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Topics - dragdeler

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1
Other Games / Advise me to not buy this game thread.
« on: May 08, 2021, 05:28:16 pm »
It is a foolish proposition for a thread, and likely to derail into something toxic or annoying I might feel the urge to lock one day but we will see. Try to keep it as much as the "we got x at home" meme maybe? IDK. Is this the shy recommend me a game thread?



Tell me why I shouldn't buy Microsoft flight simulator 2020. A short list of my concerns: can I justify 70 bucks, to most likely just fly over my home once, when I don't have nor intend to get a joystick (actually I got one but serial port is dead so fu joysticks, gamepad must do), and the community talks that poorly about the updates?

2
General Discussion / Deedee's secret pillow fort
« on: February 26, 2020, 08:15:00 am »
This is my thread

3
DF Gameplay Questions / Named items = artifacts?
« on: July 19, 2019, 09:47:34 am »
Sorry I'm unable to find any information to the subject since item, wear and artifacts are incredibly generic terms.

So I tried to setup a room with selected materials and a few workshops and I intended to let one dwarf craft a bunch of artifacts. The biggest problem with that is that I can't even force the dwarf into a mood, he has allready had one mood and DFhack keeps telling there is no elligible unit no matter what I try... Also getting specific materials into one spot is rather difficult, and createitem/ hack-wish aren't terribly helpful in that regard.


So I wondered, if I create the items I want with hack-wish and name them with an adventurer, will they be like artifacts? That is unaffected by wear, fire etc. Will the person who named them be as likely to keep and wear them as somebody who claimed an artifact as a family heirloom?


Or could it be that most dfhack commands don't work because I still use r1? Ugh I'm overwhelmed, I know it's not the title of the post but, ultimatively, what would be the best course of actions to get a few specific clothes to not wear and tear? And how can I ensure a creature will wear them for all eternity even if I neglect said creature by playing another fort or adventurer?

4
DF Gameplay Questions / Ruin Exploration and other missions
« on: September 20, 2018, 04:18:33 am »
Am I missing something? I seem to have quite a few sites that are no longer affiliated to a civ but still inhabited. I can only create missions to "explore those sites", as if they were empty ruins... and even so, I would like to reclaim a bunch of ruins without retiring my fortress that is currently the mountainhome; has anybody got any solution for this?

Also: do I understand it correctly that you can only send away dwarves to stay when their destination is a hostile place? Meaning that the messenger only allows to call dwarves TO your fortress?

What mission type creates what kind of affiliation? So far I've only seized and it get's me "occupied holdings"... more specifically, how do you get "vassal holdings"? And do we even know the implications of those different diplomatical relationship status?

5
DF Gameplay Questions / Advanced retiring
« on: June 08, 2018, 12:30:07 pm »
When you retire a fort and:

-visit with your adventurer. Will waterworks/ pumps/ machinery keep functioning? What happens to water that is just offloaded the map edge? Can you pick up items from pedestals?

-unretire the fort. How to make sure furniture doesn't get moved? I'm under the impression that stuff that is in someones room will have a higher chance to remain there. But even most doors will be unhinged. Not to mention the duplicate artifacts that dissapear once un- and rebuilt. How do pedestals behave with all that? Can you lessen the extent of moved furniture with say, zones? Or is it better to attribute them to a room/owner? Or both?

-did the hostile passive npc thing get better?

-do constructions degrade over very long periods of time; even if inhabited?

-how are birth / marriage rates when compared to fortmode?

6
DF Gameplay Questions / Another minecart post
« on: January 25, 2018, 12:29:49 pm »
Hello there, I'm having huge trouble with minecarts first of all: despite both tracks being identical (symmetric) one of them doesn't want to be pushed down a ramp anymore. At the first attempt they both went but now I see the right one being pushed, staying at place, and the dwarf rushing back to try again, stuck in an infinite loop that can only be ended by sleep, hunger or thirst WTF

Secondly, the numbers on the wiki don't stick remotely to my experience: 2 downramps are not able to compensate for 4 corners + 2 straight tiles, eventough according to wiki the thing should be accelerating with trackstops on lowest friction (1 per 2z)

sooo... plis halp I've had simpler setups working before am I missing something obvious? Or did I create impulse ramps? the setup is very compact but accomodates rollers for the way back up (that I don't get so see in action as it stands now)





ps: when I follow the minecart it looks like each step slows it down the same amount, even the downramps

7
DF Suggestions / Metal axles
« on: January 13, 2018, 07:19:38 pm »
Hi,

Just wondering how come there are no metal axles, I mean finding nethercap is a nice challenge but there is no logical reason a dwarf couldn't craft a metal axle machine component. It would be highly economically unefficient but that choice is up to the player no? Doing them out of bars would be ugly, but we could just add a recipe to the forge, tough everybody is going to hate me if that winds up with an additional step for wooden axles too  ;).

