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Messages - Starver

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11056
DF Gameplay Questions / Re: That darned elusive circle...
« on: July 29, 2011, 11:12:31 pm »
Great. In addition to Dwarfy physics, we've also concluded they use non-Euclidian geometry. When will the madness end?!
That could be difficult to answer if there's an infinite area but a finite border or a finite area with an infinite border.  (Or a finite (and toroidal) area with no border, but we aren't playing Asteroids here... :) )


11057
DF Dwarf Mode Discussion / Re: Fisher dwarfs going insane
« on: July 29, 2011, 10:53:20 pm »
Also, if you dismantle floors over a river, the materials are lost.
Unless you do it when the river's frozen.
True.  Although if the river unfreezes when you're part way through the process, the dwarf might get lost as well. :)

11058
DF Dwarf Mode Discussion / Re: Anvils on embark
« on: July 29, 2011, 10:46:55 pm »
A mineral scarcity option was introduced in .20 (?) after 'Entire Forum cancels Play DF: Throwing tantrum'.
That explains it.  I knew about it (because I'd heard it announced to aforementioned Entire Forum) but the only time I'd tried to access it was when I tried to show DF to someone at work (where I had .19 running a glacial embark) and thought I should try to worldgen something with a little bit more in the way of useful elements. :)


As to getting as much ore as you need, given current scarcities, the reported trick is to tend to 'suggest' to the liaiaiaison that you would like to buy from next year's caravan both the bars (whatever you can get of raw iron, pig iron and steel) plus all the items specifically of those materials (e.g. if you want tin, tin cages) so that (assuming you hadn't gotten an absolutely divine item that you'd spent a lot on and want to keep) you can melt it down and possibly add a little bit more to your bar-stacks.

11059
DF Dwarf Mode Discussion / Re: Pig tail seeds/Textile Industry
« on: July 29, 2011, 10:23:57 pm »
[2x Ninjaed, this time... Getting better!  Also spelled "ninjaed" correctly, probably!]

If you only want to brew certain plants, the Kitchen menu (Z screen, cursor to Kitchen) gives you a "Brew/Not Brew" thing next to the "Cook/Not Cook" column, where these apply to the listed row of food-types) can let you turn off the brewability of all the other plants to just brew these two, and not the others.

But I don't think this is what you mean.

If you want to solely set one brewer's workshop to work on one plant and another to work on another, then judicious stockpile placement might help (but not be completely effective) in dedicating each to each, but setting a burrow surrounding that brewery and its input stockpile would force a brewer restricted to working within that burrow to just the materials within it.


But even this is not what I think you want.

Go to your stockpile menu which you have set as Food and within the customisable settings remove the two seed-types from being stored there.  Set up two other food stockpiles in which you customise them to remove everything but one of those seed-types.  Seeds of each type will (eventually) gravitate to just the food pile set to that seed-type, so that the bags (and barrels) within those stockpiles will only contain that seed-type.


I'm not even sure that this is necessary.  I usually make do with a "seed-only", or possibly "seed&plants-only" food stockpile near/around my farms and various plant processing workshops, like I have a meat-only one associated with my butchers' shop and a booze-only one next to my still (gradually removing those self-same functions from the "generic food" stockpile into which I had originally unloaded my wagon, upon embark, as I give them more specialised stockpiles to go to).

Not sure if this makes any sense, and I hope that at least I haven't made any errors in explaining it.

11060
DF Dwarf Mode Discussion / Re: Pig tail seeds/Textile Industry
« on: July 29, 2011, 10:12:02 pm »
[3xNinjed, but posting anyway...]

Just started a new game due to a huge overflow of seeds because I didn't realise they needed to be bagged prior to barreling.

I've made sure this time to plant pig tails asap with the intention of getting a base textiles industry up. I planted 5 and appear to have harvested 9 pig tails and now i'm out of seeds. My plump helmets seem to have no end of seeds but have no idea how to get more pig tail seeds.
Seeds can be obtained (where possible, which includes pig tail) as the product of plants being eaten/brewed/milled/farm-processed, according to whatever their plant can be used for.  Not cooking, although that shouldn't be the issue given you can't cook Pig Tails.

