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Topics - Bogdanov

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1
DF Modding / Sieges and Megabeasts trigger and other questions
« on: May 23, 2008, 07:21:00 pm »
Hi everyone

First of all, i'd like to say that i'm really totally ignorant on DF modding, and computer programming in general, so please keep that in mind when you answer and try to be as clear as possible (imagine you're explaining it to your grandma).

Here's my question :

Is it possible to alter the game files in order to make sieges and megabeasts happen when my fortress wealth hits 1 million (or another value), regardless of how many dwarves are in it?

On another topic :

Is it possible to replace lousy wild animals such as groundhogs, horses, foxes, raccoons, and so on with bigger, meaner beasts such as minotaurs, giant cougars, and such (so that, basically, any starting location is turned into a "Terrifying" area)?

Thanks for any help


2
DF Dwarf Mode Discussion / Looking for a starting location...
« on: January 31, 2008, 06:06:00 am »
Hi everyone

I've spent 2 hours yesterday trying to find the location i wanted :

Magma
Iron
Flux
River/Brook
Terrifying+Haunted (with 2 biomes)

The terrifying+haunted part is what i really care about, i found a few, but they didnt have magma at all, and i just can't be bothered to play without magma

Any additional underground feature (cave lake, river, chasm..) would be great but isnt essential..

Trees and Sand would be nice, but i can live without (hopefully  :D)

I've had no luck so far

Does anyone have such a seed he could share?

Thanks in advance


3
DF Gameplay Questions / Retrieving the bones and seeds from cages..
« on: February 03, 2008, 08:47:00 pm »
Hi everyone,

Sorry if this has been adressed before, i searched and didnt find anything about it...

Here's my problem, pretty simple :

I've caged tons of animals with cage traps, which i later tamed, to get a huge herd of walking steacks

Problem is : the animal trainers bring food to the caged wild animals, to tame them, and then the bones/shells/seeds remain in the cages

The only way i found so far to get those back was to go 'k' into the cages, order the dwarves to dump the bones or seeds, and then rush to the inventory of the "dumpers" to "undump" the items... Pretty harassing

There has to be a more clever way, right?

To be complete, my stockpiles are like this :
Animals stockpiles next to the kennels, just outside,
Bones/Shells stockpiles down in the fortress,
And the dwarves are allowed to gather refuse from outside in the 'o'rders menu

Thanks in advance
Bog'


4
DF Gameplay Questions / Only 1 migrant, what the effe?
« on: May 10, 2008, 04:00:00 pm »
Yo everyone

I'm having a little concern here : I just got an immigration wave containing... 1 dwarf. Twice. In two different fortresses.

I was getting sick of all the damn babies and children in my fortresses so i tried to mess with the init file a little bit and i especially changed this :

quote:
This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.

[BABY_CHILD_CAP:0:1000]


So, i'm wondering, maybe after this one immigrant, there was supposed to be more but they were a couple with children, so they didn't come, and then nobody else did...

What do you guys think?


5
DF Gameplay Questions / Starting with Legendary Dwarves...
« on: May 09, 2008, 01:51:00 am »
Hey everyone

I was wondering if it's possible to modify some files in the game so that you can start with dwarves on higher skill than Proficient?

I'd like it if i could just start with a bunch of legendary mechanics, siege engineers or whatever for testing purposes (there are lots of features in the game i havent explored yet)

I know of Rick's Utility called Adjust Start but it doesnt allow to start higher than Proficient, so i need something different

I'm well aware that this is cheating, i'm not asking for an ethical response, just a technical one ;-)

Thanks in advance


6
DF Gameplay Questions / Marksdwarves and Shields
« on: May 07, 2008, 04:11:00 pm »
Hey everyone

Really simple question here : can marksdwares use shields and shoot bolts at the same time?

Thanks  :p


7
DF Gameplay Questions / Mayor's demanding adamantine throne
« on: December 07, 2007, 01:51:00 pm »
Hey everyone

My mayor thinks he's so big he just demanded me an adamantine throne...

Problem is : i haven't even found any trace of adamantine yet

Hence, couple questions :

1) Is the adamantine necessarily on a z-level i already dug to or can it be below the lowest place i ever dug?

2) My fortress is still fairly young (56 dwarves in total, 10 crappy armymen wearing a few steel items, no weapons, some of them are not even trained enough to called "wrestlers") and i've never ever had adamantine in any of my forts before... If i do find the adamantine, and dig it, will it necessarily unleash those crazy demons on me?

