Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - xaldin

Pages: [1]
1
DF Modding / Wagon relocation
« on: February 19, 2018, 04:14:23 pm »
So I'm sure we've all had a lousy wagon location at least a few times as play goes on. Is there any way to teleport/move/relocate that wagon non destructively?

I've tried autodump (empties the barrels which is problematic) I can't seem to teleport it as it isn't a unit.  Are there any options in DFhack or similar?  Even something that modified the placement pre-embark would work.


2
DF Dwarf Mode Discussion / Raiding sites
« on: January 23, 2018, 04:04:53 pm »
Has anyone been attacked/retaliated against by a necromancer tower that would otherwise be out of range because you sent dwarfs to raid it?  I'm interested in if that is a thing or if I still have to embark in a tower range to see necromancers attack at all.

3
DF Gameplay Questions / Evil rain surface building techniques question
« on: February 27, 2012, 01:03:16 pm »
So after doing a lot of thinking I decided that I needed surface archer pillboxes and towers to deal with invasions/sieges (fortress defense mod, lots more than normal). Problem is cursed mist and evil rain. Nasty stuff that and there is no real warning it just starts. The rain hits and dwarves start going unconscious and/or dieing. 

So how do you safely build on the surface in this environment. An alternative I guess would be to build everything Surface-1z then drop the entire surface down 1 z through a cave-in. But that really is only practical for pillboxes and the dwarf is still exposed while causing the cavein. So are there any good tactics that someone has devised to build towers/etc outside in terrifying that is at least safe from weather effects?

Even if I was to try and build overhangs to the buildsite from my hurried roofed wagon storage shed that dwarf is exposed the entire way putting the roof on.

4
DF Dwarf Mode Discussion / Worldgen Starvation
« on: February 23, 2012, 06:02:05 pm »
Numerous races have huge amounts of starvation. Kobolds and goblins at least aren't going fully extinct but they might as well be outnumbered 10:1 or more by other sentients. Dwarves/elves/humans are losing about 3 people to starvation for every battle casualty or more. Other creatures have similar problems.

Question is what can be done about it. Are there particular parameters in the advanced generation that would help influence it? Certain population densities? Having stuff set for not needing food in raws I guess is an option but that just shifts the problem to possibly too overpopulated.  Ideas?

5
DF Gameplay Questions / Cursed Mist questions
« on: February 20, 2012, 01:03:42 pm »
So for variety of reasons I can't actually perform any of the tests but I wanted to put the questions out there in case anyone else has the results already to save me time in the future.

  • Can a cursed mist go through Fortifications? Glass? Bars? Grates?
  • How many levels of wall can it boil over? Know it can top up to two currently from what I've read but has anyone tried higher?
  • Will the mist flow down a pit of Z-N levels? Any limit?
  • Will the mist go down ramps?
  • Can the mist be destroyed? Magama/Water/Other from a high Z level falling onto it possibly. Especially thinking waterfalls.
  • Does mist contaminate Rivers, Brooks or other water sources?
  • Can mist be forced to move or cover a particular area? Windmills/Weather/Snow/Rain effects on its movement and spreading is what I'm looking for.

If anyone has observed or tested any of the above I'd appreciate the information transfer.

Pages: [1]