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Topics - jasonwill2

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1
DF Adventure Mode Discussion / hacking in full stats?
« on: July 04, 2012, 10:02:25 am »
Is there any way, by editing the raws or otherwise, to change the amount of starting points for your adventurer's stats?

Or should I just download runesmith? i ran into town for a friend to find out, as his internet is out for a while... so if this can be done without downloading something like runesmith that would be nice.

2
DF Dwarf Mode Discussion / Limits of water stuff
« on: June 25, 2012, 11:17:45 am »
I was wanting to use water pumps to lift a bunch of water up about 30 (i think, not sure that's an estimate) stories into a resivor of water that would, when full, make a waterfall and stream down one of my two peaks on a volcano (one side has lava, but this side does not and is hallowed out at the top for noble rooms). as extra water overflowed and have this run 24/7.

I don't know if it can be done fast enough to make a good flow of water, but will try it. But this got me thinking, what is the limit of water based awesomeness and tech? Is there really any limit other than FPS? What is the most extreme thing I could do with water?

Once I tried to set up water for defense. The entrance would flood and shove enemies down a moat to drown, but it wasn't strong enough the one time I tried. In the same fort I set it so the meeting room could flood and then drain, and was going to make it an alternate root into the fort to lure in goblins, but never got to use it. I ended up using it at the end to keep fire breathing clowns at bay from LEAVING the fort as I trapped them from behind, keeping them in place (I had several drains and could reverse it really fast if I wanted to as it drained out the sides of the hills).

So I've messed with water for defense, and am trying for awesomeness, but does anyone have any specific ideas of what some really extreme (and practical/scenic) ideas for water could be? Like some really out of the box ideas?

3
DF Dwarf Mode Discussion / Safe Room designs
« on: June 10, 2012, 01:12:37 pm »
In my last fort, a necromancer killed us all. I tried to get my Militia to deal with the problem (they only had gear I brough on embark... just some 'meh' armor and weapons...) while everyone ran into the storeroom, but some stuff got stuck iin the door so I huddled everyone into the unfinished meeting hall where people with no jobs go. I needed a miner/more people before all the zombies ran us over, so unlocked the door to save more than 6ish dwarves but alas a zombie got in and killed em' all. The fort was only lasted one year and ten months... is sad; the fort was really starting to show potental, I just got suprized attacked but never actually saw the necromancers  >:(

It got me wondering, where is the best place, and the best way, to design a safe room? If you make it so that it is near your store room you can get supplies relatively safely should you run out below, but if you put it in your meeting room you can save more dwarves. It needs to be centered enough to get a lot of dwarves in but not too centered that it is quickly gotten to by the attackers. You need to have supplies down in there but not so much that it bothers with the rest of your fort. Having some pickaxes down there too might help, as if it gets REALLY bad you can just dig down and seal off the top, never seeing day light again and use the underground caves for new water supplies and for wood. Surely you can save enough animals to breed for food or you can find some plum helm seeds in your stores down there. If you don't know how to use pumps like me, using gravity, a flood gate, and some creative mining and you can have some come down from a river (if one is on embark) given you are careful enough to not break through your old fort.

Meanwhile you are all sealed underground, waiting for the day that you create a military force powerful enough to drive out the zombie herd... gathering metal from below, smithing, training for the day that you will not see your revenge come full fold, muahaha! just woe be to morons who migrate or traders who do not get the message yet that it's over run... you will have to rely on SEX for new populations...

4
DF General Discussion / Favorite size of worlds?
« on: May 17, 2012, 11:58:25 am »
My computer isn't the best so at most I think I use a medium sized island. This is the biggest map I have ever played on and was my favorite, not sure it's size. I used many custom parameters to get this, and unfortunately turned off the circus cause I didn't know what it was at the time.  :(

Spoiler (click to show/hide)

Anyway, I was looking on another topic that was discussing different ages and I recalled how world size can greatly effect the history of the world. As well larger worlds tend to have more variation in cultures and civilizations. But large worlds get so big that I can't wrap my head around all the different civilizations, cultures, and really feel like I get to know the land. For this reason as well as for my somewhat below average computer, I typically use a medium sized world or smaller (never pocket really though). The only thing I don't like about it is that there is not enough wars.