If you're wanting your cloth (and my memory tells me that there's nothing else that can be done with Pig Tails.. apart from brewing, which will also give you seeds), process the plants in the Farmer's Workshop.  You should get at least one seed per plant, which will get grown in the fields (Summer/Autmun only?[1]) to give you more to process, and should build up your stocks.

Just make sure that you don't have the seeds available to cook (by default it shouldn't be, but that would use up seeds to no gain except emergency food), and I think that un-harvested plants can rot in the fields and similarly lose the ability for seeds, so turning off "All Dwarves Harvest" might be a bad idea unless you have enough farmers, and even with that option on you may find everyone too busy to help out if you're like me and trying to keep everyone doing something else.


[1] Strange how above-ground plants can be grown[2] all year round, yet subterranean ones are sensitive to the seasons... :)

[2] Assuming they can at all.  My glacier embarks refuse to give me above-ground plants, even when I scrape back to soil.

11061
DF Dwarf Mode Discussion / Re: Anvils on embark
« on: July 29, 2011, 09:50:07 pm »
It depends. The three iron ores (magnetite, limonite, hematite) only occur in sedimentary layers, with the exception of hematite, which also can be found in igneous extrusive layers. If you don't have one of those or if you do but there's no iron ore in it, tough shit, you have no iron.

If you were referring to world gen, it's random and depends entirely on what materials are found on your civ's sites (following the same rules regarding mineral generation).

I rarely have worldgens that don't last the usual 1050 years.  (Maybe because I tend to go for the largest worldgens, for a better choice of embark, and if I modify them then I only do so in regards to cavern layer separation, which I make greater for larger volumes of contiguous rock.)  And the last few fortresses I started (different worldgens, covering at least .19 to .25 in game version) have had no-iron home civilisation.

And, in fact, no iron ore (yet discovered, and all but ruled out on most of the sites, given how iron ores come in huge masses and I've been drilling down the whole 100+ Z-levels to the magma/SMR at points all across my embarks) at my own site.  This is across a number of versions' worth of embarks, meaning I tend these days to rely upon accumulation of iron goods and melting them down to supplement the steel bar and melting down of steel items.  But that could be because I inadvertently choose embark points whose geological nature is not conducive for any of the usual ores.  (I love flux, mostly because I love marble blocks.  So because I hunt for that, it means a number of the ores are probably excluded.)

I think the scarcity-based nerfing of ore finding might have caused this effect.  Although when I last tried to find the worldgen scarcity setting (in the .19 version, not bothered since then) I couldn't find it at all.  I take what I have, though.  Cavern modifications aside.  (And they shouldn't have caused additional scarcity, should they?)

11062
General Discussion / Re: What book are you reading/want to read?
« on: July 29, 2011, 09:30:30 pm »
Must be hard to read that fast, beofre the pages ash.
I stared at a torch, but all I could see were random images from flickr.

11063
DF Gameplay Questions / Re: That darned elusive circle...
« on: July 29, 2011, 09:29:31 pm »
If DF squares are more like RL circles, then DF 'circles' are more like diamondesque four-pointed stars IRL.

Don't know if it copies/displays well on everyone's machine/browser, but character 2726 works well as an example (for those that don't want to run their own plotting program or spreadsheet graph of the problem) and follows below:

11064
DF Dwarf Mode Discussion / Re: Fisher dwarfs going insane
« on: July 29, 2011, 09:04:23 pm »
Build a floor, it's faster and doesn't demand architecture

Yes, but it takes more stone.

I have had exactly one fort in which I did not have more than enough stone[1].  My usual problems are of the "I need 1000+ more sandstone blocks" variety, more OCD in nature than game-breaking.

