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Messages - sal880612m

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466
DF Adventure Mode Discussion / Re: Kobold World...
« on: June 07, 2014, 11:15:42 pm »
Wouldn't it be easier to just add [INDIV_CONTROLLABLE] to the [SKULKING] entity in the raws?

467
DF Dwarf Mode Discussion / Re: How terrifying is terrifying?
« on: June 07, 2014, 08:29:34 pm »
dfhack command "prospect all" gives a summary of all available stone types.
Sorry if it's noob question but isn't command like this cheating?

It's a single player game. There's no such thing as "cheating" in a single player game.
I disagree; you can cheat in solitaire, can you not? However, because there are no generally accepted standard "rules", it's up to you to decide what's cheating and what isn't. I personally view danger rooms and infinite metal replication, among other things, as "cheating", but other people probably don't. It's entirely up to you.

Sorry for being argumentative and off topic; back on topic, terrifying can range anywhere from "oh noes it's raining blood and there's a scary zombie bunny" to "RUN!! RRRUUUUNNNN!!!! THE RAIN INSTANTLY FREEZES YOUR HEART, AND THAT HUSK RABBIT LITERALLY JUST TORE THAT GUY'S HEAD OFF!!!!"

lol.

I think that danger rooms are sort of cheat-y. I have no problem with dfhack prospect and startdwarf because sometimes the default just doesn't work for what I want to do, and I don't want to waste time finding that out. I have come up with my own view on infinite metal replication, it's dwarven magic.


Thanks everyone for the answers.

468
DF Dwarf Mode Discussion / Re: A few questions for a Fort idea.
« on: June 07, 2014, 08:21:06 pm »
If you can catch I wild female I think you can continue to produce wild offspring if you have a tame male so long as you never try to tame the female. Not sure though, it may cause a loyalty cascade if you make the prospect attack the animal and it is consider belonging to your fort. Seems somewhat ridiculous to me as you can still order it butchered without causing one.

469
Not implemented yet.

470
DF General Discussion / Re: Plump Helmet Appreciation
« on: June 07, 2014, 04:01:50 pm »
I prefer my forts to be basically self sufficient. I will buy food, animals for breeding purposes, and metal objects to melt, but beyond that I would prefer to make everything possible in house.

471
DF Dwarf Mode Discussion / Re: A few questions for a Fort idea.
« on: June 07, 2014, 03:39:45 pm »
Use potash. A single farmer at legendary +5 skill can apparently take care of 30 farms squares by himself and that is enough for a 150-200 ish dwarf fortress. Use plots sizes such that plot size mod 4 equals 3 so as not to waste fertilizer. consider some above ground farming as every plant that provides seeds can grow year round.

Edit: Somewhat off-topic but still sort of fits. I was wondering how likely a dwarf with novice military skills is to kill a lion or tiger. I was thinking I might eventually try to make it part of my drafting process. Every dwarf needs a backpack and flask so the backpack can be made out of their first kill's hide. If they have no chance how high would their skill need to be to have about a 50% chance.

472
DF General Discussion / Re: Plump Helmet Appreciation
« on: June 07, 2014, 02:30:15 pm »
I am OCD when it comes to fort design. It is the single biggest cause of me losing a fort. I know I could use construction underground to get rid of things like patchwork forts but I would know they were constructions. Beyond that it isn't enough to appear the same it would bug me knowing that the construction were different materials.

Elves aren't the only surface dwellers, there are also humans and I much prefer to be associated with the latter. Actually if I dug down into the caverns I would likely use the underground crops just as much.

473
DF Dwarf Mode Discussion / Re: How terrifying is terrifying?
« on: June 07, 2014, 12:33:15 am »
No, but just before I saw your post I got attacked by a thrips woman corpse. Which brings me to my next question do evil biomes re-animation effect only matter on the surface or will it still resurrect things beneath ground?

474
DF Dwarf Mode Discussion / Re: How terrifying is terrifying?
« on: June 07, 2014, 12:04:48 am »
dfhack command "prospect all" gives a summary of all available stone types.
Sorry if it's noob question but isn't command like this cheating?

It's a matter of opinion. If you have a specific goal or purpose in mind and you need sand it's a lot quicker and cleaner to do this than it is to embark on every locations that meet any other conditions you may have. Also if the choice is between doing this and wasting hours upon hours of gameplay before finding out the site doesn't meet all the requirements you want and that you need to start over, what would you do. If you have no specific goal or purpose in mind then yes this is cheating, if you do but you need to be sure specific things are in the embark then it's just due process. For how I want to set things up I actually need to use the dfhack command to give myself an extra dwarf and I am still not positive I won't be wasting my time. My time, my rules, this is not cheating. Your time, your rules, this may or may not be cheating.


Edit: Do evil biomes only have one surprise per biome? I have seen an 'evil' rain and if that is the only thing that is going to happen I am not sure if it makes the embark suck for lack of fun or just plain entertaining.

475
DF Dwarf Mode Discussion / Re: A few questions for a Fort idea.
« on: June 06, 2014, 10:58:53 pm »
1-Dwarves get unhappy thoughts from not having a proper room. So you will need to boost this by making sure that the rooms available are of high enough quality to give them happy thoughts to balance it out.

2-I would suggest turkey farming. The have a clutch size of 10-14 and cost 6 embark points.

