reply #666 on: November 25, 2009, 02:17:56 am »

I use it to create loyalty cascades in Adventure Mode, because they're just hilarious.

What is that ?
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Smew

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [solves bug with language mods]
« Reply #667 on: November 25, 2009, 04:07:12 am »

You attack the civ of Adventurer helper 1, he moves to defend you from his own civ, he is now an enemy of his civ for attacking a member of his civ, the person who hit him is now an enemy as well, etc, etc.

Jay

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [solves bug with language mods]
« Reply #668 on: November 25, 2009, 12:23:04 pm »

You attack the civ of Adventurer helper 1, he moves to defend you from his own civ, he is now an enemy of his civ for attacking a member of his civ, the person who hit him is now an enemy as well, etc, etc.
Except..  nope.
Your recruits don't defend you from their own civilization.
Or any other that they're not at war with, for that matter.
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slink

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [solves bug with language mods]
« Reply #669 on: November 25, 2009, 04:44:12 pm »

I use your utility to heal domestic animals, because I hate seeing dogs and cats dragging themselves around in pain and I've never gotten an Animal Caretaker to do anything useful for them.

I used it once to heal a baby whose mother was in bed, unconcious, for a year-and-a-half, because I thought laying in the middle of the floor was bad enough without also passing out from pain.  Otherwise my Dwarves have to take care of each other.

I have on occasion used it to change a mood requirement.  Most often it was from glass to gems, on a sandless map.  I try to find maps with sand now, but I like having the ability at hand even if I don't use it.

I've used it to grab wild breeding stock (change civ and make tame), and also to convert a domestic animal into a breeding partner for a purchased exotic (horse into elephant, for example).

I've used it to teleport in an emergency.  For example, if all the cats in the fortress start to parade out through the entrance into which I am admitting a horde of orcs for purposes of eradicating them, I put the cats into the meeting area where they stay long enough for me to get the proper levers pulled.  I also saved some Dwarves and animals who fell through some ice when I had them working on something and mid-winter ended.

I've used it to resurrect Dwarves or animals, but that doesn't seem to work very well.  Eg, the Dwarven Liaison doesn't come back even though you've revived him.  It's better to teleport them out of danger while they are still alive.

One time I used it to set the mood of a band of bugbears to melancholy.  I had turned invasions off but the setting had not yet taken effect, and I did not want to deal with babysnatchers just then.  It took a little while, but they eventually died of their mood.

I just recommended the program to someone who wanted to know the civilian skills of some Dwarves who had died as military.

I'm considering experimenting with setting the female partners in some of the marriages to male, to prevent them from having any more children in my one fortress.

In other words, I try to use any feature I can see a use for.  :)
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Smew

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [solves bug with language mods]
« Reply #670 on: November 25, 2009, 10:16:49 pm »

You attack the civ of Adventurer helper 1, he moves to defend you from his own civ, he is now an enemy of his civ for attacking a member of his civ, the person who hit him is now an enemy as well, etc, etc.
Except..  nope.
Your recruits don't defend you from their own civilization.
Or any other that they're not at war with, for that matter.
Okay, now I'm confused, alas.

bartavelle

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [update for D16 WINDOWS is coming]
« Reply #671 on: November 26, 2009, 12:09:32 pm »

I started working on an update for d16. I need a savegame with a big fortress with economy activated that works for d16 to make it work properly.
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xrogaan

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Baughn

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [update for D16 WINDOWS is coming]
« Reply #673 on: November 26, 2009, 02:05:29 pm »

I'd like to warn you, we're slowly working towards a d17 now.

Depending on Toady, it might be out in a week or two, and then what will you do?
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bartavelle

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Re: Dwarf Companion - 0.16 out, 05/08/2009 [update for D16 WINDOWS is coming]
« Reply #674 on: November 26, 2009, 03:41:01 pm »

I'd like to warn you, we're slowly working towards a d17 now.

Depending on Toady, it might be out in a week or two, and then what will you do?

It will be a lot faster then. There were 2 things I had to overcome :
* I now mainly use vista 64 and have to cope with ASLR
* creature offsets have changed

First point is solved, and I suppose the second will not be a problem between d16 and d17.
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