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Messages - Sutremaine

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6496
DF Gameplay Questions / Re: For those trying to drop sand
« on: May 22, 2009, 04:59:24 pm »
Just confirmed that you can drop sand down into rock as long as there's no soil layer between the sand and the rock. I took a video too, but it's a bit rubbish.

6497
DF Gameplay Questions / Re: So I wanna make a magma trap...
« on: May 22, 2009, 04:11:42 pm »
I could have sworn I read somewhere that magma smelters and the likes drain pools sloooooooowly.
I've had heavily-used magma worshops cut off from the pipe for a decade without the level dropping by a single unit. It's probably something that was assumed early on in 3D.

6498
DF Dwarf Mode Discussion / Re: SERIOUSLY?????
« on: May 21, 2009, 04:17:14 pm »
So, any ideas on how to more quickly clean up after the siege ends, assuming I'm still alive?  I'm sick of sitting here for 10 minutes micromanaging because everyone's too busy picking up orcish iron to do anything else.
Do orcs wear large armour/clothing...? If so, you can forbid it via the stock screen. Turning off any hauling not essential to clean-up will make it go quicker as well, but don't do this at the same time as the forbidding.

Next time you get a siege, alter the forbid options so that enemy items (and enemy corpses, if you're willing to micromanage a little so they don't stink up the hallways) are auto-forbidden.

6499
DF General Discussion / Re: Maximum playable dwarf count.
« on: May 19, 2009, 10:12:38 pm »
Neither nanofortress or embarkanywhere currently work with DF40d11, but they claim to be working with DF40d9. Is there still a working link somewhere?
Yeah, where are the old versions being kept? I did a search and found nothing, which is kind of annoying. Keyboard support is possibly less of a problem in d9 than d11, so I'd at least like to try d9.

6500
DF Dwarf Mode Discussion / Re: WTF moments
« on: May 17, 2009, 09:39:10 pm »
Go the whole hog and put 4/7 magma between the fortress and the booze. Then if your fortress ever gets invaded, take the bastards with you.

6501
DF Modding / Re: Order and number of main attacks
« on: May 17, 2009, 08:37:03 pm »
Shame. I was hoping to tear off a couple of bodyparts and paint the floor before throwing the rest of the dwarf at the nearest object (or just steamrollering it on the way to the next target). I'll up the damage to compensate and double up on the gore and slash attacks. They're already very fast, so the relative number of attacks isn't a problem.

Quote from: ein
No max size? So that means a titan could wield a tiny dagger looted from a kobold?
Insult to injury. Sure, the titan could just squash you, but why make the effort? And for a bronze colossus, killing dwarves with the hangnail from hell is just good sport.

6502
DF Modding / Order and number of main attacks
« on: May 17, 2009, 07:16:08 pm »
I have a modded creature with the following attacks:

[ATTACK:MAIN:BYTOKEN:RF1:swipe at:swipes at:4:10:SLASH][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:LF1:swipe at:swipes at:4:10:SLASH][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:RA_W:slash at:slashes at:3:8:GORE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:LA_W:slash at:slashes at:3:8:GORE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:2:6:PIERCE][ATTACKFLAG_CANLATCH][SPECIALATTACK_INJECT_EXTRACT:50:100]
[ATTACK:MAIN:BYTOKEN:LB:bodyslam:bodyslams:8:20:BLUDGEON][ATTACKFLAG_WITH]

Will it use the attacks in that order, a random order, or pick one attack off the list? There's an entry in the vanilla raws that makes me think that multiple main attacks are used all at once, but I'm not too sure. I can't check due to a slow computer and zero experience with Adventure Mode.

On a semi-unrelated note, does the [EQUIPS] tag allow a creature to pick up and wield a weapon left behind by a fortress dwarf?

6503
DF Gameplay Questions / Re: "Possibility for unending attacks"
« on: May 17, 2009, 04:31:23 pm »
I've heard about wild animals not reproducing, but I sort of figured that other civs' outposts worked in a way similar to your own fort.
Wild animals reproduce if they stay on the map long enough, which they won't do unless you seal them in.

Other outposts should work like your own, but the world ceases to be dynamic after it gens. Stuff just pops into existence on your doorstep based on the world's situation when it finished genning. It would be nice to abandon a megafortress built up from the last seven dwarves in the world and then have it appear as a civ when you reuse the world, but it's not happening yet.

6504
DF Gameplay Questions / Re: Hungry vermin-hunting dwarves?
« on: May 16, 2009, 08:00:17 pm »
Looks as though this particular problem's been solved, but if you got stuck again with dwarves that you think should be able to path out, try building a wall or door next to them, preferably wood or metal. The game will only offer materials that can be reached from the building site.

6505
So when you said "And when it it drops into a rock level, it keeps the soil type of the last layer of soil it passed through," you meant the type the layer was set to and not the actual physical layer itself? I think I misunderstood you then.

Odd. I know it's been done in the past-- though I didn't keep the screenshot-- and though it was a while back we haven't seen a new official version for a while. Maybe it was done with a sand layer directly over a rock one...?

6506
DF Gameplay Questions / Re: Admantium Processing?
« on: May 16, 2009, 07:10:16 pm »
You can modify an existing reaction to produce logs (modifications don't require regens), and then change it back once you've stocked up. For non-cheating methods, if you don't have underground water you'll have to trade.

