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Messages - eastwind

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1
In DF2010 0.31.03 I have built a tower with a 10z drop and dropped a bunch of goblins. Some survived, some died and some exploded. The first time around about 1/3 survived. I dropped those again. I made a mistake with one and dropped him 12z levels and that one died or exploded, I couldn't tell. One survived a second 10z drop, one died but didn't explode, and the last one actually threw the dwarf off the tower. He fell 11z and exploded. So much for my best bone doctor. :<

10z is not enough in 2010.

edit: by the way, I construct my drop tower directly over my trade depot, with a retracting bridge one level above the depot to catch the pieces. The walls around the bridge keep the parts contained. After everything decays I pull the bridge lever and all the goblin armor drops down one more z level ready for sale, no hauling required.

2
All the above posts have to be for 40d. And jftr I also think 20z survival for goblins is BS, I had 100% kills at 12z, with as much as a 4z chunk bounce (I walled the LZ 4 high and chunks ended up on the other side, so I started walling 5 high and that stopped).

 I found this thread trying to find out of the answer is different for 2010. Anyone know?

And just for clarity, if there's a distinction between dying on impact and exploding on impact, all I care about is having them die.

3
DF Gameplay Questions / Re: The Little Questions Thread
« on: January 06, 2010, 08:32:05 am »
I never seem to get my appraiser leveled very far past what he embarks with (I always buy a proficient appraiser because it's so hard to level).  Does anyone know if I can level this skill by repeatedly requesting the broker and sending him away during the same merchant visit?

(I read on the wiki that exp is granted for this skill based on the amount of goods at the depot when he arrives -- but I don't know if you can get that to count multiple times during a single merchant visit)

Maybe I'm worried over something that isn't important, should I even care about the appraiser skill? I usually have so much goblin loot to sell after a couple of years that maybe I should bring a different skill and start at dabbling and not worry about it.

4
DF Bug Reports / [40c] Delete stockpile doesn't interrupt dwarf pathwalking
« on: September 22, 2008, 12:49:29 am »
To reproduce:

- Create a stockpile at a distant location. Mine was for stone blocks.
- Wait for a dwarf to start hauling an item to place in that stockpile.
- Delete the stockpile

The dwarf immediately drops the hauled item, but continues walking the rest of the way to the stockpile before taking a new job.

Activating and Deactivating military mode didn't interrupt the long walk either.

5
DF Gameplay Questions / Re: Stacking items? (1 iron bolt * 10)
« on: September 17, 2008, 01:36:46 am »
Is this still true?

6
DF Gameplay Questions / Re: unmovable rocks
« on: September 05, 2008, 08:29:04 pm »
Thanks all, I finally found the problem. It turned out that the road tiles underneath these rocks were pending construction not constructed as I thought -- with construction suspended. So the rocks were 'allocated'.

I had the road done but tore up a section to set some cage traps and was building this one 3x1 piece back and got confused on the state (I think I must have manually suspended construction due to an attack, then forgotten about it)

The outdoors refuse thing was also relevant, that was something else I didn't know about, but it had to be that the rocks were just already linked to the suspended construction, because I couldn't do anything with them whether they were marked as dump or not.

7
DF Gameplay Questions / unmovable rocks
« on: September 05, 2008, 01:33:49 am »
I had a wall running one z-level above my gate, and it wasn't quite in the right spot, so I demolished it. The rocks fell down onto my the road running in my main gate. I can't find a way to get rid of them. I've tried forbidding and unforbidding them and making a garbage pile and marking them as junk, but the dwarves ignore them. I have plenty of labor with rock hauling enabled.

If I try to build something, those rocks are not in the list of available materials, I can tell because of the type and distance.

Please don't answer this thread with "just ignore them", that will only keep someone else from giving me a useful answer, thinking the question is already answered. I know I can just ignore them, I want to move them.

Thanks for any useful answers

8
DF Suggestions / Re: New Top Suggestion gathering, ROUND TWO
« on: September 03, 2008, 11:39:43 pm »
I was just pointing out ...

I agree with you, but since Toady gets to interpret the results any way he wants he can correct for that. It would be simple enough, for instance, to give each category a SWAG-level estimate, and divide the votes for each item by the estimated time to do the item. Then you get bang/hour and the real winners emerge. That would apply even if each category were one suggestion, since not all suggestions require an equal implementation effort.