If you can wait (although admittedly it sounds like you can't) building an extra bridge or twenty helps train up your designated architect.  To really speed things up (for the architect, or the masons[2] when it comes to floors) set down a stockpile of the appropriate materials and empower a dedicated army of haulers, when the first item(s) arrive there then you set it to be built.  (Don't shift-select bulk materials, but make sure that the distance to the material remains consistently low, ideally in single figures.)

Also, if you dismantle floors over a river, the materials are lost.  (Not, as mentioned above, likely to be a problem... Unless you used spoilermetal bars for them.  But it does leave an untidy set of materials lying on the riverbed, which my aforementioned OCD doesn't like...)  Build a bridge and dismantle it later and the materials used will sit happily on the side of the bridged gap.  Although possibly the wrong side. :)


The first thought I had (although the frozen river solution is doubtless the more correct) some sort of badly-assigned burrow so that all the fisherdwarfs were barred from going home to feed/sleep (although they do break that restriction when desperate, I believe).

I was also reminded me of "Urist McHunter cancels Hunt: Hunting for Vermin for food" message.

My first thought when I had only seen the subject, however, was that Fisherdwarfs are already insane.  One reason why I tend to treat any fish-related skills as dump-stats and treating fish-type immigrants as the peasants (or secondarily skilled guys) that they would be if they didn't have any of the dark-blue tendencies.

HTH, HAND.


[1] And that one was a soily 40D with mucho-aquifer, and the very first one that, for want of something else to do, I actually learnt how to properly grow crops and started to not suffer from the problems from which my screen-name is directly derived.

[2] Ignoring for now wooden or metal bridges.

11065
DF Dwarf Mode Discussion / Re: Dwarven Trap Optimization
« on: July 29, 2011, 02:38:02 am »
a) The bridges would need support, which the obsidian would connect to.
That was the beauty of it.  They needed support to be built, but (at least back then, not sure if it's still possible without firing up a fortress for re-testing) the underlying walls next to the meeting point could be removed and at least at that time the game would let the bridges stand.


If you want to try it before I get around to, here's one possible method:
Code: [Select]
1) Build some underlying walls in the shaft you'd (potentially) want to make into an drop-casting chamber.

Z-1
 #######
 #     #
 #OOOOO#
 #     #
 #OOOOO#
 #     #
 #######

Z=0
 #######
 #     #
 #+++++#  <-walltops
++     ++ <-input tunnels
 #+++++#  <-walltops
 #     #
 #######       

2) Build the delivery Bridges
  (supported <- and -> ends raising towards support?
   Or else permanent/retractable hanging off edge and use floodgates for control)

Z=0
 #######
 #     #
 #+++++#  <-walltops
+|-| |-|+ <-input tunnels
 #+++++#  <-walltops
 #     #
 #######       

3) Build raisable guiding bridges
  (on top of walls, here 2x5, but could be 1x5 for same effect, if raising towards delivery row)

Z=0
 #######
 #+---+#
 #+---+#
+|-| |-|+ <-input tunnels
 #+---+#
 #+---+#
 #######       

4) Lever-attach and raise the guiding bridges and remove the central walls
  (order not important, IIRC, bridges /ought/ to stand, and if not things have changed)

Z-1
 #######
 #     #
 #O   O#
 #     #
 #O   O#
 #     #
 #######

Z=0
 #######
 #     #
 #|===|#
+|-| |-|+
 #|===|#
 #     #
 #######       

Untried in current versions, but certainly constructable back in 40D times.

11066
DF Dwarf Mode Discussion / Re: Dwarven Trap Optimization
« on: July 28, 2011, 05:39:02 pm »
I've seen designed proposed for repeatable cave-in generators.  [...] While the water hit the 'target square' where the cave-in would occur, horizontal launching of magma proved more difficult due to it's lack of pressure.

Not tried it recently, but I do know that there was a perfectly viable way of making "bridge only" delivery channels that (with one standard bridge as floor, and two raised bridges as walls either side) could deliver both liquids into the 1-tile gap between them where obsidian could form and (along with any unmatched water and/or magma) fall without having supported itself on anything.

