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181
DF Gameplay Questions / Re: Two Questions
« on: April 15, 2009, 08:42:41 pm »
2:  If it is bins of clothing that won't move, perhaps you don't allow bins in the clothing stockpile.  Check the stockpile [q] and verify that the bins setting is not at 0.  It defaults to maximum, if you originally use a stockpile type that makes sense with bins, but if you designate, for example, an animal stockpile, and only after creating it change it to clothing, then the bin count will still be zero, because it was originally an animal stockpile which doesn't use bins.

182
DF Dwarf Mode Discussion / Re: Cliff Face
« on: April 15, 2009, 08:31:30 pm »
You could just designate the top layer for turning into ramps.  Should only be one tile wide.  Once that is complete, designate the next layer below (should be two tiles wide).  Then the next layer (three tiles wide) and so on until you've finished the lowest level.  Then remove all the ramps at the bottom and you're done.

Here are some side-view diagrams:

X = solid wall
\ = ramp
R = solid wall designated for digging into a ramp

Initial State:
Code: [Select]
X\
XR\
XXX\
XXXX\
XXXXX\
XXXXXXXXXXXX

Second State:
Code: [Select]
X
X\
XRR\
XXXX\
XXXXX\
XXXXXXXXXXXX

Third State:
Code: [Select]
X
X
X\
XRRR\
XXXXX\
XXXXXXXXXXXX

Fourth State:
Code: [Select]
X
X
X
X\
XRRRR\
XXXXXXXXXXXX

Fifth State:
Code: [Select]
X
X
X
X
X\
XXXXXXXXXXXX

Final State (after removing remaining ramps):
Code: [Select]
X
X
X
X
X
XXXXXXXXXXXX

[edit]What Duke said, with diagrams added.[/edit]

183
DF Gameplay Questions / Re: Artifact Experience
« on: April 15, 2009, 08:32:58 am »
If a person is possessed, then they are not actually the entity making the craft.  Whatever it is that is possessing them makes the craft, and then unpossesses them.  Thus they gain no experience.  All other moods (fey, secretive, fell, and macabre) result in experience.

184
DF Gameplay Questions / Re: combat logs in fortress mode?
« on: April 14, 2009, 05:41:45 pm »
Good news is that it should be in the next version of DF as an official feature.  If you have the patience to endure that long.

185
DF Modding / Re: Insane Difficulty
« on: April 14, 2009, 04:30:30 pm »
I'm not sure if this would just break the game or not, but for foods try removing [EDIBLE_WHENCOOKED], [EDIBLE_RAW], [DRINK:], and [DRINKVALUE:] from all underground plants.  (Might have to add a few others as well, check the list of plant tokens.)  Then create other foods that are edible, cookable, or brewable, but are not growable in any season.  Finally, create a smelter reaction to turn piles of the former plant product into smaller piles of the latter plant product.  You can play with probabilities and everything too, so that you really have to grow a ton of the former to get anything that will provide nourishment to your dwarves.  Additionally, you can add in extra reagents, so that it is even harder to get actual food.  For example, you could require that you use a bar of iron and 10 plump helmets to have a 50% chance of obtaining a single fortified helmet lump, which would be edible only when cooked.  (Don't forget to add seeds as an additional product of the reaction, unless you set your non-growable but edible plants to produce seeds when eaten raw, milled, or brewed.)

186
DF Dwarf Mode Discussion / Re: What's with the brook lamprey?
« on: April 13, 2009, 07:12:18 pm »
I believe that lampreys are not vermin fish, but creatures, like carp.
That's what my first thought was, but they do have other [VERMIN_] tags, just not the one that allows them to be fished.  And they're in the creature_small file, not the creature_large, so it stands to reason that they were intended as vermin.

187
DF Dwarf Mode Discussion / Re: What's with the brook lamprey?
« on: April 13, 2009, 05:54:03 pm »
Upon examining the raws, it looks like brook lamprey do not possess the [VERMIN_FISH] tag, while other normal fish do.  I'd suggest opening up .\raw\objects\creature_small_ocean.txt, finding the entry for brook lamprey, and adding [VERMIN_FISH] immediately after [VERMIN_GROUNDER].  Save that, restart DF and load your map, and see what happens.

188
DF Dwarf Mode Discussion / Re: Population limit.
« on: April 12, 2009, 09:57:27 am »
I was playing 40d9 this past week, and was purposely testing pop cap.  I had it set at 10.  Started with the standard 7 dwarves.  Received 3 more in the autumn, then 4 in the second spring, and 3 in the second summer.  Beyond that point, I didn't receive any more.  So you most definitely can receive multiple immigration waves even when you are already at or above your population cap.  But it seems likely that you will not receive such immigration waves beyond a year from when you first went over the population cap.  (The caravan, or at least the timing of the caravan, probably has something to do with this, as many people already suspect.  But I swear I remember times when I received over-pop immigration waves beyond a year.  Don't know for sure, though, because I wasn't specifically paying attention like I did this time.) 

