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Topics - C4lv1n

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1
DF Dwarf Mode Discussion / Best way to get specific embark conditions?
« on: February 07, 2020, 08:31:12 pm »
I'm familiar with Perfect World, but it seems to me to be a world gen tool. Now that might help what I'm doing, but I'm focused specifically on the embark itself, not the world around it.

What I've been trying to do is create an embark location by messing with world-gen settings to meet the following list of criteria within an embark that totals 16 tiles or less. (These are in order of importance)
  • A Volcano
  • An ocean, or failing that, a flowing surface water source. Even a brook would do.
  • Metal (In general)
  • Flat areas, as much as possible
  • Lots of trees.
  • Iron
  • Flux
  • Local flora/fauna/weather is not immediately lethal

Now I can get everything on this list, except for #4, without too much trouble. In fact I've got 5 candidates so far on the world I've just created and I'm only halfway through marking all the potential sites. But I just cannot get one that has any reasonable amount of flat space near enough to the volcano for me to be able to include it in the embark. I know I'm being exceptionally picky here, but is there any way to complete this list? Either a pre-existing world-gen seed someone knows of, or a utility that can force the generation of such a site. I've done a cursory search of the world-gen cookbook and such, but I haven't been able to find examples that are any better than what I've been able to put together.

2
I just got back into the game after several years, pretty sure the last version I played was in the 0.31 series of releases. (Oh man, just looked up when those were released, it really has been a while) I've been playing a bit over the past week to try to get back into it, and have made it to the 102-11-06 on a world that started with 100 years of history. I've got the basics down, farming, limited military, a rough sketch of an entrance labyrinth, etc. But as I dig into the game I find myself with more questions, particularly about the new features that have been added since I last played. To that end, I have the following questions:

1. Were the size of migrant waves massively increased at some point? Maybe my fort is just doing better economically then how I used to play, but I had a single wave with 50 migrants, at at my current in game date I've already gotten up to a population of 116. Is this some artifact of how site to site interaction works?

2. Were the number of children similarly increased? Even considering that I've got 116 dwarves, the fact that 23 of them are children is surprising. And only just recently have two more matured to adulthood, so counting the one death I had there were at one point 26 children in a fort of 116 dwarves. I never needed the child cap before, is this just odd luck, or is it more common to get children in waves now?

3. How well, or how poorly, do multi-depot setups work? I'd like to be able to set up two different depots, one for dwarves and other friendly creatures that's near to the finished goods stockpiles and easily accessible by my broker. The other would be for elves, goblins, and other creates of little actual worth. It would of course have all sorts of interesting features available at the pull of a lever. The idea would be to use a pair of drawbridges to restrict pathing to one or the other depending on the time of year and the caravans that will be coming that season. The wiki suggests that such a setup may still cause problems, but I don't see any concrete examples there. Does anyone have experience with something like this? The reason I don't to simply set traps on a single-depot system is that I'd like to put the trap depot somewhere into my entrance labyrinth so I've got a failsafe if some of the caravan guards or animals get loose and aren't killed by the depot traps.

4. Even after reading the wiki I'm still unclear on how building destroyers interact with bridges. Here's my best guess, tell me if I'm wrong: When the bridge is down then destroyers will not attack it, even if they could, because they'd like to be able to path across it. When the bridge is up it is invincible to building destroyers. Previously I'd just put a pit or moat under the bridge that would prevent direct access to it when raised, but with the ability for monsters to climb I'm not sure that would actually prevent creatures from getting up to it.

5. For ideal training, would this be the best way to organize squads? Archers in single person squads, set to train. They'd each have no barracks, but would instead have a single archery target. Maybe they can share, but it's not like they're expensive so I'd probably give each dwarf their own target. Melee dwarves would be in two person squads, also set to train in a barracks. In theory this forces archers to train on the targets instead of beating on each other with their crossbows, and forces the melee dwarves into two person sparring. Right?

6. Finally, is there a manual or doc I can read on the Perfect World utility? I would very much like an embark location with a volcano on flat land near a river, ideally in a heavily forested biome. But considering I can only ever get a couple of volcanos per max sized world I haven't had much luck trying to find such a location. I thought that Perfect World would be perfect for creating such a thing, but I honestly cannot fathom how to get it working or how I'd use it to generate a regular map and just add a few volcanos.

3
Masterwork DF / Game crashing when rolling over to the next day
« on: January 12, 2017, 01:41:57 pm »
The current date in my game is 100-09-08, and it crashes when trying to go to 100-09-09. I've tried using DFhack's calendar speed hacks to see if the problem was due to the date switch coinciding with some other event that when combined caused the problem, but that's not the case. Setting it to 1/8th just gives me a little more time before the crash happens, setting it to 8x speed makes the crash happen almost instantly.

This is the error log:
Spoiler (click to show/hide)

It appears to be something to do with random werebeasts but I have no idea how that's causing an error on a specific day in game.