I'm seriously considering telling Mr Mayor to go impale himself on a *Mudstone Scepter*... What do you think?


8
DF Gameplay Questions / Planting outside : how to irrigate?
« on: December 05, 2007, 10:00:00 pm »
Hi everyone

I've got a nice little fortress going at the moment, but i feel like my food production is a bit slow for my taste..

And Elven and Human merchants sold me a whole lot of seeds for various outdoor crops, which i'd like to use

Problem is : my fortress is in a warm place, and the only outdoor places i've got are all made of "dry grass" making it impossible to grow anything.

There's a river though, so i guess i could irrigate but i have no idea how to do it...

Question : How would you do it?

Lets say it looks something like this :

~~~~
~~~~.....#######
~~~~.....#######
~~~~.....#######
~~~~.....#######
~~~~.....#######
~~~~.....#######
~~~~.....#######
~~~~.....#######
~~~~

~ being the river and # the field i want to grow stuff on

How would it work? A channel from the river to one tile of the field wont do, i guess.. Any ideas?

Thanks
Bog'

[ December 05, 2007: Message edited by: Bogdanov ]


9
DF Gameplay Questions / SPOILER WARNING : Hidden Fun stuff
« on: January 29, 2008, 06:28:00 pm »
Hi everyone,

FIRST : This thread is about something you may or may not have discovered in the game yet. Stop reading if you don't wanna know    ;)
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I'm talking about underworld creatures and demon pits...

I wanted to test my army squad so i unleashed the pit demons on my fortress :

1 Mace Lord died, 4 other soldiers were injured, not too badly, luckily, the rest's fine, all the demons/spirits are dead

Now, i've noticed something really really weird...
Three things even..

First, demons stopped spawning. C'mon, you wusses, don't tell me you're scared !

Second, some of the soldiers now have exotic nicknames, such as :
Monom Adiltath Shinilbad Enas (used to be Monom Adiltath)
There doesnt seem to be a link between this new name and the names of the fallen demons...

Third, and most interesting imo, there were humans/elves/dwarves on the last level of the pit...
In the unit list, it said "Whateverhisname, human-------From the underworld"

At first, i thought they were held captive by the demons, but when my soldiers saw them, they mercilessly slaughtered them, so i was pretty confused

Not all those underworld guys were killed by the soldiers though, some were "protected" by a little channel of magma, so i figured i'd dig another bit so my soldiers could reach and butcher the rest of them, (especially the elves, god, i hate elves)... A minute after the path was clear, i noticed a hauler bringing a cage there, for no apparent reason, except wanting to cage one of these elves/humans.. What else could he possibly be doing with a cage, walking TOWARDS the pits and away from the cage stockpile?

But then, i think my soldiers finished off the last elf, and the hauler went back with his cage.. Really too bad, i'm really curious what he would've done with it

Wouldn't it be great to have tamed elves, breeding in a zoo? I think i'd like that      ;)

So the question now : does anyone have a clue what that guy was doing down there with this cage?

And further : if he wanted to cage one of the elves/humans that remained alive, what the hell for?

...

Alright, scratch all that, i just went back to look at the game while i was typing this : I actually have 4 caged humans/elves...

Well then, the only question remaining, i guess, is : what in the world can i do with the "prisonners"?

Funny stuff, anyway, this game won't cease to amaze me      :p

[ January 29, 2008: Message edited by: Bogdanov ]

[ January 29, 2008: Message edited by: Bogdanov ]

[ January 29, 2008: Message edited by: Bogdanov ]

[ January 30, 2008: Message edited by: Bogdanov ]


10
DF Gameplay Questions / Decaying clothes are lying all over the place
« on: January 29, 2008, 11:50:00 am »
Hi everyone

Here's my problem : i didnt provide any clothes to replace the ones that would rot away, the dwarves get a few unhappy thoughts once, and then forget about it and just remain naked, which they dont mind

Problem is : some dwarves actually dumped their xClothesx on the ground (despite the fact that they all have their own cabinet..) and since i'm a very tidy person, it really bugs me to have that kinda stuff lying around in stockpiles and basically anywhere..

I can't dump them because they are still owned by someone, and they dont seem to rot anymore now that nobody's wearing them

Is there a way to get rid of them?