Not exactly an efficient trap, BTW, but I've had something like the following prepared for subterranean enemies in a recent fortress, though it never got used.
Code: (Side View) [Select]
  ########
  #>_ I_  ->
  #X ## ##
  #<_I^_>#
  ## ## X#
  #>_^I_<#
  #X ## ##
  #<_I^_>#
  ## ## X#
  #>_^I_<#
  #X ## ##
  #<_I^_>#
  ## ## X#
  #>_^I_<#
  #X ## ##
  #<_I^_>#
  ## ## X#
->   ^  <#
  ########
# = raw rock; <,X,> = stairwells; I = pillars; ^ = pressure plates attached to the pillar above them (as also are a number of levers, just in case; _ = bridge-floors onto and off from the pillar-hanging platforms.

(Optional hatches on the top of the stairwells, and bridges sideways (inwards and outwards from the diagram's side-slice) could prevent flyers, but would not guarantee that invaders stand on the pressure plates that send the raw rock down upon them.  Note also that resetting is non-trivial.)

11067
DF Dwarf Mode Discussion / Re: Forgotten beast first!
« on: July 26, 2011, 01:47:24 pm »
The antmen hate you. The only form of trade you can engage in with them is the kind where you give them an axe to the face.

If your antmen (including, in my most recent case, antwomen) get attacked by the FB, they can turn officially "Friendly".  I forget now if that means they can be let to wander around your fortress, etc, and in the aforementioned example of mine the next FB that came along slaughtered the visible subterranean civilisation members prior to me making any sort of gesture towards creating a walkable route that they could take into my fortress.  (When I break into the cavern tops again, further across, I may find others of their ilk skulking around.)

From historic tales, I believe they will act like trader escorts and randomly wander around, attacking all officially "Hostile" creatures, and the like, but causing you and all associated friendlies no problem and (unconsciousness aside) having safe passage across your traps.  This may or may not be reflected in the latest version of the game, however.

11068
DF Suggestions / Re: Why 7/7 water?
« on: July 25, 2011, 05:31:08 pm »
If DF were 64-bit, we could probably dedicate an entire byte to the fluid levels. In other words, x/127 internally (represented as numerals from 1-9 in display, and a percentage on right?). This could act similarly to the grass we have, making it x/100 (101 possible values) to keep consistancy. Now we have water units = 1 water so there is no need to keep track of 10 units per the level.

Dampness has nothing to do with water levels. That should be part of soil or the underlying tile splatters.
No idea why DF being 64 bit would even have anything to do about that.

I'm also too tired (long story) to work out if it's your binary maths or my understanding of what you're saying that's flawed (x/255, Shirley, or am I missing some point?  And I don't get the grass bit at all).  Most likely me, but I am definite that the 64-bit bit is a wild goose chase.  I'm sure I'll regret this reply later, but hey.

So, about that sleep I desperately need...

11069
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: July 25, 2011, 05:05:44 pm »
Would be even more awesome if creatures scaled with size.
Imagine Your mobile fort battling demons and full sized dragons.
Awesome
Well, you know how it goes.  The Big Bad (but not yet BIIIIIIG! Bad) with the power to attain monstrous size never actually does that right from the off, but wait until they've got a chance to encounter the good guys' huge Giant Mecha Thing (or, vice versa, the GGs only assemble their GMT when the lazy BB goes all humongous after being fed up being ass-whipped by the GGs on a more human scale...).

There's doubtless good sound reasons for that.  (Like the apparent fact that the Fiery Phoenix can only be used once per mission, but many times is never even used at all, even when it would have been jolly useful!  But now I'm starting to mix up my TV shows...)  Anyone know what the TVTropes page is called that deals with that?  I could do with wasting several more days of my life. :)

11070
DF Gameplay Questions / Re: Archery tower
« on: July 24, 2011, 07:53:10 pm »
I didn't see this thread back in June, so I'm a bit late to the game in describing how I'm currently setting up my observation posts (like Archery Towers, and usable as such, but currently populated with juvenile fowls, of various kind, as ambush-revealing guard-creatures.)

