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1846
DF Gameplay Questions / Re: Ooooops, squished the Duchess...
« on: October 14, 2009, 05:49:14 pm »
Yes, do be sure to get rid of her consort.  When the new pair arrive, he will still be there and he will still be making demands.

I guess Derakon's reply answered a question of mine, about losing a Liaison.

1847
He can always put the adamantium reaction back in if he needs it.  Most likely he won't need an infinite number of serrated discs, anyway.   :)

1848
DF Dwarf Mode Discussion / Re: BMFDP
« on: October 13, 2009, 04:55:34 pm »
Are you certain about Step 6?  I am asking because I performed the experiment of channelling out a 3x3 area of the dirt-1 level and flooring it, then channelling out a 3x3 from the dirt level above the flooring.  The light went right through the constructed floor, making a 3x3 square of "light, aboveground" on the dirt-2 level.

If the roofs were poured obsidan, it might work.  Someone was going to test that for us but got busy at work.

1849
DF Dwarf Mode Discussion / Re: Interesting spot I just found
« on: October 13, 2009, 04:42:41 pm »
Aha!  I found the staue that belongs over that magma pipe.   ;D

http://www.bay12games.com/forum/index.php?topic=608.msg6381#msg6381

1850
If you want to do it retroactively on an existing world without regenning it, replace

[REACTION:ADAMANTINE_WAFERS]
[NAME:make adamantine wafers]
[SMELTER]
[REAGENT:1:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]
[FUEL]

with

[REACTION:ADAMANTINE_WAFERS]
[NAME:make serrated disc]
[SMELTER]
[PRODUCT:100:1:TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC:METAL:COPPER]

You can use iron instead of copper, as Grax had.

1851
DF Dwarf Mode Discussion / Re: What mods for an enhanced experience?
« on: October 13, 2009, 11:10:37 am »
It sounds like, for now, that you would be challenged by trying a more difficult site. 

The Waterfall embark site which is in another thread is challenging, but the lag might be too much for you to enjoy.  I also have an arctic colony on that world but it would probably bore you since there is very little wildlife.  However, it has an aquifer as well as a magma pipe and is quite challenging when combined with the plant mod that I use.

One world I am playing on was made in the LARGE model with the following seeds, which I got from the island thread.  The tropical volcanic island I found was not small enough to be entirely isolated, but I only have Dwarves to trade with.  I also do not seem to have any invasion, but there are skeletal fish in the ocean who apparently can walk on land as well as jaguars and the like.

[SEED:1255582336]
[HISTORY_SEED:992286784]
[NAME_SEED:1737441664]

To find a more difficult site, use the site-finder in the game and choose strange combinations.  Deserts make water hard to manage, as do frozen sites.  Rocky areas make it harder to get wood, needed for barrels, bins, and beds.  Thus you end up balancing the need for beds with the need for booze.  They also make aboveground farming more difficult, and, unless there is a soil layer below ground, make underground farming quite challenging because you have to flood some stone to make plots.

To make restarts less of a hassle, save a basic setup for your embarking party under some name that you can recognize.  That way you won't have to redo the stats for the Dwarves every time.  If you have some basic equipment or animals that you always take with you, save it with those also.  For instance, I always have two picks, an axe, a rope, two cats and two dogs.

Don't be afraid to abandon a site that either bores you or is too fatal for your taste.  The site-finder will only give you one site that meets your requirements, but if you settle there and abandon it, it will not choose that site again.  You can keep looking for your perfectly fun site.  :)

Edit:

I forgot to say, if you want to try different things with the same site, pause the game as soon as your group arrives.  Save and exit.  Go to the data/save folder and find your save.  It will be region1 or some such.  Make a copy of it, and rename it region1 Initial, or whatever means that to you.  Also, you can rename the region folders to more meaningful things such as the name of your fortress so you can go back days later and remember which one is which.  I have four right now.  One is building road, hoping for the king's arrival (Bittersweetness).  One is trying to decide how best to get through a two-layer aquifer with both freezing temperatures and magma at their disposal (Icywaters).  One has just started building over an enormous river (Riverwalls).  One is trying to build a pyramid on a tropical volcanic island (Hotcakes).

Remember, losing might not actually be fun, but starting a new colony is!   ;D

1852
DF Dwarf Mode Discussion / Re: Strange trouble with a well.
« on: October 13, 2009, 08:16:26 am »
I have had the same problem.  Also, I hope you undesignated things before you abandoned them, and cancelled jobs like hauling the dead.  Otherwise some stuff will never be recognized by the new Dwarves, and you will have im-movable stones and corpses rotting in the hallways.  That aspect did get reported in the bug section.

1853
DF Dwarf Mode Discussion / Re: What mods for an enhanced experience?
« on: October 12, 2009, 04:29:42 pm »
What sort of thing do you think you would find fun?  Harder/more megabeasts?  Larger/sooner seiges?  Tighter economies?  Harsher environments?  I'm sure I missed some, but these are the possibilities I could think of quickly.

1854
Do they have to pull an axe out of an obsidian boulder?   :D

1855
DF Dwarf Mode Discussion / Re: Farming in winter
« on: October 12, 2009, 12:40:36 pm »
The temperature in cave systems also stays fairly constant.  It's not exactly summetime temperatures, but it's livable and I am sure the fungi like it.  Meramec Caverns, for example, are 58 degrees F year-round.

