Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Crosu

Pages: [1] 2
1
DF General Discussion / Re: Future of the Fortress
« on: April 05, 2012, 02:56:26 am »
About that beast of burden and feeding station mention.

There needs to be something in the feeding stations. Since beast of burden are most likely guaranteed to be including the ones that drive the caravans at least, that also means that the whole grazer stuff has to be handled differently.

This would mean that grazers dont necessarily need a huge pasture and can be stationed in a small amount of tiles each with a food supply. Seems like this will be the first steps to dwarven industrial livestock farming.
But where does the fodder come from? Suicidal aboveground dwarven scythe-bearing hay gatherers? A new crop for the farms? plump helmets?

2
My guess would be 1 dwarf dead or rendered unusable due to freak combat accident, or no danger at all if you sit it out and let them all get into the traps first. The later could lead to some unmoving goblins waiting beside their trapped leader though, in which case your military would get to do some work afterall.

3
DF Gameplay Questions / Re: Quick falling question
« on: April 02, 2012, 02:05:03 pm »
A chicken falling 1 z-level on a FB will stun both then?
It might me 50/50 though on which one gets trapped. Worth a try.

4
DF Gameplay Questions / Re: What happened to the AT WAR civs?
« on: March 30, 2012, 04:22:30 pm »
"AT WAR" is dependent on your parent-civ. Your parent civilization is randomly selected from all available ones in the world once you try to start a new dwarf mode game. So you might got one the second time that has no issues with the local elves and goblins at all.

Just go to the embark site you selected previously and switch through the available parent dwarf-civs.

5
You need to set mineral scarcity lower to get more minerals, it is a bit counter-intuitive.
For example the 'frequent' mineral setting in the standard world-gen sets the value to 500.

To address the general issue. Did you only dig down or did you excavate more of the single z-levels to find ore veins?
Also flux includes marble which is very common overall but isnt present in sedimentary layers which include iron ores.

6
DF Gameplay Questions / Re: Rarely Sick. What does it mean
« on: March 08, 2012, 06:12:35 am »
'Rarely sick' is only a bit above average disease resistance. http://dwarffortresswiki.org/index.php/Attributes

She won't be immune to the vapors, and as there are different levels of toxity for poison there isn't really a way to say if the dwarf will just walk it off or melt from the inside.

7
DF Modding / Re: Help me get my Dwarf Optimizer working again?
« on: March 07, 2012, 07:02:54 pm »
The dfhack plugin 'dwarfexport' gets you data like the following. The export contains no job-level data though.
Code: [Select]
  <Creature>
    <Name>Sibrek Sibrek Lektadlikot</Name>
    <Nickname></Nickname>
    <Sex>Male</Sex>
    <Attributes>
      <Strength>979</Strength>
      <Agility>1027</Agility>
      <Toughness>1159</Toughness>
      <Endurance>1207</Endurance>
      <Recuperation>1166</Recuperation>
      <DiseaseResistance>1717</DiseaseResistance>
      <Willpower>1508</Willpower>
      <Memory>1421</Memory>
      <Focus>916</Focus>
      <Intuition>972</Intuition>
      <Patience>1314</Patience>
      <Empathy>1307</Empathy>
      <SocialAwareness>1142</SocialAwareness>
      <Creatvity>840</Creatvity>
      <Musicality>1654</Musicality>
      <AnalyticalAbility>215</AnalyticalAbility>
      <LinguisticAbility>759</LinguisticAbility>
      <SpatialSense>1009</SpatialSense>
      <KinaestheticSense>1089</KinaestheticSense>
    </Attributes>
    <Traits>
      <Trait name='ANXIETY' value='2'></Trait>
      <Trait name='ANGER' value='47'></Trait>
      <Trait name='DEPRESSION' value='41'></Trait>
      <Trait name='SELF_CONSCIOUSNESS' value='50'></Trait>
      <Trait name='IMMODERATION' value='56'></Trait>
      <Trait name='VULNERABILITY' value='43'></Trait>
      <Trait name='FRIENDLINESS' value='33'></Trait>
      <Trait name='GREGARIOUSNESS' value='46'></Trait>
      <Trait name='ASSERTIVENESS' value='50'></Trait>
      <Trait name='ACTIVITY_LEVEL' value='55'></Trait>
      <Trait name='EXCITEMENT_SEEKING' value='46'></Trait>
      <Trait name='CHEERFULNESS' value='41'></Trait>
      <Trait name='IMAGINATION' value='44'></Trait>
      <Trait name='ARTISTIC_INTEREST' value='57'></Trait>
      <Trait name='EMOTIONALITY' value='51'></Trait>
      <Trait name='ADVENTUROUSNESS' value='63'></Trait>
      <Trait name='INTELLECTUAL_CURIOSITY' value='19'></Trait>
      <Trait name='LIBERALISM' value='57'></Trait>
      <Trait name='TRUST' value='24'></Trait>
      <Trait name='STRAIGHTFORWARDNESS' value='63'></Trait>
      <Trait name='ALTRUISM' value='45'></Trait>
      <Trait name='COOPERATION' value='54'></Trait>
      <Trait name='MODESTY' value='46'></Trait>
      <Trait name='SYMPATHY' value='54'></Trait>
      <Trait name='SELF_EFFICACY' value='44'></Trait>
      <Trait name='ORDERLINESS' value='48'></Trait>
      <Trait name='DUTIFULNESS' value='46'></Trait>
      <Trait name='ACHIEVEMENT_STRIVING' value='48'></Trait>
      <Trait name='SELF_DISCIPLINE' value='45'></Trait>
      <Trait name='CAUTIOUSNESS' value='24'></Trait>
    </Traits>
  </Creature>

