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Topics - Slappy Moose

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1
DF Gameplay Questions / Secondary-stockpiles taking from primary-stockpile
« on: November 21, 2010, 02:22:20 pm »
In all of my fortresses, I like to make one "mega" stockpile for every resource, and then have little stockpiles around the base, where that resource is necessary. For example, I'll have a big stone depot somewhere, and then I'll have smaller stone stocks nearby my masons workshops.
Whenever I try to tell multiple stockpiles to take from the same primary-stock, the newest assigned taker erases the old stockpiles "take-from" orders.

Is there any way around this? I would rather not make a chain of piles, each taking from the one before it, because that's inefficient as fuck (and just a pain in the ass).

2
DF Modding / Mandate and noble haters: read
« on: April 09, 2010, 06:20:30 pm »
Just so those of you who really hate mandates know, I believe the new raws let you modify how many mandates or demands a noble can make.

In entity_default, under most [POSITION:XXXX] titles, there will be a [DEMAND_MAX:#] and/or a [MANDATE_MAX:#]. I believe these to be a yearly limit for mandates and demands.

I have currently set mine all to 0, just because I hate mandates so damn much, as funny as it is so have half my fort in jail.


Also, there are a few interesting tags, such as [MENIAL_WORK_EXEMPTION], [MENIAL_WORK_EXEMPTION_SPOUSE], and [PUNISHMENT_EXEMPTION]. I think it's very obvious what these do, but I just wanted to share some of my findings with everyone.


I'm really sorry if these had already been posted.

3
DF General Discussion / Arena challenges!
« on: August 24, 2009, 11:02:15 am »
With the new arena feature coming in the next version of dwarf fortress, I think we need a place to compile everyone's ideas for fights and challenges.

Play as a crocodile, and see how many elves you can eat (not a challenge, but just for fun).

If you can edit the arena terrain, then fill the bottom layer of the arena with water and build a series of small islands around the lake. Play as a carp, and see if you can kill the increasingly more powerful enemies of each new island: elves, dwarves, armed dwarves, bears, elephants, dragons, and so on.

Play as a fire imp in an elven forest retreat or a human town.

Play as a dragon and see how many novice wrestler dwarves you can fight at once and survive.

Share yours!

4
DF General Discussion / Dwarf Fortress nicknames
« on: July 03, 2009, 03:51:22 pm »
What silly alternative names have you or your friends come up with for "Dwarf Fortress?"

Mine:
Dwarfy Forts
Fwarf Dortress
Dwarftress

My Friends:
Dwarf Bortress
Dorf Bortress
The Bortress

Share yours  ;D

5
The past couple forts of mine, I've noticed an odd trend. I haven't been making beds or bedrooms (modded quick-start dwarves to not sleep, eat, or drink), and I have never gotten migrants the first year every time despite ridiculous wealth for a new fort (450,000 or so).

And I was wondering, is this just pure coincidence or do I need bedrooms to get immigrants?

6
DF Dwarf Mode Discussion / (N)otes
« on: May 18, 2009, 12:55:36 pm »
Has anybody else noticed this feature? I couldn't find it in the wiki and a search turned up zilcho.

Press shift + n and you'll get a nifty little thing I just figured out how to use; notes. You can place little markers of a chosen colour and symbol somewhere, then type up too 100 words into a little text box.

Currently, I'm using these to remind myself what each room will be and what will go in it (I'm designating everything currently, no digging yet) so I don't forget and miss a bunch of important buildings or something.

I imagine they would have infinite uses though; You can mark levers! You could leave "to do" lists around, or remind yourself of all kinds of things.

Anyway, just posting here to let you all know. Post if you have any good uses for these things!

7
DF Dwarf Mode Discussion / Silly/inefficient traps
« on: May 13, 2009, 11:03:31 pm »
So, my current world has 4 aggressive races that are active every season. Obviously, I'm going to have a big meat grinder on my hands.

I decided to make my fort a big death trap, with tons of different manual trap systems that invaders must get across. For example, simple things like bridges dropping invaders down shafts, to more fun things like massive drowning towers (yes, towers). Any invaders that are let past the traps will just be caged or shot.

However, my creativity when it comes to DF traps is fairly limited. I was wondering what kinds of things you guys could come up with? I'd prefer nothing that involves a bunch of pressure-plate and water systems.

Still, I'm gonna be uploading this map whenever I'm finished with it so please post any ideas you have. I don't have magma, sadly.

However, I have a river and I love working with water, so any traps involving water are greatly encouraged. Currently my drowning chamber will function like this; baddies enter at the bottom of the tower, the exit is at the top. Water is pumped from a reservoir below the tower up above to a hole where it can shower down into the chamber. As the baddies move around a spiral staircase to the top, the water level slowly increases till it drowns them. Once it reaches a certain level near the top, a grated off pressure plate will activate the trap doors which will let the water back out into the reservoir.

If the baddies can outrun the water they get to live for a bit longer.