Thanks

Edit : I quickly browsed the items and they all seem to be owned by military dwarves, the other dwarves, i suppose, took their clothes to their cabinet when they had nothing else to do.. or maybe they never dumped them, cuz i never told them to pick an armor

Anyway, since my soldiers are all champions, i can't take them off military anymore, and they will never be able to haul these to their own cabinets, i guess

So, is it hopeless? My haulers are unoccupied so i guess they won't ever take someone else's rotten clothes to that guy's cabinet, right?

[ January 29, 2008: Message edited by: Bogdanov ]


11
DF Gameplay Questions / A different barracks for each squad
« on: January 28, 2008, 01:50:00 pm »
Hi everyone,

Here's my situation :

I've been training 12 soldiers for eleven years now, they are all ultra mighty, perfectly agile and super dwarvenly tough, and legendary in every possible military skill

Since i have a LOT of steel, i figured i might as well give an armor set to everyone, including civilians, and have everyone spar a bit so they're not completely retarded when it comes to using their shields/armors/etc...

The thing is : i'm afraid if i have all dwarves, including the "real" soldiers, spar in one single barracks, the legendary soldiers will end up injuring the civilians, if they don't simply kill them off with one punch...

So what i wanna do is this : order the regular soldiers to keep sparring in their barracks, and build a new barracks for the newbie soldiers
Of course, i dont want the real soldiers to go spar in the newbies' barracks..

Is that even possible?

If not, can you think of a better solution than "putting the real soldiers on duty so they stop sparring while civilians are training in the barracks"?

Thanks in advance
Bog'


12
DF Gameplay Questions / Is there hope for a "stark raving mad" dwarf?
« on: January 27, 2008, 07:14:00 pm »
Hi folks,

One of my engravers went into a tantrum lately cuz i accidently crushed one of his masterpiece when (voluntarily) collapsing a huge part of the mountain.. I guess the damn support i used was a masterpiece.. >.<

Anyway, i know there's hope sometimes for dwarves who just tantrum, the Mayor can talk to them, and make them feel better..

But what about a stark raving mad dwarf? I'm not too good in english, and i'm not sure what "stark raving" means, so i'm not really able to tell if the little guy is gone forever to cuckoo world or if i can "save" him somehow

Thanks for any help  :)

Bye


13
DF Gameplay Questions / My Carpenters keep suffering "Art Defacement"
« on: April 28, 2008, 06:53:00 pm »
Hey folks

I'm having a new problem since i'm playing with the new version of DF :

I tend to get a whole lot of messages that my carpenters' (and only theirs) masterworks have been lost.

I have no thieves stealing them, i have no tantruming dwarf destroying anything, i'm wondering if this is just a bug or if i'm missing something...

For a while now, my carpenters have been making nothing but bins and barrels,so the only possible explanation i see is : when they make a masterwork bin, and some dwarf takes it to a stockpile to stuff it with stone crafts or whatever, the game considers it has been lost....

Any idea on what's going on here is highly appreciated

Thanks


14
DF Gameplay Questions / Sand Bags go to what stockpile?
« on: April 28, 2008, 05:25:00 pm »
Hey everyone

Simple question :

The wiki says Sand Bags go into Furniture Stockpiles, so i forbid "boxes and bags" from one Furniture Stockpile (lets name it SP1) and allowed nothing but "boxes and bags" in another Furniture Stockpile (SP2), closer to the Glass Furnaces

Turns out the empty bags do indeed go to SP2, but the bags full of sand still go into SP1 (SP1 is allowed to contain a whole lot of other crap, leather, cloth, finished goods, other furniture, etc..)

Can anyone help me fix this?

Thanks in advance


15
DF Gameplay Questions / Dogs following Trainer
« on: December 01, 2007, 06:11:00 pm »
Hey everyone

I started tonite a whole new fortress (my old one didnt have any flux   :o ) and when reading the "Your first fortress" article in the wiki, there was this advise to dump the initial anvil cause the first dwarven caravan would bring one anyway.. so i did

Since i had so many points to spend, i thought "Hey lets bring a whole army of dogs for fun", so i embarked with 12 dogs and one of my miners also set to "Proficient Animal Trainer"...

After a month or two, i trained the 12 doggies into War Dogs, who took out a bunch of kobold thieves in the blink of an eye, life was bright...

But now, i realise that the damn doggies follow their trainer everywhere, no matter what he's doing (usually, mining), and so do their 20 or so puppies... So i got this guy followed by about 30 dogs anywhere he goes, and it causes much slowing down of the computer...

I was wondering how i could maybe station those dogs, or at least the war dogs, to a position (a zone? a stockpile?), so they would quit harrassing the poor miner...

Thanks for help
Bye


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