Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - cochramd

Pages: [1] 2
1
DF Gameplay Questions / Optimizing A Deliberate Catspolsion
« on: January 29, 2016, 10:01:26 pm »
Now you're probably thinking "A deliberate catsplosion? Is this man insane?" to which the answer is "maybe", but hear me out. If a wild animal kills a single livestock, they get a name and become an enemy of your civilization. If any one dwarf kills 5 creatures who have gained a name in this way, they get a cool title. This holds true even if the wild animal is weak and numerous like, say, a crundle, and the livestock is cheap and unwanted like, I dunno, a cat. So theoretically, one could catch a large number of wild crundles, breed an even larger number of cats, lock them in the same room together, and, once all the cats are dead, send in their dwarfs to slay the crundles and gain cool titles.

So here's the rundown: I've built a 31x31 room to breed the cats in. The room can be shut tight by raising a bridge; raising the bridge will unleash the crundles from their cages which are also inside the room. I've already got 53 crundles but only 2 straight female cats. What do I need to do to get the 100+ cats I need for this to work properly? To clarify, I need to maximize the number of cats gained from every caravan, and assuming that I'm weeding out the homosexuals and asexuals with DT, what my's best male:female ratio?

2
DF Gameplay Questions / Forcing Bins In Stockpiles
« on: January 20, 2016, 02:22:04 pm »
I'm looking to place a stockpile in a convenient location and fill it with precisely 9600 masterwork large serrated steel disks. If I'm interpreting the wiki right (please tell me if I'm wrong) then large serrated disks have a volume of 100 and bins have a storage capacity of 6000, so 60 large serrated can be fit into a single bin. This means that if every tile of the stockpile has a bin on it, the stockpile only needs a paltry 160 tiles.

The problem is with that "if every tile of the stockpile has a bin on it" bit.

You see, in spite of me having a great excess of bins, I've noticed that most of...actually, they all have at some point or another...my bin-using stockpiles don't use as many bins as they could be using, even when there's more items lying around that using bins would make room for in those stockpiles. I'm pretty sure that if I tried making a 160 tile stockpile, it just wouldn't work because it would refuse to use 160 bins.

So the question is: Is there a way to force a stockpile to use as many bins as possible/needed?

3
DF Dwarf Mode Discussion / Getting the King and Duke Laid
« on: December 28, 2015, 02:06:54 pm »
From past experience, I know that once dwarfs get rooms, they will never leave them to hang around meeting areas unless there's a party going on, and once nobles have rooms they never go to parties again. My plans for permanent housing are.....well, it's been 11 years and I haven't cast the obsidian for them yet, so I figured that I would forgo temporary housing so that everyone would mingle, fall in love and get married.

11 years later, that strategy appears to have failed. Except for couples who arrived married, no one in the fort has a relationship more advanced than "friendly terms". This is particularly alarming in the vcase of my king and duke; I want them to have kids so that when they die, all the work I put into making their rooms will not be for nothing!

I am loathe to let my dwarfs party, especially now that worshipping eats so much of their time, but it seems like I have no choice now. I'm not going to put off making rooms forever, so I've built a designated partying statue and am going to let my dwarfs party their hearts out. Any tips for making the matchmaking go faster, especially for my king and duke?

4
DF Gameplay Questions / Obsidian Casting Question
« on: December 15, 2015, 11:48:21 am »
If I dig a pit 3-z levels deep, build a floor on the second level, fill the second level with magma, pour water from the first level onto the magma and then mine the resulting obsidian, will the rooms I carve out have obsidian floors? Asking because I need to know how deep to dig a certain pit.

5
DF Dwarf Mode Discussion / Papyrus Seeds
« on: December 14, 2015, 06:25:49 pm »
I've gotten my hands on plenty of papyrus, but can't seem to get any papyrus seeds for farming. Does anyone know how to get them?

