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Topics - Loctavus

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1
DF Gameplay Questions / Meeting Places - How do you use them?
« on: July 10, 2013, 10:44:51 am »
That is not to say I don't know but I'm curious about what the habits of the community are.

Myself, I generally use a great big single meeting hall which forms the hub of my fortress. This is usually positioned with the main staircase of my fortress running up and down through the middle of it, so my guys hang out here when they have not much to do and have reasonably short distances to go when something crops up, or they need to attend to their basic needs.

My defences are usually designed to prevent anything hostile ever reaching this room. That said, when something does disaster usually follows. Typically because the something is a titanic steel firebreather.

I don't use statue gardens or a meeting place from the well. When I tried statue gardens in my earlier days of dwarf fortress I found half my fort being locked down for ages due to parties highly irritating. Especially as it seemed to be a permanant state of affairs until I tore down the statue garden again.

2
DF Dwarf Mode Discussion / Why are ducks so tiny?
« on: June 05, 2013, 09:34:39 am »
I wasn't getting any meat from ducks. A check of the raws showed them as size 1000. That's the third of the size of a chicken.

What.

I know there isn't a lot of meat on them but seriously. I've since corrected this in my own raws and made them the size of chickens.

Edit :

A quick poke about in the other raws and I find this. Rabbit, size 500. Cavey, Size 800.

Since when were rabbits smaller than guina pigs?


3
DF Gameplay Questions / trap and water related questions
« on: May 31, 2013, 10:17:52 am »
1) Do traps survive submerging? I know pressure plates do.

2) Do they activate when submerged?

3) Do things drown in 6/7 water, assuming they would drown at all, or does it need to be 7/7

4) do building destroyers attack and destroy floor grates?

5)Can they do so from beneath?

4
DF Gameplay Questions / Digging safe pits
« on: May 24, 2013, 06:48:39 am »
I've had some problems when digging deep pits, mostly with injuries to my miners.

Digging it all as up/down staircases and then channelling it used to be fine, even without dumping the resulting stone. I've now ended up loosing miners to injuries, and I'm not even sure *how* they're hurting themselves.

Not even bruses and then suddenly I get a message someone's been found dead. Then later on, another one ends up in bed with her leg fractured in two places.

After experiencing the same thing on an earlier fort, I dumped the stone before ordering the stairs to be channelled out and it still happened.

I'm only channelling one layer at a time, so it can't be a simple fall to the level below. I don't suppose there is a way to get things like collisions to always show up in the combat logs? They do get recorded, but only if the thing has been fighting recently.

5
DF Gameplay Questions / Kill the goblins, get the loot
« on: May 22, 2013, 07:25:33 am »
What's the optimal depth for a death pit these days? I use a pit so I can recover the trade goods and goblinite.

Previously an 11z level pit ended up with creatures blowing apart on impact. However the same depth now seems to leave many victims alive, if badly wounded. I ended up having to put in traps to finish things off. Initially it was cage traps, but after ending up with two thirds of a patrol in cages *after* having hit the bottom of the pit, I realised this wasn't going to work. I had some goblins survive up to three flights down the hole before they expired. Later experiments with a 15z level pit was a bit more lethal but a fair proportion of the fliers still didn't die on impact.

6
DF Dwarf Mode Discussion / Human invader?
« on: May 20, 2013, 08:24:39 am »
So i've come back to dwarf fortress after a period of absence, upgraded to the latest version and genned a world.

Coming into around about the spring of the second year, I get my first influx of kobold thieves, which are promptly chased off with the usual minor injuries.

It's at this point I find another invader I just can't fathom.

After watching the last thief run out of the exit to make sure he's really gone, I notice something has fallen foul of my wooden spiked ball weapon traps, which I'd placed early in anticipation of goblin snatchers.

It's a human, legendary status by the teal and white flashing name and very dead. Not a stitch on him. I had kills on forbid and the corpse was forbidden. He had no gear at all. I should probably look him up in the hist figs, but it was weird enough I thought I'd throw it out there.

He appeared before the humans first caravan, which turned up a few months later.

Any guesses?

7
DF Gameplay Questions / Spoiler warning, problem with FUN.
« on: March 21, 2011, 01:24:46 pm »
I have a forgotten beast I have no idea how to deal with. It's a blob made of fire. I've not interacted with it yet, just watched it churning through underground pools and instantly boiling the water around them. He apparently has wings, but I've not seen him fly. How in the heck can I kill this thing? I usually rig up long tunnels with upright spikes to deal with forgottens, but I just don't know if that will work on this blighter. Even if I kill him, will his corpse be too hot to move?