Anyway, what other ideas do you guys have? I'll also be making a massive flooding machine which can flood my whole fort just in case anything bad happens (I get bored).

8
DF Gameplay Questions / Embark screen civs "war" and red dashes
« on: May 11, 2009, 11:44:19 pm »
So I was looking at my neighbouring civs in the embark screen, and the spot I embarked on the orcs (I have four aggressive races modded in) had a bright red "War" next to their name, while the others had a bunch of dark-crimson dashes.

What does this mean?

9
DF Gameplay Questions / World genning/painting help
« on: May 11, 2009, 10:45:42 pm »
I hate myself for having to ask this, but could anyone help me with creating a desert world? I tried the world painter and kept getting either rejects or missing civs and certain features.

Basically, I just want a very flat sandy-desert world with a few brooks for a water source. I'm making a tower fort and I'd like a flat desert to work with glass and such (for crafts and aesthetics).

Really, those are the only requirements; mostly deserts, very flat (except for a few peaks for dwarve civs to start at) and at least a few brooks.

If anyone could assist me I'd be grateful.

10
A quota was the only name I could come up with for this.

Anyway; What if you could tell your dwarves to maintain 50 drink-barrels throughout the fort at all times. If the number drops below whatever you set it to, the fort manager will queue up some more drinks to be made.

Basically, a very simple scripting for DF. There are limitless possibilities;
 You could tell your dwarves to maintain a stockpile of 200 bolts, and after each battle the pile would be rebuilt.
You could tell your dwarves to cut any gems by saying "if rough gem count > 0, cut gems."
For the metal industry, you could tell your dwarves to melt all iron bars automatically and keep a stockpile of 100 coals.

I would love this feature because I use a lot of mass production in DF, and the annoying limit of 30 items per manager order is bothersome. I'd love to be able to create little scripts to make my dwarves repeatedly process all raw foods and melt all metal ores without me needing to intervene.

Hell, you could make challenges to see who can make an entirely self-sufficient and automated fort!

11
DF Gameplay Questions / Caravan/migrant entrance direction
« on: May 06, 2009, 12:04:24 am »
Is there a way to tell what side of the screen caravans and migrants will come from before they appear for the first time? I'm building a gatehouse type thing with a ramp leading down to my depot, and I would prefer that the gatehouse is facing the right direction.

12
I searched but found little more than speculation. I was wondering if, for the next version or ever, Toady has plans to add an init option (or something similar) to disable either Nobles or their Mandates. I know many people hate nobles (possible everyone), and so I would guess that Toady will eventually add this feature.

However, does anybody know if Toady has mentioned this or when/if this may be implemented?

13
DF Modding / DTil scripting Question
« on: May 02, 2009, 02:48:22 pm »
If this belongs under gameplay questions, I apologize.

Anyway; I'm trying to channel out a rediculous amount of stairs, and I was wondering if there was any way to script some sort of plugin (like the DTil scripter) to remove all up/down stairs on a z-level for me.

Is this possible? If so, is there anywhere I can get some example of how to do this?

I can't use the AutoHotkey tool because as far as I've seen, it cannot tell what kind of tile the cursor is on; if I made a script for it, walls as well as stairs would be channeled.


Alternatively, is there any way to designate up/down stairs for removal similar to ramp/up-stair removal? Or, is there some utility for this?

Thanks in advance.

14
DF Gameplay Questions / Digging out 3D spaces
« on: May 01, 2009, 03:42:22 pm »
I'm trying to dig out a very large cavern shape, and I need some help. As far as I know, the only digging trick is to make large areas of up-ramps on each z-level, starting from the top, then remove them.

What other methods are there for digging out large, multi-zlevel spaces?

My current idea is to dig out lots of up/down-stairs, which would reveal the stone below the stairs, which would help me designate the lower-zlevel stairs so I don't have to go between the level already designated and the level below that to copy the design.

Any other ideas? I hope what I've said makes sense, I'm very tired so I may be forgetting certain information or talking like a moron, if so I apologize.

15
DF Suggestions / Food utensils/cutlery and dishes
« on: April 29, 2009, 08:11:15 pm »
Well, currently dwarves eat food with their hands straight from barrels and off of tables.

What if you could make forks, knives, plates and glasses/mugs (we already have goblets) out of wood, metal, and in the case of plates etc, rock?

It wouldn't be required to eat, but it would greatly increase the happy thoughts given to dwarves (Zaneg Thazor enjoyed drinking rum from a finely crafted marble mug, and eating a cat tallow biscuit off of a masterpiece iron plate.).

Tables could either be assigned utensils etc (for nobles) or there could just be a new type of cabinet, for the kitchen, where utensils etc are stored for everyone. After eating, perhaps someone with the cleaning job enabled comes by and collects the utensils, then washes them off in a well with soap (new use for soap and wells), or miasma has a smalc chance of appearing in a small cloud around the utensil.

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