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Topics - Afghani84

Pages: [1] 2 3 ... 5
1
DF Gameplay Questions / Steam: Moving items out of water (former DFHack)
« on: December 17, 2022, 06:39:54 pm »
Hey guys,

classic DFHack used to have a command to move items like wood and arrows out of water to adjacent tiles. Since DFHack probably needs some time to be adjusted to the new version, I wanted to ask if there is some other workaround for this. Just want to "clean up" my area if that's a possibility...

2
DF Dwarf Mode Discussion / Autohotkey for tick by tick - help needed
« on: December 07, 2022, 06:46:51 pm »
Hey guys,

I am really sad that tick by tick time advancement seems to be removed in the steam version. So I am trying to create my own little "tick by tick" tool with autohotkey.
I never used it before, so I tried to keep it as simple as possible:

.::
send, {Space}
send, {Space}
return

As far as I understand, this should trigger a double press of Space every time I press "."
I tested it in my browser and it works there. It also works in DF options where I can input numbers, e.g. max frame rate.
But as soon as I am in the game itself, it does not procc. I even reconfigured the preset keybind for "." since I thought that this might block it. But no change so far...

Any autohotkey and/or DF specialists who know why this doesn't work out? Thanks!

3
DF Suggestions / Control over speed and advancing time by ticks removed?
« on: December 07, 2022, 02:54:59 pm »
Hey guys,

has someone found an option to adjust game speed in the steam release?
I was using this quite a bit back in the Ascii version...
Even the option to go tick by tick was useful from time to time.

Why would something like that be removed?
This makes me sad...any chance to reimplement it?

4
DF Suggestions / Steam release: change default work details to custom
« on: December 07, 2022, 02:06:46 pm »
Hi everyone,

I'm enjoying the graphical release but some things appear to be more convoluted than needed.
Here's a suggestion from boombone on Steam discussions that i wanted to highlight here since I had similar thoughts:

"I would love if the Default Work Details were just custom work details that you started with. The ability to rename, modify what the detail covers, and even remove it if i see fit would be a great change for these. At this point my fort is specialized enough that the default details are just bloat in my list."

I believe that this would be an easy change to increase QoL. What do you guys think?

5
DF General Discussion / Rough outline of tasks before steam release
« on: May 23, 2021, 03:25:22 pm »
Hey everyone,

I know that there is no official deadline for the release and I am happy about that since I want a good product and don't mind to wait for it. I'm just curious whether there is any source regarding outstanding changes/tasks that are scheduled before the release. Having such a list would make it a bit easier to estimate when comparing to the (currently rather infrequent) news posts from Toady.

Thanks in advance!

6
DF Gameplay Questions / Nobles quarters - how do you design them?
« on: June 05, 2020, 10:06:04 am »
My forts usually don't survive long enough to get many nobles due to a mix of lacking defences and lacking motivation. But now, I really want to get a fort to the "late-game" and was wondering how you guys prepare for nobility. I was thinking about 9x9 for a baron, 11x11 for a count, 13x13 for a duke and 3 separate rooms 9x9 for my monarch.

Now there are still some questions left:
- are those sizes fine or would you suggest others?
- is it wise to only have one room for baron/count/duke or should I separate quarter, living room and office respectively?
- does the monarch entourage need extra rooms?
- my hard pop cap is @150 right now. a monarch is possible with 140. I read that if he arrives, the amount of entourage can be influenced by the hard cap. should I increase it to receive more fighters? can I even use them as the rest of my military or do they only protect the monarch?

If there is anything else to consider, let me know. thanks in advance!

7
DF Gameplay Questions / Crafts as personal property
« on: June 02, 2020, 04:26:13 pm »
I noticed that some of my dwarves equipped amulets and rings that I produced specifically for trading. I've never seen this before...is this something relatively new?

I kinda like it with the happy thoughts and all but I'm wondering whether I'd still be able to trade them away if I really want to. I know that ownership of items is kinda bugged, so does that count for crafts as well? Let's say one of my dwarves decides to put on that masterwork ring that I want to trade...what's the best way to go about it?

8
DF Gameplay Questions / Dwarven child care 2020
« on: May 27, 2020, 01:42:45 pm »
I just found this almost 10y old thread and am disgustingly pleased with all the good !!SCIENCE!! it provided back then:
http://www.bay12forums.com/smf/index.php?topic=91093.0

Since the game has drastically changed in the past 10 years, I wanted to check what people nowadays are doing to harden/skill up their offspring before they turn 12. I know that they can help with farming but I am more interested in skills that would make them good military candidates, such as dodger/fighter/biter/wrestler or attribute gains in strength/agility/toughness etc.

Is the idea of pitting them with animals still feasible? Has anyone some recent experience on this topic?

9
DF Gameplay Questions / Dodging through woodcutting?
« on: May 24, 2020, 05:53:23 pm »
I just started a new fort, still in spring of the first year. There have been no aggressive wild animals or enemies on the map yet.
Still, I just noticed in Therapist that my mason gained some exp in dodging. He was cutting down trees in the first couple of days. Does tree cutting train dodging? It's the only possible explanation I came up with...

If so, is anyone abusing it? Doesn't seem to give much exp...

10
DF Gameplay Questions / Mineral scarcity and sieges
« on: May 15, 2020, 12:14:30 pm »
I'm planning on going for an extra challenge:
- world with very rare minerals
- embark location with no minerals AND
- no mountainhome (just hillock remaining)

Hopefully that ensures that I don't have easy access to metals. I'll just use whatever else I can find (shells, bones, stone) and see what human and elvish caravans are offering.

