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Messages - slink

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271
DF Dwarf Mode Discussion / Re: Don't you hate...?
« on: May 29, 2012, 04:37:31 pm »
I'm grateful when caravan guards kill invaders for me.   :)

272
DF Dwarf Mode Discussion / Re: Secure beekeeping made easy
« on: May 29, 2012, 02:19:10 pm »
Is there a way to mod the bee sting?
Check the file named creature_insects.txt.  There are lines for pain and swelling that you can mod, although I have no idea what the parameters mean.  You might check the modding forum.  I can't believe no one has "weaponized" the bees.   :P

273
On topic, the only thing that might make me worry is if burrowing enemies could drill through walls, rendering all defense null.
YES

274
Is there any sand?  With sand you can make glass trap components and use those in weapon traps.  I don't know how good wooden spears are, but you might be able to use them in upright spear traps operated by Dwarven power at a lever.

275
DF Dwarf Mode Discussion / Re: Glass windows and floors
« on: May 29, 2012, 08:56:18 am »
Let them grow into turkeys, for turkey roasts and turkey leather shoes?

276
DF Gameplay Questions / Re: My dwarf is hauling stone... weirdly...
« on: May 29, 2012, 08:29:51 am »
So I know how stone stockpiles have been changed so they are automatically assigned a wheelbarrow, and I know it's just one wheelbarrow so I assigned only one dwarf to stone hauling and this is what usually happens.

Dwarf goes to stockpile, takes wheelbarrow, goes to stone, picks it up, brings it back to stockpile with the wheelbarrow. Good. Then he goes to the meeting area. As soon as he reaches it, he goes back to stockpile to pick up the wheelbarrow for the next stone.
This is a problem since my meeting area is quite a ways away from the stone stockpile. Why doesn't he go for the next stone immediately after returning with the first stone? Why does he make a trip to the dinning hall first? (he doesn't drink or eat there, I've watched him).

And what's even more frustrating is that sometimes he'll even forget to bring the wheelbarrow with him!

What can I do to remedy this?
You can increase the number of wheelbarrows on a stockpile to two or three.  That might keep the game from waiting until the one-and-only wheelbarrow has been returned before it generates another fetch-the-stone job.  At the least it will let you have three stone haulers.

277
With some effort you can count the number of beings in a civilization using the sites_and_pops file generated from your world.  You need the name of the goblin civilization that is attacking your fortress.  Then search that file for all entries with that as the "Parent Civ".

278
DF Dwarf Mode Discussion / Re: Stuck Wagon Challenge
« on: May 29, 2012, 07:05:01 am »
Yes, and I didn't believe you because it had never happened to me before.  Sorry.  ;)


I think it's hard for most typical fortress designs to encounter it, but my usual design and trade style is almost ideal to create the problem. Part of it requires trading so much stuff that it takes 2 months for the humans to actually leave after their announcement. I trade all of the worthless crap to them, but without the bins, because I'm constantly running out of bins. If you just trade the bins, they leave pretty quickly.
In the past I have had corridors 5 tiles wide.  I've reduced my corridor size to 3 tiles in 34.x.  I still was having no problems, probably because wagons were entering and leaving the fortress through relatively short, very heavily trapped, tunnels.  This is the first fortress I have made where the wagon tunnel goes all the way to the edge and is only 3 tiles wide.  Since I now have to maintain a separate, untrapped, entrance for them, I decided to keep them completely safe.  It worked for a couple of years, and then the disaster struck.  Probably, as you say, from giving them too much used clothing to pack up.  I never dispose of bins.

279
DF Gameplay Questions / Re: Beekeeping industry
« on: May 29, 2012, 06:51:29 am »
Well, there is kind of a way to make lots of mead, if you mod.  In 40d we had a beehive plant that gave queens as seeds and honey as fruit.  The drink made from that fruit was mead.  The honey was also edible both raw and cooked.  I used it myself.