9
DF Suggestions / Re: New Top Suggestion gathering, ROUND TWO
« on: September 02, 2008, 11:55:37 pm »
  • Material selection for material used in workshops.

I can see this being done a couple of ways. The most micromanaging-enabling way would be to pick the material from a list of materials for all jobs as they are added. This would be consistent with the build operations and some shops like the jeweler's workshop and forges and smelters.
A simpler but less flexible way would be to add a control on a workshop that applied to all jobs until it was changed, either by designating a pile to take from (if that works I haven't figured it out) or a material type to use, with additional criteria such as nearest, dearest, cheapest.
A third way, kind of a hack, would be to allow the stockpile settings to operate on the 9 squares of a workshop, so you could have haulers bring a certain kind of rock to the workshop. This would then be the nearest material, so it should get used automatically. But if you mix what you carry to the workshop, you'll still get mixed results.
I throw these options out for discussion, I expect everyone who's been asking for this is thinking of the first option. But if we couldn't have that, maybe one of the easier-to-implement options would do. Assuming they're easier.

  • Forbidden area designation

Ideally, the properties of the forbidden area would allow per-dwarf customization, like the workshop properties do. I could then allow only certain dwarfs (woodcutters and wood haulers, and only the male or childless females) to go out of the fortress and keep the rest (and the kids) inside. Or I could restrict my Novice Hunter from wandering all the way to the other side of the map where the giant spiders are and keep him a little closer to home.

  • Embark screen filtering improvements

(Hopefully this is all one vote): I'd like to be able to filter for sand, trees specifically (and remove drainage), and to be able to do ORs, like magma pipe OR magma pool; in other words to say "any kind of magma" and "some kind of water". And if this is still under embark screen filtering improvements, I'd like to be able to see the next best match without rescanning, or the top six to ten matches and check all of them and then pick one.
[/list]

10
DF Dwarf Mode Discussion / Re: more sand during worldgen
« on: August 22, 2008, 02:35:35 am »
I posted the question after trying for quite a while, then, of course after posting I got one right away with the same parameters... Thanks for answering though..

Here's my recipe. The indentation was just my way of keeping track what I'd mucked with most recently. It gives me lots of locations with magma, trees, a fair amount of flux near the magma, mostly temperate climates, not too many aquifers, but you have to hunt for a location with sand.

I'd post my seed but from experimenting with other people's seeds I don't get the same world they show even on the same df version. I think it's because I'm running a 64-bit processor. Although the game runs in 32-bit mode, I'm guessing there's some extra precision in cpu-internal floating point math that makes for some small differences in the random numbers.

[WORLD_GEN]
   [TITLE:MINE]
   [DIM:257:257]
   [END_YEAR:1050]
   [BEAST_END_YEAR:2:50]
   [END_YEAR:1050]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:1]
   [ELEVATION:200:325:600:600]
      [RAINFALL:41:100:1600:1600]
      [TEMPERATURE:75:95:200:200]
      [DRAINAGE:41:100:400:400]
      [VOLCANISM:70:100:1600:1600]
   [SAVAGERY:40:66:1600:1600]
   [ELEVATION_FREQUENCY:1:1:1:1:1:1]
   [RAIN_FREQUENCY:1:1:1:1:1:1]
   [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
   [TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
   [SAVAGERY_FREQUENCY:1:1:1:1:1:1]
        [VOLCANISM_FREQUENCY:1:2:3:4:5:6]
   [GOOD_SQ_COUNTS:400:4000:8000]
   [EVIL_SQ_COUNTS:100:1000:2000]
   [PEAK_NUMBER_MIN:0]
   [OCEAN_EDGE_MIN:0]
   [VOLCANO_MIN:200]
   [REGION_COUNTS:SWAMP:0:0:0]
   [REGION_COUNTS:DESERT:0:0:0]
   [REGION_COUNTS:FOREST:0:0:0]
   [REGION_COUNTS:MOUNTAINS:0:0:0]
   [REGION_COUNTS:OCEAN:0:0:0]
   [REGION_COUNTS:GLACIER:0:0:0]
   [REGION_COUNTS:TUNDRA:0:0:0]
   [REGION_COUNTS:GRASSLAND:0:0:0]
   [REGION_COUNTS:HILLS:0:0:0]
   [EROSION_CYCLE_COUNT:1]
   [RIVER_MINS:800:800]
   [PERIODICALLY_ERODE_EXTREMES:0]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:5000]
   [CAVE_MAX_SIZE:500]
   [MOUNTAIN_CAVE_MIN:800]
   [NON_MOUNTAIN_CAVE_MIN:100]
   [ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_RIVER:2]
[SHOW_EMBARK_POOL:2]
[SHOW_EMBARK_M_POOL:2]
[SHOW_EMBARK_M_PIPE:2]
[SHOW_EMBARK_CHASM:2]
[SHOW_EMBARK_PIT:2]
[SHOW_EMBARK_OTHER:2]
[SHOW_EMBARK_TUNNEL:2]
   [TOTAL_CIV_NUMBER:50]
   [TOTAL_CIV_NUMBER:100]
   [TOTAL_CIV_POPULATION:20000]
   [PLAYABLE_CIVILIZATION_REQUIRED:1]
   [ELEVATION_RANGES:0:0:0]
   [RAIN_RANGES:0:0:0]
   [DRAINAGE_RANGES:0:0:0]
   [SAVAGERY_RANGES:0:0:0]
   [VOLCANISM_RANGES:0:0:0]