What size world do you typically use and for what reasons does that choice appeal to you?

5
General Discussion / stuffs about ipads and printers
« on: February 28, 2012, 09:12:41 pm »
OK, so I guess here if anyone is having issues, this might be the place.

For me, I have been trying to get my grandmother-in-law's ipad to detect her printer so that she can print from it, but so far I have had very bad luck.

The problem is that she has a computer by Microsoft, and for some asinine reason the "airprint" that the wireless printer supports, absolutely HAS to go through the computer, but *gasp!* she has 64bit windows 7!

So the printer is enabled, the latest itunes installed (so that the Bonjour service will be installed as well to support airprint), as well as airprint being made into the x86 directory.

They say that you are supposed to at this point run CMD as an administrator, and enter in some things, specifically these two lines:

sc.exe create AirPrint binPath= "C:\Program Files (x86)\AirPrint\airprint.exe -s" depend= "Bonjour Service" start= auto

sc.exe start AirPrint


but at the second line I always get an error that says:

"error: 1053: The service did not respond to the start or control request in a timely fashion."

I've looked up a number of ways to solve this, but so far nothing has worked.

This is the link that so far I have found to be the most useful:

http://forums.macrumors.com/showthread.php?t=1047779

And just to be clear, I'll repeat all the devices involved:

ipad 2 with ios 4.3.3 (8J2)

64-bit Windows 7

HP Photosmart 6510 series (supports airprint and is wireless, works fine with the computer)

I think that should be everything, she has a wireless network and all that jazz.

If anyone can help me, I would LOVE YOU. I had trouble with this for hours yesterday, and am close to giving up today. Also, if there is an app that can bypass this 'need' to go through the computer (I know there is some from reading the link I gave earlier), please by all means suggest an app or two to look into. She said 5 or so dollars wouldn't be a problem for getting her ipad to be able to print.

Thanks in advance!

6
Life Advice / not life per say but with internet services
« on: December 29, 2011, 06:07:44 pm »
mvr mind i found help elsewhare lol

7
DF Dwarf Mode Discussion / the ultimate and most dorfy ever artifact!
« on: November 20, 2011, 07:31:23 am »
My personal favorite first, just to set the mood.

Quote
Vunomastel Mekurtobul, "Lungallies the Colorless Canyon", a iron battle axe

Weight: 6 dorf pounds

Basic Value: 91,200 dorf bucks

This is a iron battle axe. All craftdwarfship is of the highest quality. It is encrusted with red pyrope and encircled with bands of smoky quartz. This object menaces with spikes of limonite and reindeer bone. On the item is an image of a quarry bush in iron. On the item is an image of a blazing sun in FORGOTTEN BEAST LEATHER.

Now that is freaking awesome, it has forgotten beast leather! Now to combine it with my forgotten beast bone helmet! Sweet.

But now onto the real deal:


Quote
Tangakdal Loram Thortith, "Spotgreeds the Cathedral of Spells", a marble harp

Weight: 10 dorf pounds

Basic Value: 262,800 dorf bucks

This is a marble harp. All craftdwarfship is of the highest quality. It is encrusted with shale, marble, limonite, and phyllite and encircled with bands of shale, phyllite, marble, pig iron and cat leather. This object is adorned with hanging rings of shale, phyllite and marble and menaces with spikes of marble, shale, phyliite, fine pewter, harlequin opal, quamarine and shell opal. On the item is an image of a shining sun in shale.

On the item is an image of dwarves in shale. The dwarves are laboring. The artwork relates to the foundation of diamondchambers by the Fortification of Honor of The Watchful Crypts in the early spring of 1071.

On the item is an image of As, the deity of jewels, depicted as a male dwarf in shale. As is contemplating.

On the item is an image of... 96 more times!

say what?!