In future, you could either mod in extra tree types or a wood-producing crop. Extra tree types will increase the number of logs available via trade (wagons carry small numbers of each log type even if you've been paying double for a decade. The more types of wood there are available... well, the more you get) and are a less game-altering option than wood crops. Those allow you to be self-sufficient without creating a massive tower-cap forest (if you even have the option), and on any site with underground soil.

6507
Not finding sand deep within the earth, but collapsing a layer of sand down several layers.  After trying several different approaches, it seems that soil types when collapsed transform into the soil type of the layer they are on.  And when it it drops into a rock level, it keeps the soil type of the last layer of soil it passed through.
Collapse everything between the sand layer and the destination rock layer, or just remove the soil layers if a sand tile keeps its properties when collapsing through rock. Support the sand layer from above* using a constructed wall, a support, and some constructed floors. Channel around the tiles you want to fall, leaving a diagonal unchanneled for access, then blow the support.

Code: [Select]

(the floor above the wall is just for visualisation -- I know you can't construct on top of another construction)

...........
.....++++++
.....O....I
--.~~~~~.--
--.......--
--.......--
--.......--
-----------

Constructions fall into their constituent parts when unsupported, so once the single supported tile falls the rest will follow, leaving the sand tiles and their wall unattached to anything but empty air. Splat.

if you don't mind actual splattering, you can skip the fancy stuff and just use a couple of walls or a floor to support the sand tiles. Either the dwarf who removes it will be standing in the wrong place, or they'll be dragged into the cave-in.

Credit to this goes to Rheyana, who originally used it for breaking through aquifers.

*It's not mechanically 'supported from above' (whatever that actually means), but all your work is done either above or on the same level as the thing you're supporting and it's just easier to describe this way.

6508
DF Gameplay Questions / Re: sick of the way hauling works
« on: May 13, 2009, 08:33:58 pm »
If you have a meeting zone, they go there. If you don't, they stay where the cart was.
I have a 1x1 meeting zone in a featureless dirt room and I get a lot of idlers wandering between it and their (grand) bedrooms -- maybe about a 50/50 split at any one time. I wonder if dwarves hang out wherever's nicest, with meeting zones getting an artificial boost?

6509
DF Gameplay Questions / Re: Stockpile question
« on: May 08, 2009, 06:57:24 pm »
Yeah. You can have the chains of stockpiles originating from a single area, but that area must be made of as many stockpiles as there are chains (and you'll have to size the starter piles so that none of them remain empty). Stockpiles can be as large as 30x30 and will not overwrite any existing ones, so as long as you're careful about removing the excess tiles you can have several different rooms drawing from the same source.

You could also try setting up multiple stills and small farms and dispense with the delicate business of chaining, but the need for materials could cause the whole thing to collapse into a constant squabble over barrels and bags. Forcing booze and barrel to stay in the still would help some with the hauling issues, but it's probably still a terrible idea. I'll have to try it sometime.

6510
DF Modding / Re: I need more bolts.
« on: May 07, 2009, 12:11:31 pm »
If you do want to make glass bolts via smelter reactions I think it would go something like this.

[REAGENT:BAR:NO_SUBTYPE:GLASS:GLASS_{type}]
what the reaction for botls, er not sure on that one
Glass doesn't have subtypes like metal does; each kind of glass is its own type. Bolts would be AMMO:ITEM_AMMO_BOLTS:[material type]:[material subtype]

I don't think you can order the game to spit out bars of glass, as there's no way of obtaining them in-game (I can't test anything at the moment because the computer's running like chilled molasses and even surfing the net is occasionally excruciating). If you really must have glass bolts, you might have to mod in glass metal* (give it the [DEEP] tag unless you want to be able to buy it and items made from it) and mod a reaction to turn rough green glass into either a bar of 'glass' or a stack of 'glass' bolts.

The metal route would require the following mods:

Add to matgloss_metal.txt:
Code: [Select]
[MATGLOSS_METAL:GLASS]
[NAME:glass][ADJ:glass][COLOR:2:2:0]
[VALUE:1]
[SPEC_HEAT:385]
[MELTING_POINT:11952]
[BOILING_POINT:14611]
[AMMO]
[DAMAGE_PERC:50]
[SOLID_DENSITY:8930]
[DEEP]
Values adapted from copper, so they're not really true to life. The damage value is unecessary because the default is 50, but it's easier to modify if I leave it in. Since it's a metal and you have to order metalwork by material, you won't get any other glass goods unless you make the order directly.

Add one of the following to reaction_standard.txt
Code: [Select]
[REACTION:GLASS_BOLTS]
[NAME:make glass bars]
[SMELTER]
[REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_SUBTYPE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:GLASS]
[FUEL]
Code: [Select]
[REACTION:GLASS_BOLTS]
[NAME:make glass bolts]
[SMELTER]
[REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_SUBTYPE]
[PRODUCT:100:1:AMMO:ITEM_AMMO_BOLTS:METAL:GLASS]
[FUEL]
The last should give you a stack of however many bolts you'd usually get out of a bar of metal. (I'm pretty sure the material-to-bolt ratio is hardcoded.)

Glass and wood are currently hardcoded in their use, so while making a new kind of wood or bone and slapping the 'glass' label on it would produce bolts, it would also produce glass beds or crossbows.

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