4
The old way to stop a dwarf from standing in the wrong spot while conctructing something was to designate a wall construction where you didn't want them to be, and then suspend that order. Turns out that this no longer works, so now I'm not sure how to keep dwarves from doing that.

Additionally it also means that dwarves will now stand in eachothers way while building lengths of wall.

5
DF Dwarf Mode Discussion / Dealing with a beserk dwarf.
« on: May 11, 2013, 05:56:29 pm »
My Grand master Leatherworker/Bonecarver lost his shit over some art defacement (Leather Armor or Bone bolts were destroyed?), however I managed to lock him in a room before that happened. I had some warning as he would tantrum for a few turns and then calm down repeatedly, and now he's in the danger room with the doors locked (It's not on though). Since he's beserk do I have to worry about him destroying the doors, and if he does can I send the military to go kill him?

His wife a crossbow dorf is also rather unhappy, I've set her to defend a burrow behind a door I will lock but she isn't going there despite having no labors active. Any way to get her to do it? Fixed that.

Now that they are both locked up and I've set coffins for them to be buried in is there any further risk? The only people they know better than "Passing Acquaintance" are each other, and there is no way for them to escape unless they can destroy doors, am I good?

6
Fairly straightforward, I was wondering how to go about modding the forge so I can make weapons (EDIT: And armor.) out of things other than the normal set. I know artifacts can be made from any sort of metal, but I'd like to be able to make weapons out of brass and the like.

Is this possible or is this a hard coded thing?

7
DF Dwarf Mode Discussion / The embark screen is a lying bastard.
« on: December 04, 2012, 10:31:57 pm »
I was told I'd have clay, deep metal and flux.

Dfhack prospector tells me that the only metal is 34 units of native gold. What now? Trade for the metals?

Alternatively, does prospector not see stuff that's in areas that are unrevealed? It's not showing any adamantium either.

8
Curses / Just imagine, LCS on Fox news.
« on: June 27, 2012, 07:08:53 pm »
I can only imagne the lulz that would be had if fox news heard about this and went on their typical anti-gaming, and anti-liberal tirade. The trolling potential is limitless.

9
I've spent the last hour looking for this game, both on my computer and in the interwebs, so now I come here to ask you good people. I will try to describe it.

First thing I should say is that this is/was a freeware indie game that had previous iterations that were much simpler, but the basic game mechics (especilly combat and destruction) were the same.

There are two teams (orange and blue?) and both start with one city, and there can be a total of 4/6 cities on a map. Other than these two cities the whole map is water, so your options for combat are limited to turrets on the cities, boats on the water, and planes in the air. There are a couple different kinds of each boats and planes. For boats I think there was a cargo boat, gun boat, and a missle boat which functioned as artillery. For planes there was a cargo plane, fighter, and bomber. I think some of those vehicles, and some weapons for those vehicles had to be bought with the money in the game. Both cargo vehicles were for trading between cities, which was a good way to make moneis to buy vehicles and upgrades for bases.

The objective was to destroy all of the enemy bases, there were capital buildings that were built on the cities to take them over, they kept cities under your controll, amnd placing them on neutral cities slowly turned them to your side. Destroying them ment you slowly lost control untill the enemy was allowed to place their own building to try and take the city. Ther were other things you could build on cities too, mines (raw resources), and factories (to turn those into $), turrets, and some other buildings that I forget.

The destruction and combat physics and mechanics were really cool, there were kinetic and explosive weapons. The kinetic weapons were the standard for turrets and gunboats and they fired a sticky cannonball. To buildings it did nothing but stick to the wall, but for boats and planes it could take off wings and the cockpit (for an insta kill), if it didn't break it off the ball would atleast stick and mess with steering and slow you down. The other option was explosive, basicly an insta-kill against most vehicles unless you're lucky. But the main use was buildings, the explosives (cannon rounds, rockets, bombs) would take chunks out of buildings and all the bits would fall into the water. For buildins that actually had purposes other than getting in the way there would be a green glowy center that you had to expose. Once it was exposed the idea was to hit that again with an asplosive and then the whole building would be destroyed in a spectacular explosion with all the bits flying out to land in the water.

Oh yeah, one last thing was the day/night cycle, the whole time you're playing the sun is making it's way across the sky, untill you get to night time, once it hits night time it gets so dark that no one can see, and you can't spawn. People already spawned are still alive, but they can't see anything not currently being illuminated by explosions, boats are forced to either stop or try to continue on their course and hope they don't ram into a wall, or stray too close to enemy islands (AI controlled defense turrets can still shoot just fine). Planes are basiclly fucked because you have no point of reference and eventually you'll crash, hit the edge of the map, or get to close to an enemy base. But while it's dark two things still happen, you still gain resoures at the same rate as day, and you can spend them on upgrades, or research (which goes at the same rate too). Basiclly it gives everyone a quick break to regroup and take stock of the situation.

Well that was a longer description than I thought it would be, hopefully someone recognizes what I'm talking about.

