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Messages - Sutremaine

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6346
Just set the Total Quality to only accept Artifact on every item type then when creating all your other stockpiles disable artifact quality.
Easier to create a new artifact-only stockpile and set it to take from whichever pile has your artifact.

6347
DF Modding / Re: Problem with modded reaction item.
« on: July 20, 2009, 05:39:57 pm »
Post the reaction text, though I think I know what the problem is. Are you specifying what kind of wood the weapons are made of? If not, you need to do that. You can skip specifying a type of wood for the reagent, but the product must be made of a type of wood (see this page for what materials do and don't have subtypes).

Someone else can explain why untyped materials are bad; I don't know enough to explain it properly.

6348
DF Modding / Re: help with worldgen: How to generate 95% evil worlds.
« on: July 19, 2009, 07:22:33 pm »
Simply put, I want a world with some minimalist good and neutral areas, and 95% evil areas, with other parameters like savagery and the like randomized as normal. However, just by decreasing by X the good squares and increasing by X the evil ones does not seem to work. What am I supposed to do? Reduce good squares to 0 or something like that?
What do you mean by 'doesn't work'?

There's an option in the init file to turn on map rejects. Once you've done that, open it up (map_rejection_log.txt, found in the same folder as the game's .exe) and see what it says. My guess is that it's having trouble placing the correct number of civs, and dwarves especially. Dwarves compete with goblins for neutral mountains and any mountain range will only be settled on its edges, cutting down on the number of civs that can use the mountain areas. That leaves the non-mountain areas that aren't treeless wastes or water, which are settled primarily by elves and humans. But since they won't settle in evil areas, the game has difficulty placing them.

Leave the number of Good squares alone unless you get rejects from it. If you're still having problems, post your worldgen settings (save them and copy-paste from data/init/world_gen.txt, if you don't know already).

6349
You'll need two pressure plates for the soldier to use, a third to control the grate, and some water (magma will work too, but can't be transported so easily).

The soldier's two pressure plates control the water supply to the third pressure plate -- one puts water on, and the other takes it off. The third pressure plate is the one that controls the grate.

6350
DF General Discussion / Re: Thoughts on ordering dwarves to be killed
« on: July 19, 2009, 04:53:47 pm »
6.You are leader again, but now the Assassin has you in a corner, you have to meet HIS needs (mandate - 10 concubines) or he might kill your spouse!
7a. You pay him more money to go away.
7b. You arrange for a dwarf loyal to you to kill the assassin -- but how to get her close enough to kill him and make it look like an accident?
7c. Let him try. Your spouse could mine his skull bare-handed, and s/he knows he's after him/her and that there will be someone to provide an alibi should a perfectly ordinary dwarf be found dead in unusual circumstances.
7d. The fortress loves you and hates the Baron so much that they don't care too much about you offing him and you can come clean. However, the duplicity of your actions makes you just a little less loved, meaning you must find another way to deal with the next noble. You could try the same thing again, but the fortress is watching you...

6351
DF Dwarf Mode Discussion / Re: Powering up... or not.
« on: July 19, 2009, 04:13:23 pm »
To power something directly by windmill you need to build the windmill last.

Quote
I was thinking that possibly the vertical axle was actually transferring power through that level, rather than to it.
That is correct. Vertical axles transmit power to tiles directly above or below them (z+1 and z-1, not north and south on the same level), so a machine or a horizontal axle next to a vertical one isn't considered to be connected. Gears can transmit power any way an axle can, but use more of it per tile.

6352
Instead of walling off veins, use them as hallways.
Or noble rooms. They don't do any work, so it doesn't matter where they live.

6353
DF Dwarf Mode Discussion / Re: A Quick Question
« on: July 19, 2009, 01:09:42 pm »
n

Then hit Enter over the Sheriff position and assign a dwarf to it.

6354
DF General Discussion / Re: Dwarf Companion - 0.14 out, 14/09/2008
« on: July 19, 2009, 12:35:31 pm »
What do I need to get DC using more than four languages, and what would the problem be with allowing DC to use the maximum amount by default?

Using 40d with the v0.15 package.

6355
Creative Projects / Re: Underground advertisments for DF
« on: July 18, 2009, 08:30:13 pm »
I'd go for the above dwarf graphic (just the original pixels) with 'You dig?' written somewhere nearby. Not the most original of ideas, but easy to communicate to someone who's never seen it.

6356
Well, was it a hostile animal?
It wasn't, but the wiki states that tame animals keep their building destroyer tags. There are also topics about statue-hating cave crocodiles scattered around the forum, so the wiki isn't wrong in this case.

Edited to add: Refreshed my memory just in case, and it seems I need the [PET_EXOTIC] tag to make them behave like cave crocs (I have no DM).

6357
DF Dwarf Mode Discussion / Re: Seeds (the Plant type)
« on: July 17, 2009, 06:52:48 pm »
Ideally, I want to keep all the buildings doing something all year, and I hope to be able to just leave the buildings on repeat and have the dwarves do their thing, but I end up with lots of Rum and no syrup, or some other non-ideal situation when I do that.
There's no ideal solution, but there are a couple of things you can try in order to minimise the problem.

1. Small stock of sweet pods right next to the mills and well away from any other freely accessible millables. The first thing milled will be something fairly random, but after that the dwarf should go straight for the sweet pods. You'll need to do this every time you want some sugar, but it can be set up by the manager and then forgotten about.

2. Get your sugar from the caravans. You won't get much, but there's no messing around. Mill products from trading always come in bags of 10, which might or might not be useful to you.

3. Set up a sweet pod only stockpile around the brewing area so that the sweet pods are closest to the stills, and restrict and unrestrict the brewing of sweet pods as necessary.

6358
DF Gameplay Questions / Re: Limit on how much stuff you can trade?
« on: July 17, 2009, 05:43:43 pm »
So is there anyway to force a merchant to spawn at a certain location on the map? 

More and more (and contrary to previous paradigm), it looks like the answer is "no".
But don't let that stop you from trying (always keep a save from before you start the major building work). Having the entry point and the depot on the same level and with nothing but ground between the two is generally safe, although if you build a 3-wide entrance with a road and subsequently reclaim you'll run into problems.

And don't rely on the shift-d function. It will often say that a path is traversable when it isn't -- wagons might be able to path from the depot to the edge of the map, but they won't path from the edge of the map to the depot.

6359
DF Dwarf Mode Discussion / Re: HFS Discussion
« on: July 17, 2009, 11:38:16 am »
Any pump that breaks is going to cause magma to pile up in front of it, which will possibly ignite the previous pump in the chain and definitely cause magma to overflow onto the floor where the pump used to be.

Wooden pumps can either function for a little while or break almost instantly. No point risking it even if you don't have sand.

6360
DF Dwarf Mode Discussion / Re: Rested up and good to go?
« on: July 17, 2009, 08:37:31 am »
Dwarves gain stats when they gain XP, and bookkeeping means a steady stream of XP. If your dwarf is already tough enough to only get winded once in a while instead of turning blue and collapsing in agony every five minutes, then bookkeeping probably won't help much.

You might also want to use DC to look directly at the dwarf's stats if she's suffering more than her XP total would suggest. Most of the time the stat gains are fairly even, but sometimes one is vastly higher or lower than the other two.

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