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Messages - Elvang

Pages: 1 ... 18 19 [20] 21 22 ... 27
286
DF Gameplay Questions / Re: A kobold is hidden away here
« on: May 01, 2009, 04:41:01 pm »
Smelt Electrum gives this
Spoiler (click to show/hide)

287
DF Dwarf Mode Discussion / Re: Migrants are evil
« on: May 01, 2009, 04:33:55 pm »
In init.txt you can set the population cap to something like 7. You'll still get the first wave of immigrants but after that the only pop increases will be from births and nobles I think.

288
DF Dwarf Mode Discussion / Re: Gross!
« on: April 24, 2009, 01:26:47 pm »

I don't think moods can use non skull/bone remains...

289
DF Dwarf Mode Discussion / Re: AWESOME new embark location!
« on: April 23, 2009, 06:06:21 pm »
Also, I want somebody to find me one of these sites in a 3x3/4x4 area. xP
I never search for them because I imagine at 4x4 with every feature it'd be quite crowded. Especially if you go for both bottomless pit and chasm.

290
Making the enemy walk where the pumps are wouldn't increase the damage as the magma would be moving at the same speed. I just ran my system again for a single cycle to try to see why it leaks and I noticed that sometimes the magma will move as many as two pumps in one step or stay at a single spot for as many as ~5.

I just removed all the extra floor in my system, so every gear is now hanging. Now it only seems to leak in one spot, where I have the right circuit jump a z-level over the left circuit so both can loop (not enough room left to fix). The left circuit loops flawlessly now. I'm now trying to design one where there is a pressure plate for each pump, and the pump will only be activated when the plate detects 7/7 magma, should increase the amount of time a tile is occupied by at least a step or two. I'll have to embark somewhere with bauxite though, 70 some stones is a lot of waiting when caravans are your only source.

I left a noble and a champion walled in under the working circuit for about 30 seconds. Noble died and his belongings are now on fire, the champion lasted a bit longer before igniting.

291
DF Gameplay Questions / Re: Trouble with bloodline
« on: April 22, 2009, 08:34:54 pm »
When he unzipped it make sure his folder structure is as following...
Save->Region1
And not
Save->Region1->Region1

292
Elves and Gentledwarves, I present the magma version!
Movie
Map

Notes:
  • Continually leaks in the same two spots, don't know why or how to fix apparently from dropping the magma an extra z-level don't know why. Will have to test one where it doesn't change z-levels.
  • Performed two tests, results inconclusive due to leak preventing continuous loop
    • Test mangled a dwarf's foot when he stood under a hole, no damage to dwarf standing adjacent
    • Test did no damage to either dwarf
  • Uses a whopping ~1000 power
I really should have written a story to go with this fort, so much crap happened. First artifact uses a single bar of aluminum. Next 5 artifacts are possessions all about the first artifact, and each uses a minimum of 3 pieces of wood. Not to mention the first artifact is worth more than all of the rest combined.

On a related note, I've had a dwarf standing constantly under the mist generator for several years now and he is still only Dabbling Swimmer.


293
DF Gameplay Questions / Re: Strange Mood
« on: April 22, 2009, 01:12:20 pm »
Yea, in this game I had a dwarf who was possessed and ended up wanting a normal Metalsmith's forge. I had every workshop built except the normal varieties of those that can be magma powered, I didn't think to build a normal version for him until I checked the wiki for moods workshop list.

294
DF Gameplay Questions / Re: Quick questions ...
« on: April 22, 2009, 11:52:23 am »
o->F will list all the autoforbid orders.

295
DF Gameplay Questions / Re: Quick questions ...
« on: April 22, 2009, 11:12:47 am »
Are werewolves that much of wimps to be shredded by a single dog? - from what I could see there there were werewolf pieces spread all over the place.

Also, I thought that a nice werewolf skull totem would look nice adorning the entrance to my fort, but the craftsdorf told me that 'job was cancelled for lack of skulls'. I searched all the pieces in the refuse dump, but there was no skull visible anywhere. Did the dog eat it or what? or could he be using it as armor?

Another thing - I don't suppose that lycanthropy is inherited in DF - I wouldn't want the wardog to suddenly change next full moon and turn on my dorfs.
I've never embarked in a region with a werewolf before so I don't know how tough they are supposed to be, but war dogs do on occasion get rather lucky in combat with the wildlife.

Perhaps you have corpses set to autoforbid? Another thing to check is if your standing orders for refuse include "Ignore refuse from outside". If the skull was left outside for a season then it has probably disappeared. Check your stocks menu (last page) for a list of skulls and see if its still there, if it is you can zoom to it.

There is currently no way for lycanthropy to spread in DF, so no worries about finding your war dog as a hostile later.

296
DF Dwarf Mode Discussion / Re: Goblin PoW
« on: April 22, 2009, 11:04:35 am »
Slightly related question:
Will my legendary mechanic get a bad thought from disassembling an artifact trap? I know dwarves get pissy when their masterwork and artifact creations are destroyed, but since the mechanism isn't really destroyed, is it safe?
No, I don't believe he would. Its the same as when a masterwork building gets destroyed/removed, they don't get a negative thought from it.

297
DF Dwarf Mode Discussion / Re: Simple needs
« on: April 21, 2009, 10:42:32 pm »
I don't know how it places each biome, but I know there are values in world_gen.txt that influence how many regions are of each biome.

These pages tell you what changing certain values influence. A quick glance suggests it would be a good idea to minimize the Elevation X and Y variance, and possibly bring the Min/Max elevation closer together. A high Erosion Cycle Count also makes mountains look more like plains.

298
DF Dwarf Mode Discussion / Re: Simple needs
« on: April 21, 2009, 10:22:46 pm »
Mess with the world generation parameters to skew it in favor of single elevation areas and then batch generate a bunch of worlds. You'll want to mess with the erosion cycles and the elevation weights mostly I think... You could always automate the process with an AHK script and run it over night.

299
:D Turned on the one above my dining room. Flipped the switch and it ran without a problem, if I flip the switch again it will run through it until it hits the deactivated pump. Incidentally theres a floodgate next to the deactivated pump so if it ever leaks/evaporates I can just shut it down and fill it back up.

Unfortunately even with cutting corners I'm down to 17 logs... To connect all the pumps above my entrance for the magma I'll need at least 40, so its either time to search for the underground river or hope a caravan finally brings some wood like I've been requesting. I'll post my map/a movie of the entrance once its finished and a siege comes  ;D

I considered having the water version run through my housing (using high density plan from wiki), but the pumps don't line up and I didn't feel like planning out something similar to what I did for my entrance again.

300
I don't see why not. I'm just now placing my pumps so I'll let you know if it works. Would help immensely for me, no wood on the map :(

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