6
DF Dwarf Mode Discussion / Differences In The New Edition - General
« on: December 01, 2015, 04:54:12 pm »
I figure it's only a matter of time before this forum is flooded with questions about the new edition, so perhaps it would be wise to try to condense them all into one thread. Also, I have some questions myself but have sworn off DF until the holidays, so asking people who've actually played is the only way to find out for the next few weeks. My specific questions are:

Here is the new version we've been working on all year!  The flow of fortress life is quite a bit different now -- specific breaks and parties have been replaced by taverns and performances and needs and inebriation.  You can designate a tavern, temple or library from a meeting area zone, bedroom or dining room using the new Assign Location option.  The location list ('l') will let you know what sort of furniture and items you need, and you can set tavern keepers, scribes and other occupations there as well.  You'll need to set up a drink stockpile and a chest for goblets in taverns for drink service to work properly, but dwarves can still drink without a tavern as before.  You can assign multiple rooms/zones to a single location.  There's a lot more -- see the feature list below.
.....
   (*) Ability to designate taverns, temples and libraries in the fortress
   (*) Taverns and libraries also exist in adventure mode and world generation
   (*) Tavern keepers can serve drinks in both modes, goblets can be used by dwarves to drink (in taverns or otherwise)
......
   (*) Tavern visitors include mercenaries, monster slayers, bandits, diplomats and performers
........
   (*) Alcohol causes inebriation, erratic behavior, unconsciousness, death
Will dwarfs still drink straight from the barrel if no mugs are available, and will doing so cause an unhappy thought like eating without a table? Will using a very valuable mug inspire happy thoughts? Will I gain any material goods from serving visitors in my tavern, or will I just be giving stuff away for free? (not exactly a problem given how easy farming is) If I make my one and only communal dining room sufficiently large, will there be any downside to turning the whole thing into a tavern? Will the new effects of alcohol prove detrimental to our forts of alcoholics?

Quote
   
        (*) Performances include stories, poetry, music and dance (you can view activity descriptions from the unit/job list)
        (*) Art forms are randomly generated for each civilization
        (*) Instruments are now all generated, instruments can be used in both modes
        (*) Most instruments are constructed from multiple pieces using different materials
So, am I going to get a new source of happiness/stress relief out of this, or just a new kind of hauler?

Quote
        (*) Personalities and values lead to needs which can be met by various actions in both modes
Can I get some more specifics on this?

Quote
   (*) New knowledge system divided into nine branches (though it has very few practical effects so far)
   (*) Fortress scholars can advance knowledge, form master-apprentice relationships and write down their findings
   (*) Fortress scribes can copy works in your library
   (*) Scholars can visit your fortress libraries, bringing knowledge from around the world
.....
   (*) Dwarves read books in the library (they don't need to be scholars)
   (*) Values can be passed in writing (both modes) and through adventure mode arguments (uses some conversation skills)
What does knowledge do, and how do I advance it? What does "values can be passed" mean? Will my dwarfs turn into treehuggers if they read too much elven poetry?

Quote
        (*) Children play with toys now, and they can also play make believe, in both modes
Will children get unhappy thoughts if they have no toys to play with? Will they gain thoughts from using high value toys? Will playing train any skills or attributes?
   
Quote
   (*) Temples can be defiled in both modes, dwarf temples can be assigned to particular gods
What is the benefit of temples?

That's all I got. So, ask questions, answer questions and share anything interesting you've noticed.

7
DF Modding / Deadlier Bone Bolts?
« on: November 26, 2015, 01:20:13 pm »
I am annoyed at how long it takes for my hunters to kill animals with bone bolts, so I want them to be deadlier. However, I think it would be too easy if I made bone bolts able to rip through metal armor. So the question is: what do properties of bone do I need to change (and how) in order to make them deadlier against animals but not against armored opponents and those not made of flesh and bone? Is increasing the MAX_EDGE value alone pretty much my only option? Is it my best option? So long as they don't let them rip apart metal, I'm open to solutions that would additionally make bones harder to break.

8
DF Dwarf Mode Discussion / Dwarven Standards
« on: November 19, 2015, 01:33:52 pm »
Has anyone else ever stopped to think about how tight the tolerances and universally enforced the standards are of our little dwarfs?

Any boulder or log, for instance, can be chiseled into anything that can be made from stone or wood. When made of the same material, a statue of a dwarf hugging a badger weighs the same as a statue of a dwarf surrounded by elephants. In fact, all statues made of the same material weigh the same, regardless of their subject matter; this is also true of figurines. No matter how low or high quality a bed or chair is, we never hear about ones that are uncomfortable or awkward to use because of their size. Any chair can be used to eat at any table without any issues, regardless of the quality of either; you never hear about about tables being too tall or too short for the chairs they are paired with. If a hallway, whether natural, carved or constructed, can have any one specific door built into it, then it can have ANY door built into it. And mechanisms.....oh, don't even get me started on mechanisms. There are some other examples I can't think of off the top of my head, but what I'm getting at is that the dwarfs of Dwarf Fortress have achieved perfect interchangeability with everything they produce. For a medieval-ish society, that's incredible.

