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Messages - Fleeting Frames

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6061
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 28, 2016, 10:25:15 pm »
'I'm getting miasma. Why am I getting miasma?'

Check butcher shop, it has rotted gazelle I got killed earlier.

'Hm, is it because "haul all the willow logs from clearcutting willow" is more important than store item in vehicle?'

No, there are idlers...Plus only single-tile feeder pile for wood.

Check routes. Forgot to enable food for food cart *facepalm*

6062
Yes, but those things will then proceed to burn as normal fire, thus preventing the map looking like you embarked on black sand desert.

@Gwolfski: Where are you engraving that, though?

6063
DF Gameplay Questions / Re: Constantly nauseated military dwarf
« on: June 28, 2016, 06:19:49 pm »
Bee stings? Lowest-speed roller minecart?

6064
Hm. A corner ramp teleporting cart diagonally to the wall end of pushoff ramp at bottom end wouldn't work both ways... However, that diagonal checkpoint (surprising to me!) can be useful, such as when combined with the retracting bridge over valid ramp you mentioned. At least the "ramp measure" bit should further eliminate alternate hypothesis.

I'll definitely go back to that spiral some day. Though today is not that day.

Surprising bit on the 2z per step track. I'd have assumed it hits the wall and stops, thanks!

When speaking of bridges over track, another bit worth mentioning is raising drawbridges (you probably already know, but it fits here :p):
Legend: ╝ Track/Raising Bridge



A cart pushed south will go
↓ south if the raising bridge is lowered,
⊗ stop like hitting a door (raised bridges don't act as walls for ramps) when bridge is raised
← Go west if bridge is marked and then unmarked for deconstruction

This can make for two-way toggled track with emergency exit in case of fun, as well as make for more compact minecart-system overseer-triggered levers.

Semi-related, mid-air floating workshop unpassable tiles (same tile type) act as untracked floor for carts as far as friction goes.

6065
DF Gameplay Questions / Re: world gen question
« on: June 28, 2016, 05:41:33 pm »
I'm still at step 2, myself. At the moment I guess a larger world, an equator/hot pole, or perhaps mountain to sea slopes may be needed in addition to more "normal" variables.

I've eliminated orographic precipitation and x/y variances in that PSV world, still getting most of the forests tropical dry broadleaf in the psv world , and then importing 3x3 parameter section into a 17×17 gets the original 3x3 dry broadleaf become moist broadleaf, whether it is on a warm pole or an equator.

Meanwhile, the PSV 129×129 world gets pretty stark horizontal separation of moist and dry broadleaf, though conifers mess up the readings a bit (while the elevations are something more like a diagonal). Quick tests show no dry ones in two small regions (65×65), while getting similar, but somewhat tilted in Medium Region - though poles might be at angle, it's hard to tell.

To my current knowledge, a broadleaf will be dry tropical between 27 and 42 tiles from warm pole in 127×127 world.

However, if smaller world heights can generate one I'm all ears.

E: Vjek you ninja! Ah well, independent confirmation is good :)

6066
It isn't. 43.03 does have dfhack-r01 out, as well as twbt updated though.

.04 does start running into dependency crashes and worse, 64-bit madness and new build environment, which will probably severely mess up dfhack when Toady One releases a more permanent 64 bit version.

6067
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: June 28, 2016, 04:16:27 pm »
I've seen human-only worldgens get into multiple wars - with the humans spawning from a single parent civ. They do that, even if there's no visible indicator without looking into legends.

I assume that there must not be somebody they'll hate more, like elves, in the range, but that's only a guess.

6068
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: June 28, 2016, 03:24:52 pm »
Well, in my experience with goblin retreats, human pits and elven towns, not necessarily.

6069
DF Dwarf Mode Discussion / Re: suddenly, yeti
« on: June 28, 2016, 03:01:59 pm »
I have done a test embark to play around with this bug (watching the time delay to realize things changed for dwarves was interesting), and no it doesn't, assuming at least single step has passed since you disabled mining.

If you're confused about the mechanics of this, I do recommend doing one yourself.

6070
I'd personally like picks for squishy killing, myself, but my turn is a while away and Archereon does have valid points in how he finds swords cool :p (reason enough for current overseer, for change - see next overseer(there is always change))

I meant more that before a necromancer gets tired he has his new minions take over the fighting, so no fear of overexertion.

Does the fortress have any morningstars for macedwarves?

As for the citizens' milita, I take it you outfitted them with maces, given the map?

