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Messages - ZeroMcUrist

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1



Oh well. Thanks for the info.

2
Is there any way to align evil areas with savage areas? I was fiddling with a map, setting the eastern coast to be completely and utterly savage, expecting it to be evil. 

Each time I tried to gen it however evil areas generated wherever. This resulted in much frustration until I realized savagery =/= evil.

So...do evil areas just gen wherever, or are they attracted to savage areas, and rng was just unlucky?


3
Because dwarves do not dig, for that is a barbaric act far below them. No, they mine holes. Philistine.

Why does Armok allow something as un-Armok-like as Elves to live?

Why, blood for the blood god, of course!


Why are necromancers such mundane writers?

4
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 30, 2014, 09:32:44 am »
Silly question, never really had to do this before in trading, which is why I'm having a funload trying to figure it out: I'm trading with the elves *gasp* and selling some of my fancy prepared food for some assortments of cloth and cheaper, lesser, elven food, and whatever else strikes my fancy.

However, my prepared food is in a wooden barrel. How do I select ONLY the food *inside* the barrel? The wiki was unhelpful, and taking it back to my stockpile to try and 'S'earch for the food didn't work either. My only idea is that I could forbid the barrel, and if it forbade the food, unforbidding it.

I could seize the stuff I want, but..

Any suggestions?

5
DF Gameplay Questions / Questions about weather
« on: March 27, 2014, 05:32:52 pm »
Been looking over the feature list and powergoals, ad I got curious about a line:

"A dynamic weather model tracks wind, humidity and air masses to create fronts, clouds, rain storms and blizzards."

Just how dynamic IS the weather? In adventure mode, I've seen clouds roll along, and seen different storms. In fortress mode, It can periodically rain, and in evil biomes, it gets fun.

But I guess my question is, does the game track the *current* temp of the tiles/embark tiles/region tiles to make its calculations, or does it just use the one premade from worldgen?
Meaning, that if I filled up the surface with lava in fortress mode, would/could  that change the temperature/weather calculations at all?
Do volcanoes change anything ingame?

Because If that were the case, it would be interesting to see if a series of Moholes could attempt to change weather patterns, especially in the upcoming release allowing retired forts.


6
DF General Discussion / New Races
« on: March 22, 2014, 10:28:49 pm »
Say that tomorrow Toady announces that in the latest update he will add a new civilized race to the game.

What would you add?
What niches are unfullfilled with the current races and sub-races?
What could be added that would mesh nicely with the others?

7
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: January 10, 2014, 10:29:17 pm »
After reading about dragons and that they lack a [CHILD] tag and thus do not reproduce in-game, I decided to gen up a new world with dragons having [CHILD:1] I assume this will allow them to reproduce like rocs or practically any other animal can. Now all I have to do is collect a breeding pair, I assume?

Secondary odd question: On the off chance I collect two dragons of opposite genders, and one of the dragons is the child of the other, they WOULD still reproduce, correct?
(Looked in legends mode and saw a live male dragon (Most in my world appear to be female, and dead.) I saw said dragon has a daughter, and it got me thinking.)

8
DF General Discussion / Re: Exploring caverns.
« on: July 07, 2013, 10:47:01 am »
Gotta love that.
Since I found out about it just the other day, Have you ever used the hotkeys to zoom yourself to places? Capital H to open the menu and it uses the function keys, an you can set the location to be wherever you want.

9
Something similar happened to me today:
Spoiler (click to show/hide)

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 29, 2013, 03:22:34 pm »
This is ABOUT to happen, does that count?
(Big Image)
Spoiler (click to show/hide)

There is absolutely no way this could go wrong.

11
I exist in a seasonally freezing biome with an aquifer and just discovered that my (Planned to be main)stairs happen to lead directly to an area that, well, happens to have the aquifer present. My stairs are inside, as I dug into the side of a hill. If i dig upwards I can open them to sky and I was wondering if that would then allow them(The miners) to dig down through the aquifer whilst it freezes. Or am I completely wrong? I'd love to know if I can somehow punch through it easily without the usage of the other methods such as plugs and pumpstacks.

I'm not that new to DF but I'm essentially completely unfamiliar with aquifers. I forgot to turn them off when I genned the world. Woops.

Edit:It also appears to be a 2(Or more) layer aquifer.
Another Edit: Well, it doesnt seem to do anything having downward stairs at ground level, other stairs are still counted as inside. welp.

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 14, 2013, 09:15:59 pm »
So I decided to play with some challenging worldgen parameters that give a dunelike world with absolutely no surface water.
Oh boy.
So after beginning to get a fort going, with food not an issue at all due to numerous food stocks, farming, hunting, beekeeping, and turkey eggs, I began to run out of ale barrels. I did not realize this in time, however. When It became aqn issue of importance i began to play around with forbidding the use of barrels in the food stockpile, but this was during a trip while I was internetless, so I was unable to use the wiki to help me. I had something like 40-50 dwraves at this point, some several waves of migrants. Even brewing fast as I could, i just had a few barrels to use for drink, because I couldsbnt figure out how to empty the others to be used. So fast forward and they start dying by the droves. I went down all the way to one migrant wityh all the tantruming going on and drhydration occuring. The major goal at that point became burying everyone, with allk the miasma going on. So this one dwarf is quite a busy person. But wait, I then get a 15 migrant wave and then start the process all over again.  But before any began to die.....I get an ambush of goblins. No military, no traps. Weapons because I kinda stole from our dwarven caravan, but Nobody with skills. I recruit everyone but at this point half the people were killed. My dwarves were slaughtered save one. This guy kept running like a headless chicken..... until he decided to stop fro something and got a hammer to the face. Bam, fortress down.
Then I reclaimed but I figure I'll just let this fort Rest in peace...If the ghosts ever rest that is. (only half the oroginal group ever got buried)

TL;DR: My dwarves almost died of thirst but then got killed by goblins.

13
So i happen to be in the process of making a DF map of the Moon, as if it were terraformed. I have the heightmap and everything, but, in the resize, to maintain its aspect ratio, it would be 257 by 129. stretching it out makes it look ugly, so my first though would be to put some filler northern and southern oceans of a sort. However, I feel that would look silly. Has anyone here encountered a similar problem? (If so, what did you do)

Also, once i finish this thing, anyone interested in me uploading it or something?

14
Hello!

What is a good advanced world gen setting for a world that is desert-heavy? Having a narrow band of life would be a bonus. Think Athas (not quite Dune, but getting there).

If you want entirely sand (white, black, red, yellow) desert with just one polar region...
Rainfall of zero min, zero max.
Drainage of zero min, 32 max.

Spoiler: sandworld worldgen (click to show/hide)
Spoiler: sand world picture (click to show/hide)
Various random gens of that world produce similar results.  A mountainous central region prevents lake formation almost everywhere, in these worlds.  Without it, you can get numerous small lakes forming, despite zero rain.  Of course, you need to provide a mountainous region as well, but that's taken care of in what I've provided.

The worldgen can be tweaked to have just one big desert (or close to it), but this one has more variety.

And finally, here's an example that just produces badlands, rather than sand deserts, for comparison.

There are no random lakes, are there? Is there water in the caverns?

15
DF Gameplay Questions / Weird Grass question
« on: March 25, 2013, 04:21:05 pm »
So After reviewing the wiki articles I could not find an adequete answer to my question.
I happen to have a fort in a relatively flat area near the shore, and I was wondering if grass can grow onto fire clay. I ask because this area in the middle I already began to channel out to flatten down, the lower area is fire clay, and I was hoping the grass will grow on it so i dont have to make floors of some kind or make a contruction there to not make it unsightly...

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