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Messages - Admiral Obvious

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136
DF General Discussion / Re: Future of the Fortress
« on: May 14, 2015, 12:52:13 am »
Since visitors will be visiting local "establishments", will minting currency have a greater purpose than just to be used as an export item?

I'm not exactly sure what the exchange rate would be, like 1 golden coin for 10k elven bark currency notes? If this is even how it's going to work.

I can just see a possible expansion of the use of currency in this next update as a likely next step. Money for furniture/weapons/food/beer/bounties and whatnot.

137
No chart that I've ever seen, I just assign based on several years of observations and probably two hundred forts.  But as I've said before, my style of assigning jobs is pretty abnormal for Bay12.

I found a chart. It's on the wiki.
http://dwarffortresswiki.org/index.php/DF2014:Personality_trait

It seems that different jobs make different dwarves happier. For example a dwarf that value hard work would be quite happy to be a miner, since they work all the time. Compared to a dwarf who hates hard work, they will usually get a minor unhappy thought from consistently mining, and they will usually go on break more.

A dwarf that value craftsdwarfship is usually happier when making things at the craftdwarf workshop, and the opposite is true on the other end of the spectrum. Same is true for dwarves walking past, and observing well crafted things. Occasionally, you will get a dwarf that just hates nice things, and will get an unhappy thought by seeing it.

Perfectionists in a crafting job tend to make higher quality things more often, but they do so at a slower rate than an "average" dwarf, where the opposite will happen for dwarves who don't care to "do it right".

These are unlisted,mostly untested /unconfirmed observations, but this seems to be true almost every time.

138
I think I'm making headway on getting miners and woodcutters to wear armor, so hopefully, that risk can be reduced...

I didn't even know this could happen.
Had to scrap that fort immediately, not much to be accomplished without precious wood.

Anything that can't be solved by wood, can be solved by magma  (usually).

139
Dear Dwarves:

I appreciate the fact that you were so eager to try and kill the weregoat with such fervor,  but jumping off the bridge into the lake, albeit the most... direct way to go, probably wasn't the best idea. 7 Z-Levels is (probably) a long way to fall.

I was hoping I wouldn't need to build those 10 traction tables, but luckily you all are alive, and the Weregoat kindly transformed back into an elf. The marksdwarf found some training ammo and dealt with the issue promptly. Let's just hope my freshly recruited doctor doesn't go on break, and hopefully the other half of the fortress can drag you back home.

Good job on having everyone break or shatter both legs and feet by the way, we'll have you out of traction in around 10 years.

Signed, your perplexed, and somewhat amused overseer.

Dictated but not read.

140
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r10
« on: April 15, 2015, 09:19:34 pm »
Just a quick question :

I have been doing customizations through the raw files in order to make things a bit more to my liking , would it be possible to integrate some of these options into the starter pack? I think a lot of people might actually find those usefull :

*Toggle skill decay on / off. (Rust)
*Increase / decrease skill experience gain (Like a bar showing the increase / decrease either in % or 1x 1.5x etc)
*Adding diplomatic options to Humans / elves / others.
*Adding weapons and other items to a civilization (minecarts , specific ores and process like steel ) through a checkbox or something similar.
*Setting Titles for the different Nobility etc of a civ.
*Adjusting the base characteristics of a civilization ( Ie median strenght and other stats ).

Peridexis does not mod the game in the way you are asking. He just makes the starter pack in order to give you the tools you'd need to get started into the game as it is. You can probably change those yourself in the raws, but this pack is not intended to do that.

141
Thanks for the replies everyone. I'm happy everyone is able to give good suggestions on what to do. I still have the GCS caged, and I'm probably going to build a silk farm soon.

If I do train it with a poor animal trainer, what can I expect to happen?

142
So, as of today I hit the first cavern layer. I'm a relatively new player to this game, but I knew that there was probably going to be nasty stuff down there.

Turns out there were hostile reptile man blow gunners, so I sealed off my entrance to the cave until I have a relatively in shape military.

