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Messages - Slappy Moose

Pages: 1 ... 8 9 [10] 11 12 ... 72
136
DF Modding / Invincible dwarves
« on: April 26, 2009, 12:54:12 am »
If I want my miners to be able to survive 7+ z-level falls or massive amounts of rock collapsing onto them, what would I do? Raise the damblock, or is there some other tag I can add?

137
Nope. I know there are dwarven civs around me but nothing has come to my site yet.

138
DF Gameplay Questions / Your fortress attracted no migrants this year
« on: April 26, 2009, 12:47:09 am »
What the hell? My wealth is 141,000 and I didn't get any migrants?

I have only a temporary above ground workshop cluster, but if my wealth is through the roof then why the hell don't I have migrants?

Do I need a dining room or something? I only have a few beds, a wall, trade depot, and workshops. Is there some specific building I need?

139
DF Modding / Flying dwarves
« on: April 26, 2009, 12:21:26 am »
So I want to dig out a big multiple z-level cavern quickly and I finally decided that making my dwarves able to fly would make them able to mine out everything without getting stuck from channel holes etc.

I put the flier tag on them, but they still get stuck behind walls and in holes. Is there some other tag I can give them that lets them jump over stuff, fly better, or anything? Thanks.

140
DF Gameplay Questions / Re: Un-adpoting pets or firbidding adoption
« on: April 25, 2009, 08:01:10 pm »
Alright, I'll just do that I guess. Thanks for the help.

141
DF Gameplay Questions / Re: Un-adpoting pets or firbidding adoption
« on: April 25, 2009, 07:54:39 pm »
Vermin hunter makes them adopt dwarves? That's odd... If I remove it will they all become unadopted?

142
DF Gameplay Questions / Re: Un-adpoting pets or firbidding adoption
« on: April 25, 2009, 07:42:51 pm »
I'm sure they're adopted. I can't cage them and it says "owned by Urist McDwarfydwarf" or whatever in the animal menu and they all have names.

Are they only being adopted by dwarves that "love dogs for their faithfulness" in their profile descriptions?
I'm not sure, I'll check. But there's like eight dwarves that have adopted them at least.

[CREATURE:DOG]
   [NAME:dog:dogs:dog]
   [TILE:'d'][COLOR:6:0:0]
   [PETVALUE:30][NATURAL]
   [LARGE_ROAMING]
   [VERMINHUNTER]
   [COMMON_DOMESTIC][trAINABLE][PET]
   [BONECARN]
   [PREFSTRING:loyalty]
   [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
   [BODYGLOSS:PAW]
   [SIZE:5]
   [MAXAGE:10:20]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:1][CHILDNAME:puppy:puppies][liTTERSIZE:2:10]
   [FAT:1]
   [DIURNAL]
   [STANDARD_FLESH]
   [HOMEOTHERM:10070]
   [LAYERING:100]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [MUNDANE]

143
DF Gameplay Questions / Re: Un-adpoting pets or firbidding adoption
« on: April 25, 2009, 06:00:54 pm »
So why are my dogs being adopted?

They are war dogs that I embarked with. I have modded cats and stuff to not be pets because I hate immigrant bringing useless animals. Would any of this make them adoptable?

144
DF Gameplay Questions / Un-adpoting pets or firbidding adoption
« on: April 25, 2009, 04:13:21 pm »
I have 20 war dogs or so, and before I could assign then to a cage or chain, they were all adopted by my stupid dwarves.

How can I either forbid this from happening in the future (a raw tag or something?) or unadopt my war dogs?

145
DF Gameplay Questions / Re: Blueprints/shadows of z-levels
« on: April 25, 2009, 03:01:48 am »
No, I don't need reference points. I'm making a cavern spanning multiple Z levels, with large pillars in certain spots. I need a way to see where I have designated stuff to be dug out on the z levels below the top one.

I have finished designating the top z level but I have to switch back and forth between the two z levels to see where everything is, because I'm designing it in a way that needs each Z level to be specifically linked together.


The problem is that things are not in square shapes or anything geometric and patterned, I'm designing the cavern to look organic (lots of jagged edges on walls, round shapes, etc) so I can't just have a grid and work with that.

146
DF Gameplay Questions / Re: Blueprints/shadows of z-levels
« on: April 25, 2009, 12:02:24 am »
Well, if there is currently no way to have an overlying ghost of another z-level, I hereby recommend this feature for a future utility. Hopefully someone will make one, it would be most useful.

147
DF Gameplay Questions / Re: Blueprints/shadows of z-levels
« on: April 24, 2009, 08:32:59 pm »
Well I switched my controls, and that helps, but I'd still love some sort of faint image overlay, or even a way to copy designations from one level and paste them on another, then I could just modify the designations.

It would be so handy.

148
DF Gameplay Questions / Blueprints/shadows of z-levels
« on: April 24, 2009, 08:00:51 pm »
I'm trying to dig out a MASSIVE cavern in an organic/cave looking way, and I've run into a problem.

I've designated the top Z-level for upward-ramping exactly how I want, but now when I go the level below I can't tell where everything is, and so I have to go back and forth non-stop to check if stuff is lined up. I'm not making rectangular shapes so I can't just use shift+arrow or anything.

I was wondering if there was any program or way to have a faint image of the above/below z-levels projected onto my current z-level, so I could easily compare and make designations accordingly.

Please help me.

149
DF General Discussion / Re: Hey look what I found!
« on: April 23, 2009, 05:44:49 pm »
Hahahhaha oh my god! This is the cream of the linguistical-humour crop, this is!

150
DF General Discussion / Re: Water through grates?
« on: April 23, 2009, 05:43:45 pm »
Your dwarves CAN fish through grates, though.

If you have lots of carp in your river, I recommend a big grated area for your fishermen.

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