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Messages - WoobMonkey

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691
General Discussion / Re: Things that made you absolutely terrified today
« on: November 14, 2013, 01:13:40 pm »
Waking up, testing my blood glucose, and finding it's too high for the reader to give a result.  Trying not to puke, while dealing with the situation.

I really, really, REALLY don't want to go back to the ICU anytime soon - or, in fact, *ever*.

692
Maybe just try forbidding bins from your original stockpile, as well as artifacts?  Or, just remove the stockpile altogether, and create a new one in its place that doesn't allow artifacts?

693
General Discussion / Re: Things that made you sad today thread.
« on: November 14, 2013, 01:04:11 pm »
Recalling the days when my own immune system didn't hate my pancreas, while waiting for the insulin to kick in.  Remembering the career I built as a cook, back in the time when my skin would heal from burns and scalds, without taking a month of oozing first.

Fuckin' nostalgia; gets me every time.

694
DFHack -> "tweak fixmigrants" (without the quotes).  Should solve the issue.

695
Forbid artifacts from all stockpiles other than the one you want them in (I assume you've done this already).

Then, loo[k] into the bins that hold your artifacts, and [d]ump them into a (i)-[g]arbage zone.  This will both get them out of the bins, and forbid them.

Once they're all dumped, just reclaim them, and dorfs will move them to your new, artifact-only, stockpile.

Hope that helps.

696
Easy.  Set 'Minimum Volcanism' to a non-zero integer (I find about 20-25 works fine); also, set 'Minimum Volcanoes' to a higher number (default, IIRC, is about 3 - try closer to 30 or so).

As to making deserts, just weight the rainfall 0-20 much higher than the rest of the values.  I find it also helps to set the 'minimum regions' values on *everything* to 'none,' to avoid rejection after rejection when genning the world.

If you're looking for flatter areas, set erosion to the max (1k, iirc), and make sure to enable 'periodic erosion.'  If we want a cliff face, do the opposite - as little erosion as possible creates sheer cliff-faces.  That *should* cover it.

697
DF General Discussion / Re: What Would Urist Do?
« on: November 14, 2013, 12:17:29 pm »
Send in the Clowns!

WWUD if YOU were a new migrant to his fort?

698
DF Community Games & Stories / Re: IronFist
« on: November 14, 2013, 11:28:03 am »
I do have a quick question: how are we supposed to obey both the 'only 2 squads' rule AND the 'all men must serve' rule?

Unless the fort has 20 or fewer male dorfs, to 130 females (what a ratio! XD), these rules are contradictory, and impossible to follow simultaneously.

699
What do you mean by 'keep flux from disappearing?'  If you're talking about how it stops showing up on the pre-embark radar when scarcity is low, that's just because it's everywhere, and doesn't need to be shown specifically.

100 seems low for a pop cap.  Don't we need at least 150 to get to mountainhome status?

As to metals - I personally don't care.  There's always Goblinite to mine; all that requires is a few logs for xbows, and the bones of our fallen enemies for ammo!

700
An infinite source of flowing water is *always* useful.  Then again, I tend toward playing Single-Pick Challenge forts - no aquifer = no surviving past the first couple months, in those circumstances.

Anyways, I was playing around with advanced parameters, and came up with this:

Spoiler: parameters (click to show/hide)

Spoiler: map (click to show/hide)

There aren't any towers that I noticed, but I do like the wide swathes of magenta on the map.  Also, note that there are roughly double the MegaBeasts, Titans, and cave populations than usual.  I dunno; use this, tweak it, throw it away - just looks like a fun sort of map, littered with nifty places to set up shop.

BTW - are we setting a population cap?

701
Really?  I find, the more evil and savage the biome, the more necessary it is to have an aquifer - secure, underground, unlimited freshwater is often the difference between life and undeath - especially if there are evil clouds or rain about.

When in a frozen area, they're easy to pierce.  When in a temperate zone, there're usually plenty of sources of lumber about to build pumps.

But I'm easy on that issue.  I do, however, vote that we look especially keenly for sand, clay, and surface lava tubes.  Then having/not having an aquifer is not an issue - we can build with clay bricks, and defend ourselves with serrated green glass disks, with only a few scant rocks, if the aquifer is too difficult to get through.

Personally, I prefer having a flat plain at the base of a sheer cliff (Degelgongith[Galleysquid]-style).  But that's just one voice - what's everyone sayin' on this?

Oh, and I also vote NO on river/stream/brook availability.  With an aqui, this doesn't really matter (except for fishing, but meh); without one, it makes taming at least cavern level 1 a high priority.

Just my pair o' pennies.

702
DF Community Games & Stories / Re: Saltmine, The Spartan Succession Game
« on: November 14, 2013, 02:09:13 am »
It's irrelevant to me, personally - I just wanted that clarified for any potential future victi.... er.... overseers.

703
DF Gameplay Questions / Re: Pink I showing on both Region and Local??
« on: November 13, 2013, 11:14:47 pm »
You all just scared away enlightened a newbie, I'm sure. Such a poor, innocent little thing is going to seek trade and only find misery hugs . . .


There, FTFY.

704
It's easy: make an acrostic of the name of the poster above you!

Since this is the first post, I'll use the obvious:

Taking On All Dorfy Yearnings, Originality Nearing Existential Triumph; His Exalted Gaming Revelation Eats All Time! 

(Toady One The Great)

GO!

705
2040: You watch all of your friends and family getting murdere.... wow, I hadn't noticed just how beautiful that door is!

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