11
DF Dwarf Mode Discussion / more sand during worldgen
« on: August 22, 2008, 01:42:45 am »
Does anyone have a clue what worldgen parameters I might tweak to get more biomes with sand? More drainage maybe?? I don't want a desert, I want trees and a chance for glassmaking.

12
DF Gameplay Questions / Re: Tolerance for outdoors
« on: August 21, 2008, 12:53:16 am »
Thanks for taking a stab at answering my question, but I didn't really find out what I was trying to find out.

The question is whether no 'outside' trait mentioned is better or worse than "does not mind being outdoors, at least for a time". Another way to ask it is whether "does not mind being out of doors, at least for a time" is a roll of 61-75 or 25-39, assuming no mention of the outside is a roll of 40-60.

Or perhaps someone knows it doesn't work like the other traits at all.

13
DF Gameplay Questions / Tolerance for outdoors
« on: August 19, 2008, 11:37:11 pm »
The seven dwarfs I started with all "like working outdoors and grumble only mildly at inclement weather". In my first wave of immigrants none had that personality trait. Some said "does not mind being outdoors, at least for a time", and some said nothing about being outdoors. I'm assuming that this is a personality trait like assertiveness or orderliness, and I'm wondering if "does not mind being outdoors at least for a time" mean the dwarf has more or less tolerance for the outside than when he doesn't have any thoughts about it at all?

I couldn't find anything on the wiki or in this forum to answer that.

Thanks

14
DF Gameplay Questions / Re: 4 noobish questions
« on: August 19, 2008, 11:17:35 pm »
LeoLeonardoIII's suggestion (using p-t then placing with p-c) is what I'd been trying that wasn't working. I suppose there must not be a bug since apparently that way works for Leo. I am on 39f.

I was able to get what I wanted by laying it out and then customizing it with q-s as others suggested. I don't think my troubles with the p-t/p-c method were due to binning, because I was trying to sort rocks.  :P

15
DF Suggestions / Req401 +1 vote
« on: August 18, 2008, 12:40:01 am »
Req401 mentions exiting the trade screen without knowing what happened.

+1 vote.

Even though I've widened the screen to more than 80 tiles, the divider is fixed, and I can't tell what anything is without viewing the good, usually twice in. Then it's space to get out, and if I hit it one too many times I'm dumped all the way out and have to start over trying to figure out what I want. Since I've done this five times in a row on this one trade session, I thought it was worth adding my vote to this req rather than punching my screen out.

I also hit 't' when I mean I want to put a 'T' to the right of the article, I want to mark it for trade, and if I've made the mistake of marking my stuff first the merchant is only too happy to ream me.

So I'd suggest (make that plead for) something like e for execute trade, or F9 or something, with some kind of 'are you sure' if the traders profit is more than a low threshold.

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