3-What I hear is that it isn't very good. My experience with it in adventure mode says that it's effectiveness varies based on your opponent. Against a weapon lord it is probably useless but against a novice it would work well enough. How you stack it would have some affect as well. If you go for realism as opposed to 6 clocks it obviously is going to be less effective. Your dwarves skills will probably make a big difference too.

476
DF Dwarf Mode Discussion / Re: How terrifying is terrifying?
« on: June 06, 2014, 10:50:12 pm »
How can you tell which metals it has? I'm not a complete noob but there are some things like this that I can't figure out.

I run 'prospect all' in dfhack during the embark selection it gives an estimate of what is there in terms of stone, ores, gems, and soil. Once you have embarked you can run it again and it will give you more accurate values for those as well as information on types and numbers of plants and trees and list levels you can find water and magma at. I believe that at embark it will also tell you how many Z-levels there are in the embark. ninja'd

That does sound awesome! Can you post the seed?

I used the seed from melomel's post in the DF2012 World Gen Cookbook

My specific seed is below:

Code: [Select]
[WORLD_GEN]
[TITLE:NEW RANDOM SEED]
[SEED:BnUg9WgsgUHRjpd9tGx4]
[HISTORY_SEED:HO8loeZuudLwX2DWLpz2]
[NAME_SEED:19cTxm3n3shw0lx1JR5w]
[CREATURE_SEED:o5WomyqoyUMbutUy6frg]
[DIM:65:65]
[EMBARK_POINTS:1274]
[END_YEAR:10]
[BEAST_END_YEAR:2:20]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:400:400]
[RAINFALL:20:100:300:300]
[TEMPERATURE:35:70:300:300]
[DRAINAGE:0:100:300:300]
[VOLCANISM:35:100:3200:3200]
[SAVAGERY:35:100:400:400]
[ELEVATION_FREQUENCY:2:1:1:1:1:1]
[RAIN_FREQUENCY:2:1:2:3:2:1]
[DRAINAGE_FREQUENCY:2:1:1:3:2:1]
[TEMPERATURE_FREQUENCY:2:1:1:3:2:1]
[SAVAGERY_FREQUENCY:2:1:1:4:3:2]
[VOLCANISM_FREQUENCY:2:1:6:8:6:3]
[MINERAL_SCARCITY:800]
[MEGABEAST_CAP:8]
[SEMIMEGABEAST_CAP:18]
[TITAN_NUMBER:12]
[TITAN_ATTACK_TRIGGER:80:0:0]
[DEMON_NUMBER:18]
[NIGHT_TROLL_NUMBER:4]
[BOGEYMAN_NUMBER:4]
[VAMPIRE_NUMBER:24]
[WEREBEAST_NUMBER:24]
[SECRET_NUMBER:24]
[REGIONAL_INTERACTION_NUMBER:24]
[DISTURBANCE_INTERACTION_NUMBER:24]
[EVIL_CLOUD_NUMBER:12]
[EVIL_RAIN_NUMBER:12]
[GOOD_SQ_COUNTS:450:500:1000]
[EVIL_SQ_COUNTS:450:500:0]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:2]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:5]
[REGION_COUNTS:SWAMP:80:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:325:0:0]
[REGION_COUNTS:MOUNTAINS:300:0:0]
[REGION_COUNTS:OCEAN:300:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:300:0:0]
[REGION_COUNTS:HILLS:300:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:15:15]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:50]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:50]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:25]
[CAVERN_LAYER_WATER_MAX:50]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:10]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:25]
[CAVE_MAX_SIZE:50]
[MOUNTAIN_CAVE_MIN:12]
[NON_MOUNTAIN_CAVE_MIN:24]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:6]
[TOTAL_CIV_POPULATION:800]
[SITE_CAP:80]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:600:0]
[VOLCANISM_RANGES:0:600:0]

The embark is:
Spoiler (click to show/hide)

477
DF Dwarf Mode Discussion / Re: How terrifying is terrifying?
« on: June 06, 2014, 10:18:15 pm »
I just think it is a nice embark site. It has sand, clay, copper( no iron :( , but eventually goblinite ), flux, silver barbs, whip vines, sun berries, glumprongs, feather trees, and magma is only about 30 levels down.

478
DF Dwarf Mode Discussion / Re: How terrifying is terrifying?
« on: June 06, 2014, 09:51:31 pm »
Yeah the two terrifying tiles are on the edge. Main reason I asked was to find out if pickaxes were an absolute neccessity or if I could get by long enough to forge my own if I brought materials. I will take two copper ones any way and go from there.

479
DF Dwarf Mode Discussion / How terrifying is terrifying?
« on: June 06, 2014, 09:18:35 pm »
I recently genned a world where I can embark with a 5x5 size and hit mirthful, joyous wilds, and terrifying surroundings and maybe one other. Only 2 of the twenty five tiles are terrifying. I have taken a liking to low to no point embarks but I don't want to embark unprepared and have to try and set the embark up again. Can I avoid the region and be okay or will I need to get underground right away regardless?

480
DF General Discussion / Re: Future of the Fortress
« on: June 06, 2014, 08:31:43 pm »
<-snip->
Thanks for the answer. I remember reading something about this before but I thought it was more an inquiry into the current state than about what the state would be in the next release.

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