Anyone ever tried this? In particular I am curious about sieges...are they still clad in metal armour or may I see waves of goblins wearing bone armour crashing against my walls? Would be fun to have these stone age fights... 

11
DF Gameplay Questions / Offering and wealth
« on: May 14, 2020, 01:59:38 pm »
Hey guys,

quick question: let's say I created a bit too much wealth, meaning I have a hard time dealing with the sieges and beasts that the game sends my way. Now I know that I can lower the civ cap to decrease wealth production but I was wondering about something else:

Does it work to decrease fortress wealth and thus siege sizes by offering large sums as gifts to traders? I would be able to appease some civs and decrease my wealth stats as well. Does it work like that or is the exported wealth stat still relevant here?

Any other tips to reduce wealth without crippling my industries?

12
DF Gameplay Questions / Mugs for starting dwarves
« on: May 08, 2020, 06:19:58 am »
Hi there,

I did a bit of searching and it seems like mugs are tricky to store correctly. Here's what I found:

Dining room
stored in stockpile - works
stored in coffer - does not currently work

Tavern
stored in stockpile - works
stored in coffer - works but only if you have personnel serving the drinks

Since I only have seven dwarves right now, I don't want to use one of them as a tavern keeper yet. So stockpile is my only option? Any ideas about less space-consuming storage?

13
DF Gameplay Questions / Hauling job delay
« on: May 05, 2020, 06:13:15 am »
Hi there,

I noticed that some hauling jobs(j) show up almost immediately (such as wood hauling, furniture hauling) and some others (like stone hauling) need often more than an ingame day to register on the job screen. Since haulers only take jobs that are listed there it gives certain hauling types a speed advantage. Is this intended? Just curious to know since stone hauling is already very slow as is...

Edit: could it be that the amount of haulable items of a certain type, e.g. 100 wood vs. only 10 unforbidden stones plays a role in it?

14
I am currently trying to understand why the amount of time dwarves are idle between two jobs differs quite substantially. For this, I did some testing and had differences between dwarves (which may be explained through differences in personality) but also for one and the same dwarf.

Here an example:
I had a look at my carpenter and he had idle times in between jobs ranging from 6 up to 280(!) ticks. All of them were within the first few days of an embark, so there was no hunger/thirst/sleepiness present at the time.

Any idea what causes these large ranges? I mean... 280 ticks is 1/4 of a day, so that's pretty long to just hang around doing nothing.

One thing that I noticed was that there seem to be certain ticks where new jobs are started for multiple dwarves. That points towards new jobs waiting for some kind of checkpoint instead of being able to start whenever.
Another one is that the idle time changes if you change the job they are to perform next. So it could be that a dwarf after finishing creating a wheelbarrow will need 280 ticks to start crafting a willow stepladder but only 140 ticks to start a highwood minecart. Whether the different product or raw material has an influence, I do not know...

15
DF Dwarf Mode Discussion / Questions about indoor waterfall layout
« on: January 21, 2017, 04:53:20 pm »
Hi everyone,

I am planning to integrate an indoor waterfall for my next fort. I want to use it for the happiness boost and also to make sure that my dwarves stay clean at all times. I have a layout in mind but don't think that it is optimized yet. Some specific questions are below but apart from that, any suggestions on how to improve it are welcome.

Symbols used:
W - Water channels (supply&drain)
S - Stone walls
X - U/D stairs
F - Floodgates
G - Floor grates
D - Dug-out tiles

Level 1
It starts with the upper layer where I get the necessary water from a nearby river and redirect it around my central staircase:

S S S S S S S S S SS
S WWWWWWWWWS
S WS S F  S F S SWS
S WS G G G GG SWS
WWF G X X X G FWS
WWS G X X X G SWS
WWF G X X X G FWS
S WS G G G GG SWS
S WS S F  S F S SWS
S WWWWWWWWWS
S S S S S S S S S SS

Ideally I want the water to spread over all grates equally, thus having a steady and balanced waterfall all around my staircase. I'm not sure that floodgates are ideal here since the water is probably only going through the grates right after the gates and the ones in between would be left without any water. Another issue is the timing...floodgates are usually connected to a lever one by one. Is there an option to link multiple floodgates to one lever or use another method to open all my entrance ways to the floor grates at the same time? Lastly, is a 3-tile supply channel enough or should I widen it to ensure that I have enough water supply for a 16-tile waterfall?

Level 2-x

This is where I will have the happiness benefit and the integrated shower for all my dwarves. The water is falling down all around my central staircase without the danger of the staircase and my fortress to be flooded by it. I want to use this for multiple layers where my workshops, dining hall, hospital etc. are located around the staircase. That way all my dwarves automatically walk through the mist multiple times a day, happy and clean. Level X is the last level of my central staircase and thus has upward staircases instead of U/D.

D D D DD D D
D G G GG G D
D G X X X G D
D G X X X G D
D G X X X G D
D G G GG G D
D D D DD D D

Level X+1
This is the final layer of the waterfall. Here I collect all of the water and let it drain (fortifications in the map edge). As with level 1, how big should I design the draining channel? Is a 3-tile channel wide enough?

S S S  S S S S
S D D D D D S
WD D D D D S
WD D D D D S
WD D D D D S
S D D D D D S
S S S  S S S S

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