Seriously, a lot of the images are of the original foundation in 1071 by the Watchful Crypts, but that died to a loyalty cascade. The idiot and selfish militia took food and starved the fort out. It wasn't until the  Belted Oar sent in the Scorching Knife that a reclaim made Diamond Chambers what it was. The  Watchful Crypts group didn't even last through the winter.

The Watchful Crypts may of founded the mountain halls, but it was the Belted Oar who made it what it is today!

Now, in the year 1073, this mighty artifact to triumph all others is created! Hurah for 11 years of occupation, Diamond Chambers shall remain strong! 



8
DF Dwarf Mode Discussion / kitty cat problem!
« on: November 18, 2011, 10:57:44 am »
So a while back a kitty cat came to my fortress and had kittens...

and about three-4 years later i counted and now have 50 kitties! cool i love cats!

this also presents a problem; i only ever butchered one cat for a quick artifact making dwarf. but i imagine eventaully my 8k of "other" food will run down and i might butcher kitties sometime in the future for a totalyl closed off fort, but i love kitties!

should i do it, or find other ways of food? i got cats everywehre! the ratio of cats to dwarfs is 1:3!

9
DF Gameplay Questions / pop cap not working?
« on: November 17, 2011, 10:44:33 pm »
I went into my d_int files and put the pop cap at 120 a while back... and migrants put me over 150.

Anyway later I made a new fort and wanted to see if I could run with 12 dwarves and set my cap to 12... now im over that limit.

It looks like this in the d_int file:

Quote
You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.

[POPULATION_CAP:12]

10
General Discussion / never mind..
« on: November 16, 2011, 06:58:05 am »
NEVER MIND JUST LET THIS TOPIC DIE

11
DF Dwarf Mode Discussion / causing war
« on: November 16, 2011, 02:41:26 am »
How long does it usually take for you to incite a war, and once you did, how did the war turn out?

12
DF Gameplay Questions / getting another perfect world? (world gen)
« on: November 12, 2011, 02:32:09 pm »
Help me save my world!


Well ok, not so much save as recreate.

The Temperamental Islands I love, but I seem to of made two tiny mistakes when making her.

The mineral scarity is set to the max (opps!) and there is no magma layer or circus layer. I want to put them in but everytime I do even with the same seed it comes out just wrong.

Like too many hills, weird mutilated shapes, ect ect.

Though while I'm at it I wanted to cut down on aquifers, but that is secondary at this point.

SO... what I specifically need help with is getting an island that at least vaugely similar to this type of biome distribution and density. Often the world gen will make it all mangled and stuffs whenever I try to make this work... for example hills galore everywhere or making way too much green choking disgusting stranded pieces of desert which messes with the way I want the island to look.

The reason I like this kind of Island is... well the aesthetics of wastes and deserts dominating places appeals to me. It kind of reminds me of Morrowind slightly (only much greener).

Anyway, here is the ascii image of my island (the dwarf symbol in the gray desert near the west coast has 3 sites there).

Spoiler (click to show/hide)

This is a biome map of it,

Spoiler (click to show/hide)

Though temperatures seem to be extremely uniform it only warms up while going south. So I think the key in how it was formed may of been because of the rainfall, I see a massive rain shadow on the east coast!

Spoiler (click to show/hide)

And then here is the map of cities!

Spoiler (click to show/hide)

As you can see most civ development is in two regions, and both are separated by the, and I kid you not with the random name gen, "The Troublesome Spine". Indeed, when I need to get around it for a Titan killing, it was a long journey.

Anyway, below this last paragraph is my world gen specs, If I want to get something similar to this again but add the circus layer and maybe turn up the scaricty, might it be possible to get an asthetically pleasing map again? Or did I just get lucky? I wasn't really sure what I was doing when I made it, it took me hours to get this when I made it. Anything I should change? I suspect I might try to create a massive rain shadow again but am not sure how. I suspect if there is a way to force land shape with a mod or some sort it *might* just work out perfectly how I want it, but that is probably too hopeful.
Spoiler (click to show/hide)

edit: eerr might of found something to work on for a base line to mess with on the wiki, though any advice would help

http://df.magmawiki.com/index.php/DF2010:Worldgen_examples#Desert_World

13
So I made a custom world with lots of bad lands and deserts and no lava lakes. as far as I can tell no lava at all exists except near one volcano out of the way. so I got no candy ores.