8
DF Gameplay Questions / Bridges, the third seige engine?
« on: January 12, 2011, 09:29:45 am »
Could someone who has more experience with these please enlighten me. I am trying to use a raising bridge to throw goblins around, but all I seem to be achieving is stunning them without them actually going anywhere. They end up on the same square they were on before the bridge raised, and stand up after being unconcious for a few moments, completely unharmed.

What conditions do there have to be for them to fly around the place and actually suffer some worthwhile injuries?

I have tried this in a corridor, and they seemed to be smacking into the ceiling, but this didn't change even when I channeled away the ceiling above the bridge.

Does it need space around it too? Maybe it's the walls they're hitting. But they certainly arn't going across, I'm pretty sure they arn't going up either.

Some pointers on making a goblin launcher would be most appriciated.

9
DF Modding / Issues with custom plants
« on: January 10, 2011, 08:58:28 am »
I created some additional underground plants because I always felt short changed compared to the surface dwellers. These worked fine in the previous version I was using (.12) but adding them to the newest version (.18) did some strange things. I pasted them into plant_standard and genned a new world. First time I did this, one of the plants was entirely absent from the world. I lost the fortress to a mood spiral and tried again. I also shuffled the order of the plants in plant_standard before I regenned. The missing plant was there, and it grew, but two others were never planted, even though I had seeds and had designated several plots. It wasn't just my custom plants either. I could not persuade my guys to plant rock nuts at all, which is a vital early game food supply and an important supplement later on.

Here are my custom plants. I didn't get any errors in errorlog, so I don't know what's up.

Does anyone have any ideas? I'm just going to gen a world with the basic plants and hope they work, then figure out where to go from here to add these again.

Spoiler (click to show/hide)

10
DF Gameplay Questions / Stuck Traders
« on: December 10, 2010, 03:24:13 am »
Humans arrived, and I have sold them a TON of rubbish. I got the message they left a little while ago, but they're still here. They haven't even packed up. Is there any way I can give them a kick up the assets and get them to go before they all snap and start killing eachother? I really don't need my junk back.

11
DF Gameplay Questions / Water and bridges
« on: November 07, 2010, 05:51:44 pm »
How does water behave *on top of* bridges?

Can I use a bridge as a giant hatch cover or does it just fall through? Or fail to retract with water on it?

12
DF Gameplay Questions / Lazy invaders
« on: January 31, 2010, 04:22:02 pm »
Last few times I've played DF it seems like invaders like nothing better than sitting around outside and admiring the countryside. They'll chase anything that comes near them, but they won't come in, and they won't leave. Or that's what it feels like anyway. Is this a problem? Or am I just impatient for them to jump on my nice new pit of doom..

13
DF Modding / Yet another reaction problem
« on: December 31, 2009, 06:15:30 am »
I am trying to make a small modification that will let me produce ash from crops. I wanted a source of ash that wasn't trees, but wasn't too much of a nobrainer either.

The trees grow, are picked and milled into wood chips alright, but I can't persuade them to be burned.

[MATGLOSS_PLANT:SAPLING]
[TILE:'t'][COLOR:0:1:1]
[NAME:tangled sapling][NAME_PLURAL:tangled saplings]
[VALUE:2]
[SEED:4:0:1]
[GENPOWER:2]
[AUTUMN][WINTER][SPRING][SUMMER]
[FREQUENCY:100]
[MILL:wood chips:7:0:0]
[MILL_VALUE:1]
[CLUSTERSIZE:5]
[BIOME:NOT_FREEZING]
[PREFSTRING:hard leaves]
[WET][DRY]

[REACTION:SAPLING_ASH_MAKING]
[NAME:burn saplings]
[SMELTER]
[REAGENT:10:POWDER_MISC:NO_SUBTYPE:PLANT:SAPLING]
[PRODUCT:100:1:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]
[FUEL]

14
DF Modding / Tag for making bags?
« on: October 03, 2009, 04:06:44 pm »
Which tag do I need so a trading race will make bins and bags and things to put things in when they are trading? I was hoping they would bring seeds, and exotic animals, but they don't appear to be using bins, bags or cages when trading.

They have the tags

[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]

15
DF Gameplay Questions / Alarm system
« on: February 28, 2009, 08:28:45 am »
Is there some mechanical way I can alert myself to the presence of ambushes and snatchers, without nessicarily hurting them until I'm ready to deal with them, I.E. at the beginning of my long tunnel rather than at the end of it. Or in the middle while my guys are running passed.

Cage traps alert me but then I have to stop people running into the ambush to refill the trap. Animals generally just get slaughtered in an ambush. Rock traps seem to kill things without an alert and again call boys in to refill them. I'm presuming other lethal traps do much the same?

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