8
DF Gameplay Questions / Connecting a river to an artificial canal
« on: January 03, 2018, 11:18:11 am »
Hi,

My goal is to have an artifical canal with tons of waterwheels that is still connected to the river in order to bear all forms of aquatic life. The problem is maintaining water flow and avoiding water teleportation. I had bad experiences with designs where water falls down 1z level; even with pumps and obstacles in order to revigorate flow, the system remains unpredictable and treacherous, every "improvement" seems to ruin flow in a former sweetspot.

So I was thinking: I have the water fall into a cistern that is blocked by my pumps. The pumps bring pressure to their Z level (-2 (0 being the surface and -1 the riverbed)). That, in conjunction with some obstacles but no pumps, should deliver a constant flow without too much fps drain. So logically my fish can only come from downstream, the problem however, is that it will remain dry unless I pump waste water up there and if I connect them, well then I'm back to my old waterpressure but conquering the canal upstream in this case... At least that's what I'm guessing.

So the question is: Will I be able to create enough drainage, using one OR two Z levels for the drain, in order for this not to happen? Or is there a way of allowing fish acces without a direct connection between the canal and the river? Something like a waterfall where a part of the fish could to fall into the canal while all the the water is safely drained...? The alternative would be to not dry the river and have both it and the canal, which would certainly have less preferable effect on my fps than some advanced drain.

This is the design I'm going to try, it is worth noting that the canal will be wider than the number of pumps connected to the cistern, but will have as many draining pumps as it is wide.

Spoiler (click to show/hide)




9
DF Gameplay Questions / Kobolds and nestboxes
« on: December 24, 2017, 02:03:05 pm »
Hi,

I would love to use some kobold eggs I managed to localize. But I never used nestboxes and I'm quite aware that this isn't supposed to be feasible. So here's my questions: will I be able to place the eggs into nestboxes using an adventurer? Can eggs hatch on their own without active brooding? Would the hatchlings be friendly? Has anyone played egglaying civ's via mods; do they breed as expected/does everything work properly? Can creatures brainwashed by "tweak makeown" reproduce?

10
DF Gameplay Questions / Visitor Burial
« on: December 19, 2017, 07:04:04 pm »
Hi,


Can somebody help me bury a human baby that was killed by a weremoose? I can't figure a way to get it into a casket. Installing dfhack for this very purpose atm; despite being mortally afraid of that "alpha" tag.

11
DF General Discussion / Dark fortress meltdowns
« on: December 14, 2017, 01:37:21 pm »
Hi I hate to be that guy but...

Dark fortresses are seriously painful at the moment. You enter the settlement and everybody starts spouting "identify yourself". Ok new feature, needs some tuning, totally understandable. But why do they all have to run around in all directions. All narrow corridors and doorsteps get completly bottlenecked I mean look at this:



the next page goes on until "f"... I don't care how panicked you are, nobody would stubbornly rush on top of that mountain of meat. If they were all rushing in OR out I could make sense out of it; but it's like everybody is craving to go lay prone in a quantum crowd. 

Now I get that in this case they're all killing an imposter but it's just a very extreme example of stacking. Other than that it's not very representative; if you let it escalate in a few minutes everbody will be bashing their heads in. Only beak dogs and trolls remain rather chill. Companions in all that? Oh dear  ::)

At this point you merely have to enter a dark fortress, and hundreds of goblins will die without you having to lift a finger. Because of this weird coincidence that everybody gets demasked wherever you roam, which in return makes everbody ignore you because they're too busy with their civil war.

So that's it, just saying. (sorry, I'll shut my mouth and return grinding trough those idiots)

12
DF Gameplay Questions / Kobold shortage
« on: December 03, 2017, 03:35:17 pm »
Hi,

I spent a whole lot of time on world gen, down to the point where I use excel because perfect world gen isn't precise enough...

But no matter what I do, I consistently get no kobolds in my maps, and I haven't seen any towers eiter. What do I do wrong? I want it to make as much kobolds, goblins and towers as possible, so I only limit max_start civ for humans, dwarves and elves. I know exactly up to where I can crank total_civ_number without getting only rejections, but as I said, no kobolds nor towers to be found.

13
DF General Discussion / Forum character amount
« on: November 29, 2017, 08:35:29 pm »
How many characters can you fit in a post in this forum? Asking so I can format my diaries properly in advance.

14
DF Suggestions / Ability to name (former) body parts
« on: November 28, 2017, 08:50:29 pm »
I lost a tooth and would have loved to name it, and give it to some random animal man.

15
DF Gameplay Questions / Mosquito... paste?
« on: November 28, 2017, 08:47:18 pm »
So I found Mosquito paste in a night troll lair, what's up with that  ;D?

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