But anyway, I like the land overall, but the vast majority of it has aquiferers or salt water in many places making most places hard to settle. most civs took up all the good land and i end up putting most of my fortresses in the one desert strip that has both no aquifers, a stream/river, and metal.

Should I keep playing this world or not? Also is there a way I can export it's specs and seed so that you guys can see it, despite having custom parameters?


edit: what i mean is, i have invested a lot in this smallish-medium sized world but its not the most ideal for fortresses but in a few very small strips of land. i dont want to abandon it, i got it from the age of myth to the  age of fairy tales almost completely on adventurers by killing titans. ive grown attached to this world and have a sense of its history a bit; and even made some of my own. ive advanced it by about 20 or 30 years too.

14
DF Dwarf Mode Discussion / typical fortress lifespan?
« on: November 09, 2011, 11:31:34 pm »
what is the average lifespan of a fortress? i have my best ever right now and it is nearly 10 years old. the first year it died after some break down with my soldiers hoarding food and a bunch of people dying when I ordered my guys to kill our first caravan, and they started killing our own people too.

I reclaimed it the next spring and have almost held it for 9 years now and have over 1.1 million wealth, before this my longest living one was 6-7 years.

What is the average lifespan of your fortresses?

15
hey guys i like playing DF. Recently I  broke my collar bone and since I have no job and DF is all i can really play with mostly one hand, it is what most of my time for the next 6 weeks will consist of. I got a fairly good grip on the game, but often after 3-4 years of a fortress at a quarter million wealth it would get hard by an invasion or suffer some managment disaster inside and slowly wither and I would just forget it because it was too much to fix it.

i have a vid of my fortress then some questions. in raw wealth its my richest ever, ive reclaimed it after a bad incident and have had it this time for about 5ish years. i did suffer that 3/4 year mark where it usually crumbles, and regained my footing this time. this fortress and the way ive run it has been very good and it seems to be able to bounce back unlike many of my other fortresses. ive had slightly bigger fortresses before, but this is my best so far in how well it runs and esp how well equiped and trained my milita is (many fortresses only had copper equipment for example and not that well trained). I have this on a custom world and I suspect my higher than normal embark points is part of why; I could take better gear to start. Anyway, here is a vid of my fortress so that you guys can best help me. i do a 2x2 size to cut down lag; a year in the game used to take 6 hours on teh default size of a fort before i put it down to the smallest

the first 3 mins is enough to see everything, view in fullscreen to be able to see good =p trust me its only slightly fuzzy in full screen

http://www.youtube.com/watch?v=WqjKW-RhyfI

any advice or help? I recently lost over half my Militia in a bad attack and had to downsize from 3 squads to two. I also lost my axelord and spearlord, but now i have a swordlord. My hospitals are the most effective ever too.

you might of seen where some cave ins happened when i messed up making my moat, and i went overkill with floor patching it up in an old storage space. my two way bridge system isnt working well i tried to get it so that there was one master stwitch and two independent ones so that i could set both to close/open at the same time from the master one or alternate for a airlock style safety feature for when my Militia went out to fight an invasion so that no bad guys got in when i sent my dudes out. my militia is well equiped with mostly iron armor, if not a piece of bronze here or there; I should have iron for all.

also i cant get my dwarves to grow anythign really good, or figure out how to get them to feed/water prisioners or animals that arnt pets. one criminal died of thirst so i put water in the prison. also i cant figure out how to brew.

normally getting food is a problem, so i just buy massive amounts when carvans come (esp from home) but last fall they didnt come because the time before i pissed them off with too many bad offers apparently, but we made by with no starvations. also how do I get my dwarves to cook/eat seeds? i set 3 or so kitchens up incase it was needed that they were cooked as meals to be sure, but idk.

can anyone help me? oh and also enemy corpses and somtimes loot isnt touched at all even when i unforbid it or mark it for refuse. why is this?

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