10
DF Dwarf Mode Discussion / Dogs, dorf's best friend.
« on: February 11, 2012, 08:00:21 pm »
With my previous fort I embarked with a set of Alpacas, they don't take up too much grazing space, provide plenty of meat, bones, and wool. The only problem is the micromanagement involved in pasturing all the new ones you get every year through breeding.

My new for has changed that. Dogs, nothing but dogs. Leather, bone, meat, and defense. All without the silly grazing. My dog population is hovering around 100, it's kept there by butchering and combat deaths. With a dorf population matching that I can give every dorf a dog to protect them. That worked really well, but is a bit redundant.

My new set up is to have 2 dogs at the entrance to the fort, and then the rest are assigned to each of my military dorfs (10 melee/10 ranged). That means 5 war dogs per dorf, it pwns hard.

The crossbow dorfs are free to keep clear and take their shots while the dogs attack their target, and the melee dorfs have the dogs to weaken and grapple the target for easy strikes.

My next fort will probably follow the same path, but I'll try a dog eugenics program to get the best dogs.

So, how has the rest of the forum faired using dogs (or eugenics programs)?

11
I just had the Forgotten Beast Gostat show up.

Code: [Select]
A gigantic one-eyed shrimp. It has large mandibles and it undulates rhythmically. Its green exoskeleton is wrinkled. Beware its poisonous sting!
It's currently in level one of the caverns, though there is a clear path to level two. Though there is no path into my fortress, no doors, grates, etc. Just solid walls. If I leave him in the caverns will there be any problems even if he can't get into my fort?

On the other hand, if I do want to fight this guy how hard will a giant shrimp be to kill? I've personnaly broken down it's descriptors like this:


1. A Gigantic one eyed shrimp ~ Very large, and there is only one eye to take out to blind the beast
2. It has large mandibles... ~ I'm betting these are able remove various limbs with ease, or at the very least do heavy slicing damage.
3. ...it undulates rhythmically ~ Only a descriptor
4. Its green exoskeleton is wrinkled ~ Heavily armored? Or very poorly armored if chintin's protective ability has been nerfed like I think it has.
5. Beware its poisonous sting! ~ Obviously poisonous, most likely some sort of nerve toxin. (even if it's not I will treat it as if it is until I learn otherwise) Meaning any dorf getting stung is a dead dorf walking.

Regarding the poison, if it's delivered by a sting then does that mean there may still be a poison splater that my get spread? And would it work on contact or only on open wounds?

12
DF Dwarf Mode Discussion / Speed of vertical vs horizontal movement?
« on: January 19, 2012, 06:53:48 pm »
I just started a new fort in a nice place (Cold, major river which I can easily modify to make an awesome moat, lots of trees to burn, plenty of grazing area) and I'm now working on getting magma for forges. I looked at the pump stack and magma piston articles but is there really any point?

Even if magma is 100z levels down couldn't I just build a stairway top to bottom? If moving up/down a z level takes the same time as regular horizontal movement then it won't be to much for my smiths to be working down there and then come up to eat/drink/sleep. Of course the bar stockpiles would have to be down there with them but I see no reason to even put food/drink stockpiles down there.

What do you guys think?

13
DF Dwarf Mode Discussion / Redirecting rivers and maintaining flow.
« on: January 17, 2012, 10:16:33 pm »
I've been reading the articles on flow and waterwheels from the wiki because I'm trying to set up power to a pump stack. I understand that waterwheels need flow to work but the article on flow focuses on the more pressure related and exploit based ways to get flow.

What I want is much more simple, I plan on redirecting the brook on my map to go under my fortress (built around a volcano). I plan to filter out anything that gets in the river with vertical grates. It will then feed a cistern and pass through another grate and out the other side (ideally the water in the cistern would have flow). Then I would have a whole pile of waterwheels drawing power from the river. Then I want to dump it out the edge of the map using the fortification trick, I think that this would keep the river "flowing" in the waterwheel sense.

I just want to know if this is going to work. Would I have to use other methods of draining the brook off the map? For example sending it back arond to the original exit point, or meerly spliting the brook instead of totally redirecting it.

14
I just ran through my map with dfhack and used both prospect and reveal and found that there is no ore of any kind on my map. No coal or coke either, tough that is less of a problem and I brought 250 coke with me on embark anyway.

I've been playing this map for a while, it's the farthest I've ever been but the ore issue is huge. Is it possible to add ore to a map with hacking tools? Or is it possible to get ore/metals in enough volume to train weapon/armour smiths? I already have one of each, they were migrants that both came as highmasters but I'd like them to be legendary, and to have backups.

I am more than willing to cheat if I have to.

15
DF Dwarf Mode Discussion / How do I change precision of the records?
« on: January 15, 2012, 04:33:25 pm »
I've done it before, but I can't do it now. I have a dorf with a very basic skill level in recordkeeping (I know this isn't required, but he came in a migrant wave) and he has been assigned to both record keeper and broker with no other jobs. And I can't find the damn page that let's you change precision. R I DUM? Or has it been moved?

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