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Messages - Sutremaine

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6391
DF Gameplay Questions / Re: Melting My Magnificient Masterworks
« on: July 01, 2009, 08:22:08 pm »
Dwarves and items get shuffled around in cave ins. There's a good chance the dwarf will get captured by the cage trap even if he pulls the lever himself.
Yes, I've just been trying to cage a dwarf deliberately, and when you're actively trying to do it it suddenly becomes difficult. First attempt, the dwarf flew up a z-level (since I built it outside), completely ignoring the trap room and getting slightly injured to boot.

But still, setting up the support and lever is enough of an annoyance that it's worth avoiding the chance of the dwarf falling on it.

6392
DF Gameplay Questions / Re: Melting My Magnificient Masterworks
« on: July 01, 2009, 07:20:34 pm »
Assuming this will even work, I think you could avoid the drafting bad thought if you assigned the unhappy armorer to pull the lever himself.
...Which will cause him to pass out on the lever and not the cage trap.

6393
DF Bug Reports / Re: [40D11] Caravan Can't Find Road after Reclaim
« on: July 01, 2009, 06:50:23 pm »
Well, not all, just some. The important thing seems to be that they have some sort of choice in the matter. Forcing the wagon to enter on a sealed route isn't always successful, but cutting off their options in other ways is more successful ("you must come this way" vs. "you can't go that way... or that way... or that way").

Although actually, I might have a way to test it, since I know I can't force wagon access on this map with a sealed entry. I'll try the following:

1. Default. There's a pillar barrier around the map, forcing the wagons to pass through a single 3-tile gap between them. Additionally, the only z-level from which wagons can access this gap is the level it's on. The wagons can manage this just fine.

2. Force wagons to enter along the road by building raising bridges along the sides of the road. (Edited to add... this works. *sigh*)

3. If the above fails, widen the spawn path to include an alternate spawn point.

But really, I have no idea why wagon access is so screwy.  :)

6394
DF Gameplay Questions / Re: Melting My Magnificient Masterworks
« on: July 01, 2009, 10:42:05 am »
The only thing that'll immediately counter a bad thought in the high hundreds is the 'happy to be free' thought.

Put a floor tile on top of a support (make sure that the tile on the level below the support is occupied by a wall, be it natural or constructed) and station your unhappy armourer on top of a cage trap a couple of squares away. Cause a cave-in by blowing the support, and the dwarf is now caged. Build the cage and unassign the dwarf, and he'll have +1000 less the drafting and unconsciousness thoughts. The drafting negative thought is not a small one (-30), so be careful. I don't know how the game decides when a dwarf tantrums and how often, but it might push him that little bit too far. Or it might not.

6395
DF Modding / Re: ASCII Dwarf Graphics
« on: July 01, 2009, 09:54:22 am »
What? That one's nowhere near the tannery (I can see the thread symbol; that one looks fine). I mean the dwarf that's four squares down and one square left from the woodcutter, holding the brown thing.

6396
DF Bug Reports / Re: [40D11] Caravan Can't Find Road after Reclaim
« on: July 01, 2009, 09:24:49 am »
It's the moonwalking that gets to me.

I've tried the same thing in d0, putting a ramp at the edge and blocking access from anywhere but the edge (no roads or reclaim involved). The wagons bypassed the site and the pack animals spawned randomly. The odd thing is that this setup is, as far as I can see, functionally identical to one I have that does work. That one consists of a pillar barrier around most of the perimeter*, with wagons forced to enter on one narrow z-level by the removal of natural ramps.

Perhaps they need to be able to spawn on tiles that won't lead to the depot before they'll look at the ones that will?

*The map is cut in two by a stream, which the traders have always been able to deal with intelligently.

6397
DF Modding / Re: ASCII Dwarf Graphics
« on: June 30, 2009, 11:17:29 pm »
I meant the one by the tanner's shop.

6398
DF Dwarf Mode Discussion / Re: My First Mountainhome
« on: June 30, 2009, 11:13:37 pm »
http://mkv25.net/dfma/map-6251-spinsling

There's my meager fortress :)
Level 17 could almost be a 2D fortress.

lol, my first 3D fortress looks like that, with the rooms laid out wherever and random chunks gouged out of the basement.