Shortly after (roughly 2 months in game time) I noticed that all of the Reptile men had wound up dead according to the entity list, so I decided to open up the cavern to steal their stuff. This went well without issue. I decided immediately afterwards to place a big array of cage, and upright spike traps just before the entrance to the caverns, just to be safe, and still be able to mine out the materials there.

Then, the game draws my attention away, as roughly 20 migrants arrive (one of which I think may be a vampire, but that's a separate issue). I come back about 10 minutes later (real time) and discover that some of my cage traps activated. One contains a Giant Toad. The other contains a Giant Cave Spider.

I wasn't prepared to encounter fun this early in the embarkation (roughly 1 year from striking the earth).

The giant Toad is contained in a Bismuth Bronze cage of master quality, so I don't think it will break out of it any time soon. I just am scared to do anything with that, so I'll leave it alone forever I guess.

My real concern is that I have a GCS in a moderately good wooden cage. I have absolutely no idea what to do with it, and I'm terrified of what might happen if it breaks out of the cage. I've currently got it locked away in a stockpile, far far away from the rest of the fortress, behind a locked/forbidden door.

Any suggestions would be greatly appreciated.

143
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r9
« on: April 08, 2015, 09:59:54 am »
What "bug fix tool" are you referring to? DFHack includes many bugfixes and interface improvements, so I wouldn't recommend disabling it entirely due to a conflict between a script and TwbT.

Yeah, I noticed the difference almost immediately. I've re-enableed DFHACK, without the bug fix utility. Hopefully the dwarves won't "forget" for feed my grand master metal crafter.

144
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r9
« on: April 07, 2015, 09:59:30 pm »
I've been noticing this too, same issue. I ran the game with no plugins or extensions from DFHack except the bug-fix utility, and it's still "blinky".

This seems to be from an unexpected interaction between TwbT and the new autoresetgrid script, which is part of the bugfix setting.  You can reenable DFHack and just switch that off.

Well, I only really used DFhack for the bug fix tool, so I'm going to leave the whole thing off, and use the nice utilities you packed in as a substitute. At least we know a portion of what the issue is. Everything else seems to be working fine.

Thanks for making the pack, it made my introduction to the game so much smoother than going off of the default build.

145
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r9
« on: April 07, 2015, 05:13:55 pm »
Time to ping the collective consciousness of expertise here I think...  This is probably something simple I'm overlooking...

My DF window is constantly flickering (once every second or two), something I don't recall having issues with in prior versions.  Any thoughts as to what may be causing this?  I have a sneaking suspicion there was a change with the graphics system with this new release.

Flickering doesn't appear till one is selecting a fortress location, and persists through embark and into Fortress mode.  DF/DFHack console window shows a spam of 'reshape_graphics' messages that may or may not be related.  These continuously spawn during world generation/location selection, but messages stop when in actual fortress/game mode.  Flickering persists regardless. 'Reshape_Graphics' spam returns when one hits 'esc' to abandon a fortress.

DF Version: 40_24 Starter pack r9     (Pulled down from Two's Mirror - Office blocks dffd due to 'possible malware threat')
No other mods.
Default Phoebus graphics pack/options.
No messages in ./Dwarf Fortress 40_24 Starter Pack r9/stderr.txt
./Dwarf Fortress 40_24 Starter Pack r9/Dwarf Fortress 0.40.24/stderr.log  reports  'Plugin twbt has failed to shutdown'

I'm not at a glance seeing any other logs or files of note, but if there's more to snag from I'd welcome knowing where they're located.

I've been noticing this too, same issue. I ran the game with no plugins or extensions from DFHack except the bug-fix utility, and it's still "blinky".

Edit: After waiting for a new worldgen on a large world, I went back to the DFHack console, and it was completely filled with Re size Graphics, and it just kept going and going. I think it's an issue with DFHack.

Edit2: I disabled DFhack, and there's no blinking issues here. Too bad, but I guess you can figure it out.

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