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Messages - bluefox

Pages: [1] 2 3 4
1
DF General Discussion / Re: World age, when is it optimal?
« on: February 15, 2013, 07:52:47 pm »
I don't fiddle with the age parameters; I reduce the number of civilizations to ten or less.

There are only five civilizations you really need: dwarf (of course), human, elf, goblin, and kobold. After that, worldgen will just keep cycling through, placing more copies of each race and starting a new civ. I think a single backup for each race is enough - those first few years when the world is new is dangerous, sure, but five copies (on medium worlds) or ten (for large worlds) is overdoing it a tad. Occasionally I'll find that a race has been wiped out, but it's pretty rare.

As stated above, civilizations that encounter lairs will wipe out titans and other megafauna. If you keep the default settings to cap civ populations, you can run worldgen longer with less civs and still end up with dangerously oversized creatures at 1050.

Also remember to lower "Percentage of Megabeasts and Titans Dead for Stoppage" to something you would like - I use 50, but you may want a smaller death count than that. Then reduce the number for "Year to Begin Checking Megabeast Percentage" to around year 250 or so - worldgen will run a little slower, but you'll be guaranteed to get the world at just the right age.

2
DF Gameplay Questions / Re: Effectiveness "special" units.
« on: February 15, 2013, 04:24:09 pm »
They're fodder.

Armor can be thought of as a tiered system. Steel is better than bronze/iron, which is better than copper, which is better than leather. "Better" in this case means "blocks or deflects blows made by equal or lesser material."

So your leather-clad FRUs will have serious trouble against any enemy wielding so much as a copper spear. Since goblins usually carry silver or iron weapons, you will want to have your militia wearing at least bronze or iron.

Cloaks are a good idea (and can only be made out of cloth-like material), as they will help deflect some blows and soften the impact of others.

I, too, have a first alert team (or FAT), which I burrow at the entrance to my fortress. They eat, drink, sleep, and train all in the same place, and all of their needs are met by non-burrowed haulers. This keeps them always ready for sieges or other emergencies, in which case I can activate them and station them wherever they're needed (since move orders ignore burrows).

3
DF Gameplay Questions / Re: Hospital with a shower
« on: February 14, 2013, 04:12:31 pm »
I am not entirely sure I understand that, but I realized there is another question I have - is there any way to make contaminants drop down a z-level? I heard something about them persisting in the mid-air...

Contaminates will scoff at the laws of gravity, mock the laws of physics, and use water to multiply until they occupy every tile of your fort. You can't drop them, you can't atom smash them, and they won't fall through grates (they'll stay on top while the mostly-clean water continues on its merry way).

My advice is to create a self-cleaning well. (Look around the fourth page for the final solution).

Hospitals have a similar problem with contaminates, but I'm still struggling to deal with those properly. My interim solution thus far is to make everything out of magma-proof stone and periodically flood the hospital. It means I need two hospitals - switching between the two while the magma evaporates in one of them - so it's not a great solution, but it does make sure that there are a minimum number of Typhoid Marys.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 25, 2013, 08:55:39 pm »
Uton and Rotun were teaching the new migrant Sorek on the ways of mining.

"It says here," said Rotun, unrolling a large piece of blue parchment, "that we need to dig a tunnel two urists wide and twenty deep, straight through there." He gestured at the south wall.

"I think this is a prime opportunity," said Uton as he produced a shiny new pick. "It's a simple enough task, and we'll be just over in the next room carving out some new farms."

Sorek took the pick from Uton carefully, as if it were made of glass. "Straight south, twenty urists," he intoned.

"And two wide, don't forget," reminded Rotun.

Sorek nodded, turned, and tapped the south wall with the pick so lightly that there was only the barest sound. It was so quiet, in fact, that it was overwhelmed by the sound of the legendary miners' laughter.

"Strike the earth!" called Uton. "Hit it like you mean it!"

Sorek wound up for the next hit, slamming the copper point into the solid rock so hard that he almost lifted himself off the ground.

"That's the spirit!" applauded Rotun. "Keep an eye out for damp or warm rock, and we'll be just 'round the bend." With that, the pair left Sorek to his task.

As Sorek approached the twentieth urist, he felt he was getting a hang of mining. It was calm, peaceful, diligent work, shaping the rock into homes for your fellows. It was almost relaxing, really.

Less relaxing when magma poured out of the hole you just made, though.

It's all very well and good to think "Don't panic," but the truth of the matter is that eminent disaster tends to contract the mind something fierce. That, perhaps, might explain why Sorek did not turn to run. Instead, all he could remember was Rotun's reminder that the passageway be two urists wide. As the magma approached, threatening to set his beard afire, he set his pick to widening the path.

And then he burned.

"You see?" said Rotun. "I told you there wouldn't be enough time to mine out that passageway *and* run for the stairs."

