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Topics - indyofcomo

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1
DF Dwarf Mode Discussion / Preferred Soldier characteristics
« on: September 17, 2020, 12:10:22 pm »
How do you all select who will be in your militia? In previous plays I would select anyone who had existing weapon skills, or someone who was in excellent physical shape. Except for me all-soldier attempts in which everyone who wasn't noble (especially doctors) was recruited.

On my next fort (probably in a few months, I'm a streamer and that's when I expect to get back to DF,) I plan on focusing only on their personalities. At the moment I plan to enlist every dwarf which is confident, high discipline, values martial prowess, respects skill development, and not low discord. I think that list is too long though and is going to leave me with very few candidates.

So how do you recuit?

2
DF Modding / Flag to auto-attack?
« on: September 03, 2020, 07:29:34 am »
Is there a flag I can modify to make dwarves(those who are willing--militia, brave enough, etc) attack creatures on sight? Just like if it was a goblin, troll, or FB. I tried a few different searches in the kobol raw but I didn't find what I was looking for.

3
Utilities and 3rd Party Applications / Serious military expectations
« on: August 28, 2020, 06:51:43 am »
For the most part I enjoy the chaotic nature of dwarves' personality and the absence of direct control in the game. But there is one place I would like to see more stringent expectations, and that's the military.

I don't know anything about modding, and I'm not necessarily looking to get into it (my plate is overflowing as it is), but would these concepts be possible?
a) Participation expectations of every member of an active squad (assuming orders.)
b) Militia commander generating punishment for insubordination.
c) Maybe even dwarfs who value safety(is that a thing, don't know off top of head) being displeased with dwarves not putting a good search effort into fort security.

4
DF Gameplay Questions / Several questions as I prepare to get back to DF
« on: August 10, 2020, 04:15:32 pm »
So I'm not new to DF, just quite a few things I still don't understand or know how to do(if even possible.)
1) Can you assign personal ownership of a crafted item? Let's say I've got a dwarf who's down in the dumps who likes scepters and cat bone. Can I make the cat-bone scepter his?

2) What kind of computer specs do you need to generate medium or larger worlds with history of 250+. I can do medium 250, but the last 20-50 years are a crawl. I have an i5-6600(3.3 ghz) and 16 gig ram.

3) Can you do more than 1 job at smelter or smithy with 1 piece of fuel? Does (char)coal burn for a time, or just get used up per job?

4) What are the weird units of measurement in the hospital stock screen for thread and soap?

5) Is there a way to stop Urist from drinking in the drink storage pile?

6) How exactly are mugs used? Where should they be stored?

5
DF Modding / Discipline(Murder?) Your Citizens!
« on: August 22, 2017, 01:23:35 pm »
Does anyone know of or have seen a mod that allows my squads (militia or guards) to attack (s-A-k) a citizen?  I'm generally unsatisfied with the only things which get punishment are assault, murder, and production/trade orders. In addition right now I am trying to simulate a prison and i'd like to be able to order the guards to attack citizens I have designated as prisoners.

6
DF Gameplay Questions / Acheivements?
« on: January 20, 2016, 12:24:05 pm »
recently I have noticed a little notification window popping up while I'm playing. It tells me things like "you've mined your 10th mineral" and stuff like that. Is that vanilla or part of PeridexisErrant's LNP?

7
DF Gameplay Questions / Sculpture Gardens in 42.x and beyond
« on: January 14, 2016, 12:21:17 pm »
Does the sculpture garden really serve any purpose now that we have temples, taverns, and libraries? Does a dwarf have a desire to see sculptures, or hang around outside(doubtful!)

8
DF Suggestions / Update Idle count
« on: December 08, 2015, 08:39:43 am »
It seems to me(via Twitch streams, haven't done it in my own game yet), that when you get a tavern going with performers dorfs get super lazy. However their 'job' is "Watching Performer" or something similar. These guys aren't working.

At the very least I would like to see a count display distinction between dwarfs who are doing nothing and dwarfs who aren't working.

For a bit more of a stretch I'd like to restrict how many citizens can be sitting around, or for how long. Perhaps at a general level, like the setting on the bookkeeper. Maybe that's something the hammerer and civilian enforcement group can enforce.

9
Tilesets and Graphics / old tileset, new df?
« on: December 01, 2015, 04:43:33 pm »
In general, is it 'safe' to play with an outdated tile set? Can I use Ironhand with the new DF release even though it hasn't had time to be updated yet?

Will wrong tiles be used for new objects? Will it crash? Will it just show the ASCII instead?

10
DF Modding / Can we modify embark pop size or immigrant waves?
« on: November 18, 2015, 11:02:46 am »
A friend and I were discussing how difficult it would be to start with a max-population fort. I laughed, thinking of all the !FUN! that would be had, and wondered if there was a way to make that happen early, rather than building up to it.

11
DF Dwarf Mode Discussion / What are your barrack setting preferences?
« on: October 15, 2014, 01:07:04 pm »
Those other settings in the barracks--sleeping and stuff--how do you set them?
Why? What are the pros & cons?

12
DF Gameplay Questions / Both cannot find path and displacement
« on: October 14, 2014, 07:30:27 am »
Before I report a bug, let me run this by you guys and see if you already know how to fix this.

I (R)eclaimed a fort I had abandonded, and set to work re-designating the innards I hadn't finished last time. My two starting miners seemed to do work for a while(maybe I'm wrong and they didn't) but later I noticed they both had canceled their jobs cause they couldn't find a path. This is a simple tunnel, still accessible from the outside. But they just stand there flashing a question mark. If I disable the mining labor they'll go about doing other things, or nothing(I don't have my miners enabled to do a lot else.)

But then it got stranger. I found one of my miners who still had mining off. I followed him and enabled mining. He paths to pick up his equipment--and my screen is going through the ground. Eventually he stops moving. I pause the game, and the display shifts to somewhere else--basically facing a cliffside not near the digging designations. Unpause it, and I'm back in the ground. I can go back and forth like this.

(I've actually been experiencing some wierdness in the follow/center-on display for a bit, but never has it appeared to be anything more than a display issue.)

I'm running the newest SP and dfhack and a graphics pack, nothing else.

13
DF Suggestions / Job Cancellation reduction - Burrows
« on: September 17, 2014, 08:49:59 am »
How about not even queueing jobs to someone if it takes them outside a currently assigned burrow? Or at least not producing the job cancellation message.
I was just trying out a prison fort, and my prisoners were spamming the heck out of reports as they kept trying to move the stones out in the wardens' area, while ignoring the stones in their own cell block.

14
DF Dwarf Mode Discussion / Dwarfs disabling labors
« on: July 03, 2014, 01:05:08 pm »
Every now and then I'll notice there aren't that many dwarfs moving stuff around and I'll check Therapist. What I'll find is that ~75% of my dwarfs have disabled all their hauling labors except for burial and one other. I have also found Mason being turned off.

My google-fu turned up a bug report with labors turning off when dwarfs become heroes, but very few of my dwarfs are in the military, much less becoming heroes(none of those).
Could this be an issue with Therapist?
Or is there a problem enabling labors on nearly every dwarf?

15
DF Gameplay Questions / Automatically refilling reservoir?
« on: July 01, 2014, 10:27:26 am »
I was planning on using a pressure plate to control when reservoirs (for wells) got too low and open the floodgate controlling that particular reservoir. But after reading the wiki page on pressure plates, that doesn't sound like it will be possible. Well, not without getting into logic machines, which I'm just not interested in. Is there another way, or will I just need to manually manage them?

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