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Messages - Troas

Pages: 1 2 [3] 4 5 ... 20
31
DF Gameplay Questions / Re: Need a hint - Sedimentary stone layers
« on: October 31, 2010, 12:08:03 am »
Magnetite only appears in sedimentary layers, so you have a sedimentary layer.  Look for coal within and around magnetite clusters.

32
DF Modding / Re: magma exploration suit
« on: October 29, 2010, 11:06:12 pm »
Since mittens are required for protection vs. frostbite, I'd assume that modded mittens could protect vs. magma - you may want to try those.

33
DF Gameplay Questions / Re: Adamantine Pillar?
« on: October 29, 2010, 03:24:57 pm »
I'm still wanting to find a volcano in a survivable location. =/

Design a new world using advanced paramaters.  Reduce the number of mountain peaks, and multiply the number of volcanos by at least 10.  I use 30 volcanos for a medium map.  Go through your map, and examine the areas around the volcanos.  Look for ones near streams, preferably with sedimentary layers nearby. 

Here's the starting location I just generated:

http://dffd.wimbli.com/file.php?id=3341

34
DF General Discussion / Re: A better way to rob elven traders?
« on: October 18, 2010, 10:10:05 pm »
The best way to sell stolen goods is to just put the marked loot into a bin you made yourself.

For some reason, its OK to buy a container of stolen property, just not the individual items.

I believe that's called "plausable deniability" in the pawn biz

"Stolen?  Of course not!  It says right here on the bin that these were made at the fortress.  See that's Urist's stamp right there on top of the bin..."

35
DF General Discussion / Goblin Pincushion
« on: October 18, 2010, 10:07:05 pm »
So I capture a goblin thief and set up a diving board 2 z levels up planning to make him "walk the plank" to give my new recruits some practice against a live, unarmed opponent.  What I didn't notice when setting things up was that the pit was over a tree.  So the goblin falls 1 z level and is now stuck on top of the tree.  No problem though - my recruit marksdwarves start pumping out bolts.  But it takes a long, long time for them to actually do any real damage.  Here's a snapshot of his inventory after 3 quivers were emptied into him.

Spoiler (click to show/hide)

That's 10 stuck bolts and he's still alive.  I counted 30 hits in 9 pages of "combat" before they finally managed to break something vital.

36
DF Modding / Re: Runesmith - A DC like tool
« on: October 16, 2010, 10:58:52 am »
Thanks for the update Sizeak!  One thing though - the update you posted will not work (by itself) with 64 bit Windows 7.  I believe you may not have included the 64 bit .dlls?  However after loading the 2010 C++ redist package posted by Boes it works fine.

37
DF Modding / Re: Useless but cool building: the Arc Furnace
« on: September 25, 2010, 08:02:32 pm »
You could represent charge by using two different items to represent charged and discharged batteries.  Create a reaction that makes a discharged battery from raw materials.  Then a second reaction - perhaps in the mill or quern, or using coke in the smelter - that requires a discharged battery as a reagent and produces a charged battery.  Then your final electric smelting reaction should require several charged batteries as input along with your raw materials and produce the same number of discharged batteries along with the output.

38
DF Modding / Re: Runesmith - A DC like tool
« on: September 08, 2010, 09:32:25 pm »
OK, save posted to DFFD here

39
DF Modding / Re: Runesmith - A DC like tool
« on: September 07, 2010, 08:37:22 pm »
I have a save made right when the dwarf went moody.  I'll keep hold of it for a while in case you'd like it for testing purposes.

:S that's a new one. Well it will be a while until I can do anything, still assembling furniture.

40
DF Modding / Re: Runesmith - A DC like tool
« on: September 06, 2010, 05:53:36 pm »
I attempted to edit a mood material in 3.12 (changing one metal to another) with Runesmith 1.6 - Runesmith abended with the following error, and dwarf fortress hung, requiring termination by task manager:
Problem signature:
  Problem Event Name:   BEX
  Application Name:   Runesmith.exe
  Application Version:   0.0.0.0
  Application Timestamp:   4c7120ae
  Fault Module Name:   MSVCR90.dll
  Fault Module Version:   9.0.30729.4926
  Fault Module Timestamp:   4a1743c1
  Exception Offset:   0006c955
  Exception Code:   c0000417
  Exception Data:   00000000
  OS Version:   6.1.7600.2.0.0.256.48
  Locale ID:   1033
  Additional Information 1:   d1f6
  Additional Information 2:   d1f61fbf310b7a33ae9ba670291bf6e1
  Additional Information 3:   9a98
  Additional Information 4:   9a98394bea0db2e65a1f96ff57aca02e

 
In case it matters - I'm running Windows 7 64 bit.

41
I upgraded to 31.12 and forged another iron battle axe.  A few minutes later I noticed the lumberjack picked up his old bronze axe and started felling trees!   So I'm not sure if it was the upgrade, some extra time, or that last extra axe that did it but he's back to chopping again.

42
Background:  I normally make one of my starting 7 dwarves a lumberjack (Carpenter/Axedwarf, then add woodcutting duty).  He' handles bed, bin, and bucket creation and serves as the "on call" dwarf in case I need something disposed of before I get a proper military in place.  My current fortress was generated in 31.05 and recently upgraded to 31.11. 

One of my dogs flushed out a kobold outside of the wall, and Urist Lumberjack happened to be cutting trees nearby - much closer to the kobold than my military.  So I made him a militia captain, set his squad to clothes and personal choice melee, and ordered it to kill the kobold.  He immediately drops his axe and charges after the kobold.  As it turns out he is slower than the little thief, so the kobold makes a clean getaway to the map edge.  I try to return the lumberjack to his chopping duties but he just sits there with "no job".  I have tried the following:

standing his squad down
deleting the squad
removing him as militia captain
adding him to my regular military squad and removing him
creating more axes (they just sit in the weapons storage bin unused)
turning off woodcutter, advancing time, turning it back on
saving/reloading
designating more trees for chopping

He will happily perform carpentry or hauling duties, but won't cut down trees.  Is this a bug or is there something I'm missing?

43
DF Gameplay Questions / Legendary miner change?
« on: June 20, 2010, 09:39:18 pm »
Normally I assign one of my starting 7 to be the designated miner until I approach 50ish population.  I make a point of not mining ore until he goes legendary so I don't waste any.  So I was rather shocked to see Ushat Zozas (Mayor and legendary +5 Miner) dig out a galena vein and miss about 1/3 of the ore.  After browsing the wik entry on miningi I notice that yes he was thirsty - does 31.08 fix this so I don't have to micro-manage him?

44
Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: October 07, 2009, 04:42:11 pm »
Leonidas: I believe that behavior is in vanilla DF.  When I first tried to do outdoor crops in 38d I couldn't plant them in outdoor muddied rock.  Since then I've looked for locations with soil.

By the way - could you check your forge armor list for me and see if plate mail shows up?  It isn't on my list after loading the mod, just breastplates.

45
DF Gameplay Questions / Re: Location finder question
« on: October 07, 2009, 01:13:33 pm »
I'll have to try experiments along those lines.  I'd raised the min elevation to 50 but I was getting infinite rejects if I raised it above 100.  What else did you alter to get it to gen properly?  Here's what I'm using now:
Spoiler (click to show/hide)
I get a potential 6x6 or 7x7 site in about one out of every three worlds I create.  If an otherwise good site only has a sandy xxxx or xxxx sand layer I'll consider adding a [SOIL_SAND] tag to it. 

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