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Messages - Fleeting Frames

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391
DF Gameplay Questions / Re: Stagnant, Freezing, Muddy, Wetlands Water?
« on: November 21, 2019, 10:45:10 am »
1) Clean water cleans stagnant water. A screw pump and u-bend can also clean things. You can read wiki and/or make save beforehand first, but flooding your fortress is, eheh, something of an almost inevitable rite of passage even if you learn everything perfectly.

3) You need to loo'k' at the tile on the z-level of water - it'll say something like "a pile of mud" on the right when muddy.

However, not all places can get muddy - rivers won't (and brooks also have a walkable floor on top), and importantly, neither will open spaces - mud settles on the bottom. When your water from the brook flows across non-brook floor, that will be muddied though.

392
DF Gameplay Questions / Re: Changing keys for Z-levels
« on: November 21, 2019, 03:01:03 am »
Also, in this case I'd use the in-game menu since that allows you press the keys you want to trigger, without needing to know what they're called.

393
DF Gameplay Questions / Re: Changing keys for Z-levels
« on: November 20, 2019, 03:45:55 am »
You can adjust keybindings in the same menu you save, or in /data/init/interface.txt - it's CURSOR_UP_Z and CURSOR_DOWN_Z in the latter.

You can set fps cap in data/init/init.txt

394
Well, the range for major civs is 30, and towers/kobolds 10 tiles (diagonals included). So pocket and small regions you have to deliberately go out of your way for not everyone to be able to reach everyone. You can stick with large worlds, but might want to exert some control over the world - I use PSV maps wiith 0-30 savagery and appropriate biome in specific places for picking civilization start locations.

As for the goblin sieges, as long as they aren't over ocean, you should be able to raid them and estabilish contact this way. Though they then have to choose to come.

Peaceful relations are possible to similarly obtain from other civs sometimes by asking for one-time tribute, but this can start wars so less guaranteed.

395
DF Gameplay Questions / Re: How do you make large pump stacks?
« on: November 19, 2019, 09:41:51 pm »
Observe this screw pump:

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It couldn't be designated to the south or north, as it wouldn't have the floor underneath blocked tile.

But it could be designated when there's a horizontal axle connecting to it (1 long was placed on grass, then 3 long placed attached to that).

And as for the axle itself?

Never built (marked and them immediatelly suspended).

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Of course, if you delete it, the screw pump deconstructs.

Thus, you'd use a macro to place the horizontal axles, suspend them, and then place the pumps.

E: Of course, an unbuilt and even suspended screw pump designated above will also allow you to build a hanging screw pump, so the value of additional axles beyond the first one is dubious.

As for the aboveground constructions, yeah that's annoying. This dfhack script may help slightly, but it's not really supportive of 180° rotating T-casing pumps demand.

(Fair note: Never made large pump stacks myself.)

396
Out in reality, months have passed, but not entirely without benefits:

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I reworked twbt and graphics a fair bit, though I'd want more for a release.

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Also bit more dwarfmonitor work, making item-age inline.



Nine months have passed, and I celebrate my first non-dwarven birth:

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A bit of savescumming ensures they'll be big enough to mono-wield two-handed swords. The stats are pretty average. But the baby's personality...

Spoiler: Geshud Ethedzefon (click to show/hide)

Maximum rage and maximum shyness, when most cloth is going to be dwarven-sized. Unfriendly and driven to revenge.

I've seen grudges escalate to murder among family; what's going to happen if I hand a cyan blade to Geshud.

On the other hand, I pondered creating a berserk husked werebeast as a superweapon. Geshud may very well be "it".

I don't bother for dwarven babies, though.

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I come to the conclusion that  sometimes, I don't want to catch a cavern critter suitable for the traps.

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Because of that scenario, I decide to include a statue in the 3-way cross area and keep the default catchments off. No point in wasting a fb trap on mere troll.

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Whom I see often enough.



I planned to train climbing fort-wide with my swim training setup. 120 exp isn't much, but it is something.

However, I've discovered a better option:

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When testing asphyxation training, I found it massively boosts toughness and endurance - by about 550 points a month, compared to mere six and half to strength.

Sure, climbing is more unique. But pretty much everyone I have could use extra endurance or toughness.

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Especially when they get interrupted by gray langurs.



On an test fortress, I discovered that trapping creepy crawlers is actually pretty quick food boost. Now, I don't have any reason to trap those right now, but...

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This novel-to-me message does give another reason to use a trapper (but they seem fine).

Phantom spiders still haven't come back, though.



I try to spend up new caravan entrance by ponding aggressively. Bit too aggresively.

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Loses me a soil floor, but thankfully no real losses - would have been worse just 1 tile south, though...It's good that there's no cavein dust when ice caves in.



Built a pump to support the minecarts for aquifer draining.

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Not quite enough drainage, but I finally retrived two alabaster stones:

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(Bottommost is fire clay on top).

Now I can finally lay one of the starting seven to rest.

But first, a swim course with all the migants!

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Hold on, nevermind. I totally want an ‼artifact weapon trap‼ for the zombies. With bit of forbidding tricks learned from ⛭Another⛭'s planepacking save in 43.05:

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I'd have wanted to use ice -  burning ice would be nice....But no. Strange mood doesn't accept it.