"Why else do you think I gave him a copper pick?" asked Uton.

5
DF Modding / Re: Making a new race
« on: December 17, 2012, 08:01:39 pm »
You can actually have more than one [CIV_CONTROLLABLE] race, but it is difficult to figure out which race is which from the embark list.

Depending on how you created your race, you may be able to tell which race is which by looking at the icon on the embark map. As you scroll through the available civilizations, the area currently controlled by that civ will show on the map. If you used a custom symbol (the dwarven civ uses the same icon as the statues, for instance), you should be able to tell which is which.

I usually copy-paste a lot of values from various civs, so that doesn't work for me unless I think about it beforehand. The workaround I have for this is to go into legends mode first, and look through all the civilizations. I take note of the names of all the controllable ones (easier if you set starting worldgen civilizations to some low number, like 10 or 15). Then embark, and choose the civ of the race you want.

6
DF Gameplay Questions / Re: Simple Help With Cages
« on: December 17, 2012, 07:50:45 pm »
The safe way is to use "t" to look inside the cage. I think it needs to be built first, though; I've never had any luck using "t" when the cage is in an animal stockpile.

The FUN way is to build the cage, hook it up to a lever, and pull the lever. Whatever is inside the cage will leave (if it is alive) or be hauled away (if it is otherwise).

7
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 17, 2012, 04:32:25 pm »
Embarked at the junction of two rivers with the goal of making an adobe tower. Defenses are light, but it's barely the second year.

Kobold presence has been high, possibly because of all the clay crafts and bricks I've been churning out. My two-man militia spears them with little trouble, but that doesn't stop them from trying. Spears do little to dissuade the keas from stealing my trade goods, though fortunately nothing is masterwork quality yet, so the losses are minimal.

After the third migration wave, I enlist two otherwise useless dwarves - a cheesemaker and a fisherman - into another squad, and post them outside to deal with the kobolds while the other squad spars inside. The possible folly of this is demonstrated when a goblin thief gets spotted and, in a panic, stabs my newly minted militia captain straight through his *bronze greaves*. Those silver daggers are dangerous ...

Of course, I haven't had time yet to set up a proper hospital, much less assign a doctor, or dig a well, or make soap, or pretty much make any kind of preparations to make sure he doesn't die. And what do I see when I view his profile? "He is quite susceptible to disease."

Yeah, it might also be time to carve out a bit of that necropolis ...

8
DF Gameplay Questions / Re: Magma-heated rivers in winter
« on: December 16, 2012, 08:08:42 pm »
1) The wiki says this is true.

2) You need to constantly pump the magma anyway. I'm pretty sure that the magma beneath the body of water must be in motion in order for the game to register that the area above it is heated, and thus prevent ice from forming.

That said - why keep the river flowing? There should be an abundance of water in the caverns that will never freeze (unless you've exposed it to sunlight). Wouldn't that be easier?

If it's just the challenge of it all, then a closer reading of that wiki entry suggests that the heat from the magma might radiate as far away as two tiles, which could provide a method for keeping the final squares of the river free of ice. Experimentation is needed.

9
DF Gameplay Questions / Re: How did I do this? (pumpless reactor)
« on: December 13, 2012, 12:27:41 pm »
Water will 'flow' as long as it had a place to flow to (off the map, an aquifer drain, and i think even just a z-level drop)

Well, that explains it, then. The water flowed off the map for all of ten seconds, but that was enough to establish a current.

I'll have to experiment some more to see if I can reproduce this effect in all my forts reliably. It's nice not taking the FPS hit from constantly running water, and I've had more luck with this method of power generation than the traditional reactor (which usually runs down and needs to be jumpstarted far too often for my liking). With this method, I'm four years in and the waterwheel is still spinning merrily along.

I'll do a search for the "dwarven bathtub" and see if I can find a method for creating flow that doesn't need fortifications at the edge of a map. If z-drops can be made to work reliably, I can use the large vertical footprint with a minimal horizontal one.

10
DF Gameplay Questions / How did I do this? (pumpless reactor)
« on: December 13, 2012, 01:43:36 am »
As with all interesting things, this was not a "Eureka!" moment, but a "Well, that's funny ..."

I've gone and created a pumpless water reactor. But I don't know how I did it.

Here's the top of my farm level. The water is coming down from the caverns, and the diagonal walls prevent overpressure.



Note the waterwheel at the bottom is turning away, currently powering a millstone.

Here's a picture of the level below my farms:



Originally, the idea was that I needed a two-level water reservoir so that any buckets from the well (above my farms) wouldn't have any mud, and would thus protect better against infection. I was going to let the water flow right off the map.

But I messed up the design when I confused real-world pressure with DF pressure. I effectively created a U-bend, and the reservoir filled up only halfway (just the level shown in the second image). To get it to fill the rest of the way, I had to create a path for the water (note in the first image the little "L" connecting the pasture to the water, now walled off? That was my access tunnel for the miner to fix my mistake).