6071
Yes, well, you were firefighter in Breadbowl too. After the burning of open flammables, the fort is certainly more fire-safe.
It's a morbidly "good thing" in real life by the time you arrived place was already on fire so nobody could blame you.
Instead, we shall blame Sad the Dragon (What a name!), and the previous overseers who made the place of wood.

6072
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 28, 2016, 02:33:37 pm »
Weaponize the corpses. The invaders come in, are shocked to see dead demons, then burn from the heat.

Of course, after killing the clowns it begs the question of "against what"?

Alternatively, use them to prevent freezing water perhaps.

6073
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 28, 2016, 02:28:34 pm »
1. Do the original parameters discussed in monster island and megabeast brawl thread no longer work?
I just ran
and generated a world after 12 rejections. (in 42, granted)

(these are obviously not the most maxed out parameters - lot of land in that pocket region - but it could be interesting if the other ones no longer work to hunt down why)

2. How small islands are we speaking about here?

See How to Generate Small Islands if you want "smallest".

3. I had this happen once with dwarves/kobolds. Basically, kobolds got put on an isolated place so no civs or megabeasts attacked them, while dwarves dug deep and got eaten by FB. Should the goal be just kobolds alive, I'd make islandy world bunch of non-plain/non-forests with bit of mountains and set demon number to 0, so only civilizations that can spawn are suicidal dwarves and kobolds.

Of course, there is a bit of gap between "it is possible" and "here's the parameters". Sorry!

6074
War training someone you're not sure you can keep trained....What happens if it goes wild?
Well, can't be worse than pitting necromantic half of citizens against non-necromantic half, can it? n.n°

Ah, DF ‼science‼ projects....

Iirc swords are general-purpose weapons with 2 slash and 2 blunt attacks, but I see occasionally people building squads of them with specific squads present. Is it because of thematics, previous skill in the weapon or something I'm missing here?

Necromancer military acts a bit differently, hm. Not much need to worry about getting tired *gestures*, so optimizing them for initial/single target takedown seems like an untested idea.

As for taverns, I guess the main tricky thing would be to ensure that some are not overfilled while others go dry; perhaps using two-necro burrows/overlapping taverns to cater to each other - could also encourage marriages :)

Micromanagement heavy to set up, however.

As for the top layer of adamantine veins, I've certainly seen ones that are just 1 thick - so digging first up/down stair would release the hounds of hell. "Protecting" against mishaps is pretty trivial though with necromancers not needing to eat or drink to live, if one thinks Battlefailed could possibly die to some clowns.

Safe ways to enter the fortress....You mean, besides the airlock design sanctume set up?

Could also put a minecart to jump through a wall or fortification on the surface if they are unmanned, though a kea would probably steal it. Alternatively, two pressure plates followed by drophole of retracting bridge/hatch combo, second plate set to trigger on citizens, with meeting zone on second bridge. If quick-response trapavoid trap is desired, putting a nested bouncing minecart into only way in could work (dwarves get bonus to dodging carts, so they'll probably survive or explode).

Can't comment on FTW; have not tried it myself beyond accidental punctures for cavern flooding. Surface trenches to dodge into might work at smaller FPS cost, but it might be tricky to dig them without seeing the undead on surface....hold on, aren't we a submerged necromancer tower? I'm not sure flooding the world is really necessary for casualty-free ridding of undead.

6075
*finally catches up*

Nice fort, Breadbowl.

Peaceful, unique, featuring family drama and all the interpersonal conflict and ideas. DF storytelling doesn't have to feature death, destruction and demons every time...the most ghastly thing that happened was definitely the subtle tensions with Sanctume, his daughter and the mayor that didn't result in the daughter being hammered - it was quite intricate, and involved the typical succession fort multi-overseer clashes.

The world's best evil biome award goes to Hill of Death....Or Silent Hill, as Sanctume termed it. Appropriate, given how quiet it is. The water, however, is out to get dwarves. So many drownings....and 5 FPS. Yikes.

Of course, that was till the NCommander phenomenon attacked and occupied breadbowl. 0 oceans, 1 dragon, 2 werebeasts, 3 loyalty cascades and 101+ goblins....Are there any flying firebreathing titans to come flying down from the sky? At least there should be rocs.

And now Gwolfski is playing with fire again. Eek. I hope his ghost doesn't heat itself up in the magma and then set fire to the world again.

...Gwolfski, are you magmagunning the ocean?

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