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Messages - MoatMan

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76
Orc mod.

Yes, gen a new world.

That really doesn't answer my first question.

... and... this is the "Mode" forum, not the "Modding" forum...
Shoot.

77
DF Dwarf Mode Discussion / How to get a Goblin siege with a pop <80?
« on: June 18, 2009, 09:52:19 pm »
   I've heard it mentioned that people have had sieges with a population less than 80 in modded games. I'd love a siege and have more than enough wealth to get one but my population is capped at 36. On purpose.
  I've done a little modding and know how the tag system works. Can anyone tell me how to edit the raws to get them to siege sooner or is it hard coded?
  Also will I have to generate a new world to for it to take affect?
... I guess thats a silly question actually.


78
DF Gameplay Questions / Re: Forest Density
« on: June 18, 2009, 09:12:26 pm »
By suitable of course I mean it has a magma pipe, flux stone, bauxite, sand, a sedimentary section, a water source, and relatively steep slopes within three tiles with most of these features being within the slope. With allot of practice and forum surfing I can find these with some effort but they never have enough trees. hence this query.

Still I guess my question has already been answered and perhaps I should take this to a world generation thread.

How about Dathaecomo?  A 4x6 area has everything on your list (with the exception of a magma pool instead of pipe), plus HFS and both an underground river and pool.  You can trim it down to 3x5 if you don't mind losing the underground river and the HFS.

You can check out Bridgeslaughters, the fort I made on that site, if you want a better look around.  Even after the better part of an in-game decade, I still haven't managed to use all the Magnetite I've found ;D

  I'm on an old mac laptop so I really only go up to 3x4 with a 36 population cap but I really appreciate the submission.

Areas with high volcanism and high elevation adjacent to areas with low volcanism and lower elevation should do the trick, given appropriate rainfall and drainage.  You could increase the variance on volcanism and elevation, which should help.  Also make the number of rivers as high as possible, and use minimums for number of forest squares to reject worlds without many trees.

But I've given up on random generation and just use the world painter now.  Paint tiles of 95 volcanism and 320 elevation alternating with adjacent tiles of 0 volcanism, 150 elevation, 90 rainfall, 10 drainage, normal or warm temperature.

Thanks for the tip.
My elevation variance is jacked up pretty high  and rivers are at max, but I'm not sure my volcanism variance and forest square min is what it should be.

Thanks as well for the painting tip. I was considering it if this didn't work out but its always daunting to try a new aspect of DF without any knowledge.

79
DF Gameplay Questions / Re: Forest Density
« on: June 16, 2009, 12:32:05 pm »
By suitable of course I mean it has a magma pipe, flux stone, bauxite, sand, a sedimentary section, a water source, and relatively steep slopes within three tiles with most of these features being within the slope. With allot of practice and forum surfing I can find these with some effort but they never have enough trees. hence this query.

Still I guess my question has already been answered and perhaps I should take this to a world generation thread.

80
DF Gameplay Questions / Re: Forest Density
« on: June 16, 2009, 12:23:34 pm »
Are you trying to do a challenge? Build a fort completely out of wood or...?

that sounds positively elven....

  Or MAYBE some of us are good enough miners to get a metric ton of iron that we'd like to turn into steel and are tired of having to trade with tree huggers to get a couple logs for charcoal. I know I can trade for charcoal but its not enough. Not to mention I have an obsidian short sword fetish (oh shush) AND I'd prefer not to use my iron to make useful things. Like steel.

 Its the same old story really, Man tries to find perfect location and finds perfect location -1. I'm still messing around and seem pretty succesful with the dense forest but whenever I find a suitable place it only borders WOODLAND. This happens consistently.

Anyone know whats going on?

81
DF Gameplay Questions / Re: Forest Density
« on: June 15, 2009, 04:25:27 pm »
      Thanks guys this was all very helpful. I'll shoot for high rain low drainage, check the wiki for the temperature factor and maybe mess around with the painter.