So I hit my emergency bridges on both levels, stopped the water flow, mined out the "L", connected the top of the reservoir with the water source that originally only went down the ramps, sealed everything up, and let the water come in again.

And that's when this weird thing happened. The waterwheel started to turn *before* I put the lower level's bridge down. That means there's water flow somehow.

I experimented with a lot of similar u-bend configurations, but I couldn't manage to replicate the effects. My working theory was that the u-bend was confusing the water physics - water flow would go up and down the ramps, up and down the reservoir, creating some kind of flow against the bridge. But any method I tried to make it all happen again failed.

So ... how did I do this? The waterwheel works, and I suspect that I could channel out enough space to power a dozen waterwheels, and thus a pumpstack or two. But this design is a little unwieldy, and I'd like to be able to miniaturize it in order to use in other forts.

11
I think you're right about the limit a person can learn in a day. But that should depend on the body attributes (strength, intelligence, etc) and the soul attributes (willpower, intuition, etc). For instance, someone who has great endurance and kinesthetic sense might be able to learn more per day during a sparring session than his fellow squadmate with average attributes.

To determine what the limit of experience per day should be, that depends on how long it should reasonably take to reach Legendary. Personally, I think that should be a lifetime achievement - someone who has dedicated a sizeable portion of their lives (at least a couple decades) can be deemed as a legend. Looking over the experience table, a dwarf hits Legendary+5 at 30,000 XP. A dwarven month is 28 days, there are twelve months in the dwarven calendar, two decades minimum, that's 6720 days to become a legend, or 4 XP per day.

Choosing the right dwarf with appropriate attributes would then add a multiplier of, say, 1.5 or even 2, making for a max of 8 XP per day, or 224 XP per month.

I note that this would be a *drastic* change over current skill gains, as most jobs give +30 XP per use (though I don't think it's known how much gain sparring gives, though it's obviously less than actual combat). Rust rates would also have to be adjusted, as a mere 4 XP per day is not currently enough to gain any progress.

Edit: maths is hard.

12
DF Gameplay Questions / Re: caravan stopped ...
« on: December 10, 2012, 04:34:33 pm »
I once had a fortress that only received a caravan every two years. I think I was so far away from my home civilization that the caravan had to take quite the circuitous route to reach me. That made the first four years ... interesting.

If that isn't your problem, and you don't have a siege, you should check around the edges of your map for stray dwarves. There's a long-standing bug with a migrant, who formerly accompanied a caravan, who wishes to become part of your fortress. But once he shows up on the map, he's stuck, and blocks the way for *everything* - migrants, caravans, titans, etc. Nudging him out of the way or using DFHack to claim him will resolve the issue.

I also suggest killing all of your goblin captives (you never know), and sending at least one squad (preferably greenhorns, as this is dangerous) to explore your entire map looking for hostiles.

13
The more I look at this, the more I like. Possibly because the basic concept is so similar to Dwarf Fortress.

The character system especially. Take a look at the level of detail they're aiming for.

Ah, what the heck. I just convinced myself - throwing money their way. Fortress builder games should be encouraged.


14
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 05, 2012, 12:18:16 am »
Now if only there was a way to make rock bins...

I always mod in a reaction to make rock bins.
Spoiler (click to show/hide)

I've had three facepalms recently.

The first was when I was puzzling about how to make humans survive worldgen. It turns out they have a much higher chance of surviving if you don't delete them entirely from the raws (I think it was the script I used to get rid of animalmen).

The second was when I was trying to get my jeweler to cut all those nice rough gems cluttering up the place so I could decorate and/or sell them. I must have scrolled a little too fast through the list, because I ended up with a lot of marble cachabons ... when I desperately needed that marble for steel production. Now that I think of it, that's a double facepalm, since I should have turned off all economic stone.

Speaking of steel production, it had been a while since I've had huge iron deposits, and I was enjoying the sight of my iron stockpiles filling up. I made three magma smelters, made a bunch of iron bars, but what's this? I can't seem to make pig iron? It took me several hours to realize that I still needed charcoal as flux, even if I didn't need the coal as fuel.

15
DF Suggestions / Re: Ethic tag brainstorming thread???
« on: December 04, 2012, 03:33:34 pm »
ETHIC_PUGILISM:SHUNNED

Basically, if you use your bare fists (or claws, depending on the race), you're ostracized from the community. Using blades and bows are civilized, but you clawed his face off? Are you some kind of animal?

In a similar vein:

ETHIC_BITING:SHUNNED

I'm so, so tired of wrestlers attempting to bite when they should use other, more lethal maneuvers. Not only shouldn't it work in full armor anyway, but at least keep the combat semi-honorable.

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