Now I know what some of you want to say next: "That's just the case because DF is currently incomplete; in future editions, there may be chairs and tables that don't go together and so on and so forth." That may be true. It may also be true that we currently don't have a gender-based division of labor because DF is incomplete and that we may see it in future editions, but does that stop us from imagining our dwarfs' society as being almost completely meritocratic? Nay! So let us reflect on just how astounding it is that our little dwarfs can be so incredibly uniform in everything they produce.

9
DF Gameplay Questions / Using Rooms, Admiring Furniture And Buildings
« on: November 04, 2015, 02:02:30 pm »
Silly question that's probably already been asked and answered before but here goes: I have assumed that the thoughts one gets from using high quality rooms (legendary/fantastic/great/very good/good for dining rooms, personal palace/fantastic/great/very good/good for bedrooms) correspond to the room values royal(10000)/grand(2500)/great(1500)/fine(1000)/decent(500) respectively, likewise for tombs (please correct me if I'm wrong on this matter). But what about furniture and buildings? Do the completely sublime/wonderful/splendid/very fine thoughts correspond to the royal(10000)/grand(2500)/great(1500)/fine(1000) values? I also read that ownership and preference increases the happiness a dwarf gets from furniture or buildings, but does it also move it up the completely sublime/wonderful/splendid/very fine progression? I'd do the !SCIENCE! on it myself, but I'm not exactly in a position to do so.

10
DF Dwarf Mode Discussion / What's The Cruelest Act Of Armok You've Seen?
« on: November 02, 2015, 05:49:38 pm »
As a result of a construction accident , my mayor ended up in one of my cage traps. After freeing him, I checked him for injuries, and......well.......before you ask, no, I don't have the combat reports.
Spoiler (click to show/hide)
Now to be fair, after he became mayor, he basically stopped interacting with people outside of his job and just hung out in his little mayor house all day, never going to parties or meeting halls for any reason, so he was never going to achieve his dream, but still.

So, yeah.

Top that one, I dare you.

11
DF Gameplay Questions / Moss Not Growing On Muddy Obsidian Floor
« on: October 26, 2015, 12:33:51 pm »
The title is fairly self-explanatory: in-game years ago, I dumped a lot of water on some magma and the resulting obsidian cavern floor has been covered in mud ever since. However, nothing has ever grown on it. Is something weird going on, or do wild plants never grow on obsidian ever? If i can't get moss to grow on an obsidian floor, then I'm going to have to slaughter all my grazers.

12
DF Suggestions / Better Animal Sorting
« on: October 21, 2015, 12:55:33 pm »
In the last 10 in-game years of playing my most recent fortress, I've spotted 4 ways to make dealing with animals more time efficient:
1) When building cages as buildings, there should be an option under the expanded view to make only cages with creatures in them visible. I would really like to not have to scroll through pages upon pages of empty cages.
2) I would also like to not have to scroll through pages and pages of untamed crundles and various untrainable creatures, so for the above and for pastures, there should be an option to make only tamed and trained animals visible.
3) In all of the above and in the animal screen, there should be an option to sort animals by species. This would reduce time spent looking for a bunch of animals of the same species that became part of your fort at very different times.
4) Also in all of the above, there should be a way to check the animal's description for husbandry purposes (ie; to make culling undesirable individuals and herding desirable individuals into the same pasture quicker).

13
DF Modding / History and Art
« on: October 19, 2015, 10:06:38 am »
Is there any way to play with what events are eligible to show up in engravings, statues, figurines and decorations? I'm a bit sick of having my fortress covered in engravings of dwarves producing masterwork crafts and the slaughtering of tame animals, and not my military reducing creeping eyes into fine paste.

14
DF Gameplay Questions / Blind Voracious Cave Crawlers
« on: October 14, 2015, 01:42:14 pm »
Every Voracious Cave Crawler I've tamed has turned out to be blind and thus unable to breed. Is this because they went blind upon brief exposure to sunlight, or is this a bug?

15
This sounds crazy, but hear me out: I'm already planning to make breeding pits for blind cave ogres, trolls and troglodytes to be unleashed upon an unyet specified enemy, and I'm already making obsidian shortswords for the sake of it. If I were to equip these creatures with the shortswords, they would be all the more effective against my unknown enemy, and if the plan backfires it will be all the more hilarious. So, how do I do it?

Pages: [1] 2