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Topics - Gobbopathe

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DF Gameplay Questions / Tweaking animal breeding
« on: June 15, 2013, 05:51:18 am »
Hello fellow Dwarfplayers

I have a question about breeding. I encaged some crundles, trained them and built some nests to let the females put their eggs in it. Of course cooking crundle eggs is forbidden.
But I noticed afterwards the crundles do not have the CHILD token, so they can't give birth.
I added manually in the raw file the [CHILD:1] token and waited several months but could not see any baby crundles.
How is calculated the gestation period ? (I could not see any token for that). Is it a fraction of the number after CHILD ? By the way I assume it is in years, here a crundle should become a child one year after birth, right ?
Do I need to add the baby token too ? (not mandatory if I refer to the wiki)

Maybe the token would be taken into account only for new eggs ? New crundles ? Or a new DF game ? Or maybe only after generating a new world that would integrate this modified raw file ? (sorry I am a totally newby in tweaking)

Thanks for your answers

2
Hello fellowdwarves

I have a military question. I have built a standard 2 z-level fortificated tower surrounded by a moat in front of my main entrance, with food and ammo stockpile in it, accessible from below.
I defined a "safe zone" as a burrow in case of invasions (which contain tower) : civilian alert makes civ dwarves comes inside correctly.

I would like my hunters to rush in the tower in case of invasion to shoot at enemies from inside.

I have defined a squad with all my hunters in it, leaving them in inactive, letting them to hunt when no goblin creeps around.
When an ambush/siege is declared, I would like them to stop hunting and rush in the tower. So I defined a specific burrow containing only the tower. And scheduled for an "invasion" alert the order to defend this burrow.

But I have the feeling that in this case hunters do not rush inside the tower, preferring trying to shoot at (or even worse, using crossbows as blunt weapons) in open land, resulting in mass hunter jam. I guess they try to defend burrow by attacking any visible enemy on the road to the burrow/tower.
I also tried instead of using passive "defend burrow" command through schedule, to give the active "move" command to that squad, but the same : my hunters do run through open land to attack any visible goblin. Maybe only a couple of them already close to the main entrance of my fortress reach the assigned goal. And even in this case I would like to be sure that once inside the tower, the "attack" active command would not make exit my dwarves in case the goblin moves out of range.

I wonder is there is a correct solution for this to work, but maybe there is a better solution than mine. Having to assign individualy each hunter to the tower burrow each time an invasion is declared would be a pity, and I am even not sure the effect would be different. Another solution would be to NOT create a hunter squad : they would be considered as civilians and would be affected by the civilian alert, and once hunters are inside, create the squad by assigning each hunter in it and command them to go to the tower. Pity again.

Short question : is there a way to ask military people to reach a specific point as fast as possible without attacking met goblins on the road.

Thanks to you !

3
DF Gameplay Questions / Mist Radius / Waterfall height
« on: April 05, 2012, 11:55:23 am »
Hello fellow dwarves.

I just have a quick question : could you tell me what would be the radius for a mist generated by a 1 z-level waterfall ? A n z-level waterfall ?

Thanks to you

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