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I knew they liked them. But to feel wonder at a chicken?

Stasost Claspdemons, Goblin Poet must have lived quite different live in dark pits. Only trolls and beak dogs, a chicken might be like a mythical creature.

After a chat, the human family sleeps together:

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But I suspect No Job is required for pregnancy, and I grant this.

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Since I released the burrow, few people stuck around in the two-tile tavern:

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Now, As Asodidde doesn't make much friends here. But the wife, despite disliking friendship....

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"Small taverns work" says the wife.

"Not for me" counters husband.



Long ago, I remember Roomcarnage. Great story, lots of undead, many ghosts...

...ghosts who opened vital doors, causing much fun....

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It's about time I dealt with other starting seven floating around.g

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Since I have central pump anyway, I add a bridge to open/close water to it, so the water pushing around might work for me.

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You know, I was planning on just getting more kimberlite here, but...

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You have struck red pyrope!

This is good too *digv. Replacing wall here with gem window, and...

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Since I'm doing that, going to use non-accelerating ramp as well for movement.



But it is the last day of spring. Tomorrow, siege!

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397
Hello. I've found your view-allegiance pretty useful, thanks for writing it.

An annoying thing is that sometimes....Sometimes people end up dead. Well, there's dead unit list, oooor the script could start something like this so you could use it while looking at their corpse:

Spoiler (click to show/hide)

398
Interesting - did they get the coins on a raid?

400
DF Gameplay Questions / Re: Tavern Deaths and Medical Concerns
« on: November 17, 2019, 06:02:18 pm »
It's because alcohol has [SYN_NO_HOSPITAL] tag. (See alcohol raws on the wiki, for instance.)

If a dwarf gets taken to hospital for another reason at the same time, like being stung by a bee, they'll get diagnosed with inebiration, but the booze on its own wont cause hospitalization.

Also, dwarf healthcare is largely physical: Cleaning, binding wounds, setting splints, excising rotten tissue...They don't have CPR, which means once someone's lungs are destroyed or nerveous tissue for spine mangled they'll suffocate.

Though alcohol lung damage isn't permanent so if a dwarf heals up before that they'll survive and heal fully. It can take from third of a day to a full day to suffocate, depending on dwarf's attributes (suffocation trains toughness and endurance).

401
DF Community Games & Stories / Re: Fairpaper: The Hardest Embark
« on: November 16, 2019, 08:36:36 pm »
Your cavern conquering plans are pretty daring. That's some deliberate risk, and deliberately gotten danger. The dwarves of Fairpaper have certainly shown themselves in light combat.

And certainly, I never thought about necromancer zombies like that.

Ah, finally, booze! Poor dwarves.

Maybe upload the map to dfma, so that there's yearly overviews of the fortress?

402
DF Gameplay Questions / Re: Encrusting a specific item with gems
« on: November 16, 2019, 04:43:31 pm »
Yes. Have jeweler take from gem stockpile and stockpile of rose gold thrones. Set the latter to take from links only and give it no links. Then place dump zone on the stockpile, mark throne for dumping, then unforbid throne after it is dumped, then post job to encrust furniture.

403
DF Suggestions / Announcements.txt - [PERSONALITY_CHANGE:D_DISPLAY]
« on: November 15, 2019, 05:01:48 am »
Whenever a dwarf changes their value or belief, the game should be able to announce this, telling you the dwarf name, their resultant belief, the reason for change and previously-held belief or value.

i.e. "Zuglar Satiden, previously indifferent, has come to greatly value sacrifice from realization brought over mulling over being caught in the rain two years ago."

This would be controlled in announcements.txt with PERSONALITY_CHANGE token, with default settings being a single-line announcement at the bottom of screen in fort mode and no display in adventure mode.


I think this is could be a good idea for several reasons:

A) It's an important event in dwarf's life, with an impact that can be just as important to them as marriage or realization of a dream.

B) It's important to fortress overseer in that it may change substantially dwarf's suitability for fortress tasks and for living in the fortress as whole.

C) Given the two-year mulling period, these announcements would be relatively rare; it's even possible that this could be the only logging of given dwarf's name in gamelog at all for a given fortress.

D) Without drawing player attention, these can take a long time to discover, as most players tend to focus more on the skilled, troublemaking and visible dwarves and don't have a schedule for rereading the thoughts of dwarves.

E) Since there's already a thought for it, it should hopefully be quick to implement with no significant running cost.

Exact wording might be improvable, granted.

(Couldn't find this suggestion already posted with a brief search.)

404
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 15, 2019, 01:01:07 am »
Not in vanilla, no. Some mods do add it.

@Tarqeq: It's theoretically possible to make a script to reenable with dfhack, i.e. there's builder as well as eventful for watching dig jobs.

405
DF General Discussion / Re: *We need your help to save the noobs!*
« on: November 13, 2019, 01:50:51 pm »
A fortress that loses by having all dwarves die of old age is likely to be worthy to be placed in Hall of Legends, and a worthy DF goal in itself.

In any case I think by the time migrants normally stop coming entirely from mass slaughter you already have few feet under you in terms of experience and are outside the scope of this thread (provided it wasn't one of the newbie traps causing the mass slaughter, which current pop cap system might qualify as - editing the init is useful but unintuitive in 2019).

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