    Never done that before.

82
DF Gameplay Questions / Forest Density
« on: June 14, 2009, 08:33:57 pm »
    I've been playing with world generation for a while now and it seems like the higher
the rainfall and the lower the drainage the denser the forest but I'd like to confirm.
    In short how do you generate a world with really dense forest? What determines forest density?

83
DF General Discussion / Re: Lets make Toady's wiki page!
« on: April 21, 2009, 11:28:36 pm »
Well crap that was fast.
I get back from class and BAM.

...

Well hell.

84
DF General Discussion / Lets make Toady's wiki page!
« on: April 21, 2009, 06:56:14 pm »
So I looked up Tarn Adams on wikipedia and I was surprised to find he didn't have a page.

So lets make one! I've made a really basic mock up to get the ball rolling but I'm sure there are those far more knowledgeable or stalking Toady One that could add and improve.
I mean I've only listed Dwarf Fortress among games and haven't even mentioned Scamps

So lets get to it.

85
Have you told them to use hammers in the weapons menu?
You also need the hammers to be in a weapons stockpile or else I don't think dwarves will know where they are.

86
DF Gameplay Questions / Re: adventure mode/pressure plates
« on: April 06, 2009, 04:26:40 pm »
The .init has an option you can turn off which automatically makes your character in  adventure mode not set off traps but I'm not sure if pressure plates are considered traps.

87
DF Gameplay Questions / Re: Seriously. What ARE the job priorities
« on: March 06, 2009, 07:39:00 pm »
Okay, so assuming that Dwarves rotate between tasks of similar priority (thanks eer) here is a rough theoretical priority list.

Feel free to cut modify and paste.

1: Eat, Drink, Sleep
2. Haul to Depot
3. Dump
4. Burial
5. Fishing/hunting
6. Designated tasks
7. Workshop tasks/ Hauling

88
DF Gameplay Questions / Re: Seriously. What ARE the job priorities
« on: March 06, 2009, 04:28:15 am »
if you're dead-set on not having idlers, you could set a really low population cap

I used to but I'm more ambitious these days

89
DF Gameplay Questions / Re: Seriously. What ARE the job priorities
« on: March 06, 2009, 02:38:01 am »
ah, yeah, i see what you mean. i hope i'm not sounding argumentative, i'm just trying to explain my point of view on it. there are in fact some benefits to doing things the currently 'best' way, even if it's not the way most of us would like it to be:

you usually have more dwarves than there are jobs that need doing; and when it comes to crafts you want most skilled dwarves doing them. if for example your farmer made chairs whenever he wasn't farming, he might be 'taking away' the job from your main carpenter, thereby slowing the carpenter's advance in skill.

idlers gain social skills which boost their stats

some jobs you want done -only- by your very skilled dwarves, like mining out a metal vein with your legendary miner for the maximum resource yield instead of your dabbling miner/farmer because your legendary happens to be on break.

but back to the original issue, i don't think there is a well established order of priorities when it comes to jobs. it would require alot of (likely imprecise) experimentation. although if someone's done it, i'd like to see it as well, it'd be a valuable resource :)
You mean I'll be forced to have Idlers?!
...
I... I cannot come to terms with this...

The Craftsmen problem is easily solved though using the Workshop Profile option . I have several workshops, one soley for my expert mason, and the rest for apprentices. They make blocks and he makes doors and whatever I need.
      As for the rest...

Like you said though if there isn't a list I hope somone makes one.

90
DF Gameplay Questions / Re: Seriously. What ARE the job priorities
« on: March 06, 2009, 02:21:17 am »
That'd be nice, if you could set 'do X job immediately whenever available, but do Y job whenever X job is unavailable.'
EXACTLY. As long as the job is halfway useful it doesn't matter what it is AncientEnemy. People have already suggested it but Tarn says it was a pain in the ass so he put it on the back burner.

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