8
DF Gameplay Questions / Re: Dwarven magma station?
« on: March 06, 2012, 08:49:13 pm »
What about a 1x1 magma-(water)fall on top of a 3x3 central staircase? I am not sure though, wether magma-mist actually works properly in this verison or not.

9
DF Gameplay Questions / Re: my first vampire troubles! :(
« on: March 06, 2012, 08:43:54 pm »
Most vampires I got were pretty skilled with social stuff, and I have yet to find a vampire that didn't have a husband/wife and at least 2 kids in their profile.

You could always make a whitelist of the dwarfs that you have spotted eating, sleeping or drinking booze, and look at those closer that you never spotted doing either. Its like investigating that way and you don't have to build an automated semi-drowning chamber to find out which new dwarf doesn't care about breathing.

10
DF Dwarf Mode Discussion / Re: Stagnant Well
« on: March 06, 2012, 07:14:59 pm »
Does the water flow down a z-level? Because afaik that bug would cause the whole river to become stagnant.

As a workaround, you could use a pump. Pumped water becomes fresh again basically.

11
DF Gameplay Questions / Re: Nobody will mine this.
« on: March 04, 2012, 07:39:06 pm »
What does the level above that designation look like?

12
DF Gameplay Questions / Re: Magma
« on: March 04, 2012, 07:34:25 pm »
My last fort had the bottom magma-layer at z-level 168 the current one has it at 62, both with the same world gen settings. It is quite random.

13
DF Gameplay Questions / Re: All maps generated are 100% ingeous
« on: March 02, 2012, 06:39:07 pm »
The combination of iron-ore with flux, especially magnetite, its quite hard to find nowadays.

Searching for Aquifier:No and River:Yes doesn't make it better as you exclude about 29/30 of the landmass that way.
Aquifier became extremely more common in the new version.

14
DF Gameplay Questions / Re: Will raised bridges stop anything?
« on: March 01, 2012, 08:05:44 pm »
Anyone that tried a Nether-Cap constant temperature bridge vs. Dragonfire? I built some bridges but to my luck no firebreathers came, not even the fun-ones cared to check in.

15
DF Dwarf Mode Discussion / Re: Tropical Regions and Freezing
« on: March 01, 2012, 09:58:05 am »
I had such an imbark with 34.03. Dropped it because of FPS issues. If a river on the map freezes coming from the intake side, the rest will slowly drain and eating away your cpu-cycles.

Pages: [1] 2