280
DF Dwarf Mode Discussion / Re: Stuck Wagon Challenge
« on: May 28, 2012, 09:50:23 pm »
I have Human caravan wagons trying to leave while Dwarven caravan wagons are trying to enter, through a 3-wide corridor attached to the edge of the map.  They aren't just moving slowly, they aren't moving at all.  It may be the two ramps leading down are too close together for the wagons travelling in two directions to pass over/under each other.  I haven't found anything I can dig out, or bridges I can lower, that fixes this.  Anyone want to have a try at at?

Here's my save: http://dffd.wimbli.com/file.php?id=6392


Happens to me all the time. If you give the humans a new 3-wide path to leave, they will change course and take it. The dwarven wagons will continue moving, however, and may cause a new jam past where you freed things up. Eventually they'll start deconstructing wagons to clear the jam - but it takes months.


I switched over to having two depots with a 6-wide entrance that would branch into two 3-wide depot approaches. A drawbridge would control which was open. Or you could just forbid the human one when the dwarves arrive.
Yes, and I didn't believe you because it had never happened to me before.  Sorry.  ;)  The jam was very near the edge of the map and just before two consecutive ramps leading to the surface.  The first Dwarven wagon was on the ramps and the first Human one was nose-to-nose with it.  There were two corners in the tunnel before the ramps and so there was not much room to dig more tunnels but I did try.   The Humans were apparently all committed to the original exit and only jostled for better position heading towards that exit when I widened the space in the hopes that they would turn and take a new exit.  Eventually the first Dwarven wagon deconstructed and another entered the map to take its place.  This continued until all of the Dwarven wagons were destroyed.  Then the Human wagons left.

I've since dug a second exit to the edge, identical with the first, and made a wide space where they join on their way to the depot.  I don't know if that will help.  I don't like to have two depots because I have had problems before with parts of the caravan going to one and the rest going to the other, and neither ever unpacking fully.  I've also had problems when I tried to make them all go to the one depot by cutting off access to the other depot, but they'd already chosen the second depot.  They didn't seem to be able to change target.  Maybe that doesn't happen anymore?

281
DF Gameplay Questions / Re: How do I take something OUT of a bin?
« on: May 28, 2012, 06:22:05 pm »
The bins need to be in a stockpile so someone can access their contents.  Make a small stockpile just large enough to hold the bins.  Wait for them to get put there.  Then make the real stockpile that does not use bins.  Turn off artifact quality items in the stockpile with bins.  The artifacts will be moved.

282
I find your wall-top cage trap method interesting.  I once set my sky really low, at 5, and built walls almost all the way to the top.  The topmost level had to be surrounded with fortifications instead of walls.  It seemed to keep flyers out of the enclosed area.  It would be a pain to do that for 15 levels, though. 

283
DF Gameplay Questions / Re: Stockpiles and Wheelbarrows
« on: May 28, 2012, 01:02:47 pm »
For #2, is it possible that you accidentally removed the giving commands while you were trying to get more wheelbarrows?

284
DF Dwarf Mode Discussion / Stuck Wagon Challenge
« on: May 28, 2012, 12:59:25 pm »
I have Human caravan wagons trying to leave while Dwarven caravan wagons are trying to enter, through a 3-wide corridor attached to the edge of the map.  They aren't just moving slowly, they aren't moving at all.  It may be the two ramps leading down are too close together for the wagons travelling in two directions to pass over/under each other.  I haven't found anything I can dig out, or bridges I can lower, that fixes this.  Anyone want to have a try at at?

Here's my save: http://dffd.wimbli.com/file.php?id=6392

285
Except for megaproject fortresses, where I turn off invaders, mine are all underground.  Preferably they are in the side of a hill so there is only one gate to the outer world, heavily trapped.  Since the wagons can no longer go over trapfields in 34.10, I am currently also using a dedicated wagon opening to the side of the map.  This is aboveground for the length required to reach the side of the map from the place where walls can be built.  Aboveground crops are grown in a sunken pit, covered over with transparent rock blocks that transmit the light.  I'm not sure how they are made, but they are really neat.  ;D  Anything requiring pasturing is kept in areas with cave moss.

I think already back in 40d ambushes and such could be generated inside walled areas that encompassed large parts of the map.  That was when I stopped trying to wall in fields and forests.

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