I, too, like the gentle farming mod for its challenge, although I have added Pickerel's reindeer moss, beehives, and cacao bushes.  I changed the numbers on those to try to match up with the economics of the gentle farming mod, plus corrected his biome syntax errors with a little help from Jaybud (BIOME:, not BIOME_).  I made reindeer moss only grow in the tundra-type areas, and added creme de cacao to the cacao bushes.  It is entirely possible to have my Dwarves starve to death now, and herbalism is worth something to me.  Having an Arctic colony living on raw plump helmets and cooked turtles (caught from the aquifer), and drinking aquavit, is my kind of fun.   :D

1856
DF Dwarf Mode Discussion / Re: Eccentric player behaviors
« on: October 11, 2009, 05:32:43 pm »
Even if it takes me a couple of seasons to find their room.

You can find someone's room fairly quickly by using the "r" list.

I'm still developing my DF eccentricities, but I've put in the All Economic Stones mod so I can control what stone is being used where, along with a recycle entry that I use on the fly to recycle anything made by mistake when I forget to set something back to non-use after using it for a special purpose.  One advantage of this is that I'm learning item tokens.   :D

I tend to try to build pyramids above my underground fortresses, not for any good reason except that I like pyramids.  They have no function for the Dwarves, so far.  Just recently I started centering my central staircase under the intended peak of the pyramid-to-be.

I dislike losing stone into magma, where it never really goes away, so I have the Dwarves haul all the rock off the surface where I intend to build magma-utilizing buildings.  Just recently I learned about boiling off unwanted stone types by setting their boiling point to 0.  It's fun!

I often cut a ramp into dried ponds so that my Dwarves can recover the ammunition lost during the rainy season.  We scavange everything.   ;D

1857
DF Dwarf Mode Discussion / Re: Interesting spot I just found
« on: October 11, 2009, 05:00:18 pm »
I generated it with my mods in, and used a 5 x 8 to get the brook.  The underground river is two-level, ending in a bottomless pit.  By this I mean that the water falls 3 levels from a first section to a second section.  Then the second section falls into the pit after travelling about the same distance horizontally.

There is a GCS in the chasm.

There is plenty of flux but I could not locate any iron.

One aquifer is located on the same level as the rock roof of the circus.  Can you drown clowns?  You'd have to cut a channel to the correct spot, but it's only one level of channeling to open the roof.  My clowns appeared to be the perverted sorts.  Maybe you could even carve fortifications into the final wall and drop the water in that way.

Like the OP, I leave this site to more adventurous players, but it certainly is amazing terrain.

1858
DF Gameplay Questions / Re: DF COMPANION
« on: October 11, 2009, 08:34:59 am »
I have never successfully resurrected a dead creature, and I have tried.

1859
DF Modding / Re: Modded Plants In The Wild?
« on: October 10, 2009, 09:46:51 pm »
Thank you!  That error is in all of Pickerel's plants, which is where the cacao bush came from originally.

1860
DF Modding / Modded Plants In The Wild?
« on: October 10, 2009, 10:08:09 am »
I have generated a new world with some additional plants.  I know these plants will grow on a farm plot because I have played them in areas which had Elven and Human merchants.  Now I am playing on a large volcanic island which has only Dwarven caravans.  These, of course, do not bring surface crops.  I have sent my herbalist harvesting in regions with trees with the same biome, and only the same biome, as my added plants, but they have found none.

Is my herbalist just having bad luck, or do added-in plants not grow in the wild?

Plant in question:

[MATGLOSS_PLANT:CACAO_BUSH]
   [TILE:´&´][COLOR:0:0:1]
   [NAME:cacao bush][NAME_PLURAL:cacao bushes]
   [GROWDUR:1000]
   [DRY][WET]
   [BIOME_FOREST_TROPICAL_MOIST_BROADLEAF]
   [VALUE:10]
   [GENPOWER:1]
   [SPRING][SUMMER][AUTUMN][WINTER]
   [FREQUENCY:5]
   [MILL:chocolate powder:7:0:1]
   [MILL_VALUE:20]
   [COOKABLE_WHEN_MILLED]
   [DRINK:creme de cacao:0:0:1]
   [DRINKVALUE:4]
   [EDIBLE_VERMIN]
   [CLUSTERSIZE:5]
   [PREFSTRING:flowers]
   [PREFSTRING:colored pods]
   [SEED:0:0:1]

Trees nearby which my herbalist searched:

[MATGLOSS_WOOD:KAPOK]
[NAME:kapok][ADJ:kapok]
[TILE:226]
[PREFSTRING:buttresses]
[DRY]
[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]
[SAPLING]

[MATGLOSS_WOOD:RUBBER]
   [NAME:rubber tree][ADJ:rubber tree]
   [TILE:226]
   [PREFSTRING:branch shedding]
   [DRY]
   [BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]
   [SAPLING]

[MATGLOSS_WOOD:CACAO]
   [NAME:cacao tree][ADJ:cacao tree]
   [TILE:226]
   [PREFSTRING:flowers]
   [DRY]
   [BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]
   [SAPLING]

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