Code: (Side View) [Select]
_________=_____#
Fortress <____=#
innards   #  H<H
__________#___________
#=Wall, H = Fortification, _ = notable floor, < = Up-stairwell, = = Hatch (over down-stairwell)

From the wall, and without any direct path to the outside (although still vulnerable, while building, to flyers), I'm building wall-lined walkways leading to hatch-sealed downward stair into the "bellygunner pillbox" in which the creature (and, as necessary, possibly an on-call archer) resides.

Building necessitates getting the lower level built first (in the above example, from the first floor[1]) with constructed floors and then an up-stairwell (or several) in the required position and surrounding it (or them) with Fortifications (using bridges or more floorways[3] to build the corners, and then when they're secured by other adjacent walls deconstruct the given walkway and replace with that wall's fortifications), keeping the supporting 'access' floor until the second-floor walkway has been constructed enough to 'latch on' to the structure, then gradually deconstruct the temporary lower-level access floor as the down-stairs (to be covered by a hatch, to make forbidden and pet impassible while the juvenile birds reside in them, to avoid certain auto-hauling and enemy-fleeing tendencies) make it possible to fill the gap with the last fortification.  The level above is wall-lined as and when material is available[4] and a stairway to the roof (the top down-stair being givne the potential to be hatch-sealed, of course) allows the top of the walkway to be protected.

I've also developed my own (probably not unique) way to make diagonally-extending walkways, that end up fully-sealed, without externally scaffolding them at all:
Code: (Aerial view) [Select]

1) From the start corner to the end corner (located at a tile with an exact
 45-degree angle from the former) build a zig-zag of floors and designate
 walls within the corners.  (With a little (B)uild-(C)onstruction-(?)Whatever
 magic, including cancellations of specific crowd-placed items and
 re-designation of a different component, you can get it all designated in
 this pattern ready for them to complete construction with very little extra
 micro-management to that you spent a few minutes originally setting up...)

 XO
 +++
  O+O
   +++
    O+O
     +>+
      O

2) Make those internal-corner walls into chevrons/brackets of walls, and add
 some more walls as corners to the destination spot. (Noting that you could
 set this up in step (1), but separated here so as to allow minimal support
 to the downstair, as described further above, a little bit more quickly.)

 XOO
 +++O
 OO+OO
  O+++O
   OO+OO
    O+>+
     OOO

3) Remove the unnecessary floors, noting that all walls and floors (and
 stairs) that remain support all other walls and floors further out on
 the limb, and that walkway passage is still possible.

 XOO
  + O
 OO+OO
  O + O
   OO+OO
    O >
     OOO

4) Place walls into all those gaps, to form homogeneous walls around a walkway
 that can still be traversed.

 XOO
 O+OO
 OO+OO
  OO+OO
   OO+OO
    OO>O
     OOO

...Finis



[1] 2nd floor, to you left-pondians, i.e. the one at Z+1 relative to ground level[2] (often 'first floor', to you) in the above diagram.

[2] Though my first experiments in the system were of creating these "bellygunner" structures over excavated ground so that they could "hover" at ground-level over an ever-deepening pit, with the post-construction walkway being at first-floor level, rather than second-floor to support the first-floor fortification room.

[3] Deconstructed bridges return their material to safe-ground to one side of where they hovered over mid-air, but deconstructed floors drop their materials onto the floor below.  Given I usually arrange for it to be safe to recover, at various times of the dwarven year, I don't mind dropping the occasional stone below and cluttering up the place until I can bring it back into the fold.

[4] I tend to want to build in blocks of a particular stone.  A current fort has an main fortress area of sandstone blocks, but dacite blocks form the entirety of the extending bellygunner emplacements and their gangways at all points (and levels) beyond the extremities of the fort.  I'm actually more short on sandstone than dacite, mostly because I discovered an aquiver running through the sandstone deposits I was going to mine and enblockify.

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