190
DF Gameplay Questions / Re: How to bait a trap...
« on: April 10, 2009, 08:12:03 pm »
Now I don't know if it actually is the food that lured the animals out (animals I caught were naked mole dogs and kobolds) and that was that ... once the traps are full lock the door, reload them and repeat.

I've done essentially the same thing to clear out chasms (though I actually wanted to keep the animals, not just get rid of them), though I didn't use any bait to lure them.  As long as the traps are accessible and close by, given enough time, wild beasts are almost guaranteed to wander on over.  Getting that very last animal in a group to hit a trap might take some time, so patience may be required, but it isn't that bad.  Usually no longer than a year, from what I remember; often just one or two seasons is enough.

191
DF Gameplay Questions / Re: Moving Magma Across a Chasm
« on: April 10, 2009, 04:34:02 pm »
Construct a magmaduct across the chasm using walls/floors.  (keyboard:  b-C-w, b-C-f)  Build floors above it as well if you want to make it totally closed off, so that it is more like a pipe than an aquaduct.  Building constructions requires masonry.  Don't worry about whether the material is magma safe or not.  Things built through the b-C menu are absolutely completely indestructable, unless you specifically designate them for deconstruction, or cause a cave-in with them or above them.  (I guess that sort of takes the "absolutely completely" out of the equation.  Oh well.)

[edit:  What Bromor said, but I'll post anyway, in case I included anything new.]

192
DF Gameplay Questions / Re: Captive Giant Cave Spiders?
« on: April 10, 2009, 04:09:27 pm »
All the attempts I've seen of people trying to get silk from GCSes involves releasing them from the cage, giving them a target that they can successfully path to, and then recatching them before they reach the target (or just letting the target die, I suppose).

Basically, build the cage at one end of a room.  Build a chain at the other.  Attach an animal to the chain.  Create a row of cage traps in front of the chain that crosses the whole room.  (That is, there is no way to get from the GCS cage to the chained bait without crossing a cage trap.)  Hook the GCS cage to a lever in another room.  Pull the lever, releasing the GCS.  Watch the GCS approach and web at the bait.  Watch it run into the cage trap row.  Collect silk.  Rebuild cage, re-attach to lever, repeat process as desired.

193
If you don't handle the water properly, yes, sending water back into a brook can produce problems.  This is because, assuming you pump it up 1 z-level above the brook, the starting height of the water is now 1 z-level higher than it was when it simply came from the brook.  If your well or something else depend on this maximum height remaining constant, then this act of pumping back into the brook can mess everything up.  However, if you use reservoirs or additional pumps to reset the maximum height of some body of water, then you won't have to worry about this.

Regarding drainage, you may be able to dig out a *huge* open area deep underground, and drain the water there (preferably in the middle so that it expands outward in all directions).  If it is big enough, and the rate at which water drains into this area is low enough, it should evaporate faster than it manages to fill the entire area.  I haven't done this myself, though, so I can't give any estimates of how much space you need for any rate of water drainage.  It could work in theory, though.

194
DF Gameplay Questions / Re: Outdoor Dining Room
« on: April 10, 2009, 08:47:30 am »
If your original plan doesn't work, you might try removing all the roof in the middle of the building, leaving only an inner overhang 2 tiles wide.  All tables/chairs would be built up against the walls under this overhang.  Then you lay down a meeting zone over the whole area.

Something like this:

X=wall
D=door
+=floor/roof
T=table
C=chair
</>=stairs

Code: [Select]
z:

XXXXXXXDXXXXXXX
XTC         CTX
XTC         CTX
XTC         CTX
XTC         CTX
XTC         CTX
XTC         CTX
XTC         CTX
XTC    <    CTX
XXXXXXXXXXXXXXX

Code: [Select]
z + 1:

+++++++++++++++
+++++++++++++++
+++++++++++++++
+++         +++
+++         +++
+++         +++
+++         +++
+++++++++++++++
+++++++>+++++++
+++++++++++++++

195
DF Gameplay Questions / Re: Saves and Autosaves
« on: April 10, 2009, 08:38:35 am »
You'll notice that one of your saves is called "region1".  This is generally the save that you want, the one without any year/season information attached.  When you first start the game and are playing from the save in "region1", when a season change occurs, it will save the game to "region1-sum-201" or whatever, but you are still playing from the "region1" save.  The "region1-sub-201" is just a backup, and can be forgotten for the moment, unless you actually need the backup for some reason.  So when you exit the game, it will save your current progress to "region1", since that is the save that you are playing from.

You'll have to do this from the beginning, though, or else things will get confusing, as you have discovered.  As others have described, when you load a game from a folder, it will just treat the entire folder name as the region name, and will not recognize any of the name as year/season information.  Thus, when it autosaves, it appends the year/season to the region name (which includes older year/season information already), saves to that new folder, and you continue playing from the folder that you loaded from.  But if you always load from "region#", you should encounter no problems.

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