6399
DF Dwarf Mode Discussion / Re: Tundra/Aquifer questions
« on: June 30, 2009, 08:21:19 pm »
Features always stay in their own 48x48 tile, as do large clusters and veins.
So there'd be a sortof invisible wall?  Wow, even better  ;D
Invisible and intangible. And I've just remembered that veins can cross region tiles, although it's uncommon for them to do that.

Really it just makes for an easy way of finding the big round things. The veins and the cave river and chasm are too narrow to be found by drilling a hole straight down the middle of a region tile, but there is another method for finding the last two. If a cave river occupies more than 1 48x48 tile, it will always be entirely inside those tiles. So to find it, all you have to do is look for the border between two of the tiles it occupies, and do your exploratory mining there. Same for a chasm, except you can find it with the first tunnel.

6400
DF Modding / Re: ASCII Dwarf Graphics
« on: June 30, 2009, 07:50:45 pm »
I would go for ASCII versions of each dwarf's profession's items, since it's an ASCII-style set. For instance, the bowyer in the first screen (at least, I think it's a bowyer... though it would have to be legendary to be that colour... what's it holding?) could have a / somewhere on it, and a woodcutter one of the tree symbols. Capenters could have a bed.

So... (just something I knocked together in Paint)
Spoiler (click to show/hide)
The / is green because that's a marksdwarf's colour. ;D  The other two could do with a little more to tell them apart, I think, but it's close enough for a general example.

6401
It's definitely the mass designation. After I cut down on that I was hovering at about 100fps while looking at a part of the fortress with no movement (that was after the three wood jobs got cancelled, so there was very little else going on). Then I redesignated the huge chunk that was left, and the framerate dropped to about 20.

(You do know about those dwarves behind the floodgates on level 146? They've been there for a while...)

6402
DF Dwarf Mode Discussion / Re: Tundra/Aquifer questions
« on: June 30, 2009, 03:21:49 pm »
What if you were on the border between the two? (this is how I get farms and wood on a HFS/ Magma pipe/ Flux map)
Features always stay in their own 48x48 tile, as do large clusters and veins.

6403
DF Dwarf Mode Discussion / Re: I want this thing dead.
« on: June 29, 2009, 08:02:02 pm »
The modded raws are as follows.

Spoiler (click to show/hide)
How much of its body have you been removing? When I was trying to get cats to spontaneously die, I eventually managed to kill them by removing QUADRUPED from their body raw, leaving them without any visible body parts except their tails. So try reverting to the original raws and then taking out HUMANOID, if you haven't done so already.

Creatures that don't have any breathing parts but still have to breathe don't appear to be bothered too much by the lack of organs. It seems that the only effect is to stop organ injuries from causing suffocation, though they can still drown.

6404
DF Gameplay Questions / Re: Conduct meeting during siege?
« on: June 29, 2009, 04:36:52 pm »
If this is past the first year, why they don't have two or so per year played is a mystery to me.  :-\
I find the bookkeeping-- and Appraisal-- XP gains to be slightly silly and entirely avoidable. Concentrating each of them in one place makes the silliness less noticeable (16 levels of Appraiser look the same as 39) and slows down the stat gains a little.

It also means less micromanagement. Not much less, admittedly, but the difference is enough to put me off the idea of changing the admins twice a year.

6405
DF Modding / Re: Why aren't my creatures dropping dead?
« on: June 27, 2009, 01:17:31 pm »
If they lose them to wounds they can suffocate or whatever, but if they never had them in the first place they breathe normally (still drown underwater, stuff like that) but they don't have an organ weakness that controls it.
Right, thanks. That seems a little counterintuitive due to the existence of [NOBREATHE] and other tags, but I suppose it allows for more flexibility.

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