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Messages - Albedo

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241
Are you 100% sure you had the impassable building tile over the open floor tile? And that there were no other access points?

242
DF Gameplay Questions / Re: DFHack Mood Possibility Tester?
« on: May 28, 2015, 03:14:08 pm »
As to the Q, you could always save, use the mood tool (but not "force"), and see if it thinks you're eligible. If yes, kill the game (do NOT "save and exit"!), and reload the save and go on about your business.

I am, however, not always sure if I am eligible for strange moods, due to complex requirements...
Yeah, you're either over-thinking the details, or just see "math involved" and start backing away slowly.

The requirements are pretty simple -
  • 20 dwarves that are not "babies" or active military.
  • No current (or very recent?) mood
  • Active fort (i.e. "making stuff & mining stone")
That's about it. The last is a given unless you're trying some experimental run and your dwarfs are just sitting around producing nothing, and/or just mining out soil.

Also, used to be, once you had a mood, there was a countdown that starts before the next (with the % staying at 0% for a short while, then slowly growing), so more than 1 every...mmm... couple seasons or so was rare (prev versions - that min frequency may have changed, or been removed???).

http://dwarffortresswiki.org/index.php/DF2014:Strange_mood#Conditions

If you want the specific details, yeah, that can be a bit more of a headache - but unless you're doing something odd, once you have 20 (non-child/ non-active military) dwarves it's actually really hard to NOT qualify.

243
So you're saying that you're starting to understand what DF is really about? 'Grats!

244
DF Gameplay Questions / Re: Wererhino corpse
« on: May 27, 2015, 08:35:47 am »
Yeah, Forbid it and just let it decay and you'll have a nice stack of high-value bones and a skull for your moody Bonecarver dwarf or any Macabre mooder.  Don't know if the horn separates when it rots, tho' that'd be nice to have too.

(Unless you're in a really evil area and there's a chance it might rise again?)

245
Unfortunately, the core of the world-gen follows some "natural" laws, and since a river on high-ground is rather un-natural... I'm gonna doubt it.

Best is to get some waterwheels for power with a bank of pumpstacks downstream from those, carve out a channel on a hillside, and simply redirect the brook/stream to where you want it.  Nice middle-tough project.

Creatures will no longer spawn  in the new aquaduct (tho' vermin might), but you'll have your topography.

246
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: May 26, 2015, 11:45:02 pm »
Go to the wiki, and find out which Labors pump which Skills with the Attribute(s) you want to boost. I'm guessing things like Miner and Pump Operator might(?) be helpful, but you should make sure. Set a dwarf to that task, make them "Legendary" in that, then move on to the next. Should do the trick.

247
DF Gameplay Questions / Re: trading..
« on: May 26, 2015, 02:48:56 pm »
also i did not obtain these by killing a human trade caravan.

... and besides, you are hardly the first to have done so.

248
DF Gameplay Questions / Re: Dwarves die in worldgen
« on: May 26, 2015, 02:45:17 pm »
I wouldn't be surprised if goblins/etc. wipe out the other 3 races, but not vice versa - so dwarves will always risk becoming fewer, while goblins can only become larger. At 100k years, it's not impossible that there are still dwarves, just ~very~ unlikely any survive.

That's just a theory. But I like it.

249
DF Gameplay Questions / Re: Why..... wont... you.... train!!!!!!
« on: May 26, 2015, 02:33:17 pm »
Awesome link... :D

250
First, I hope you're using Dwarf Therapist.  If not, I would completely agree with you. Easy plug-and-play gui doesn't do much of anything that the vanilla version of the game doesn't do via those clumsy hotkey menus (unless you want to cheat).

http://dwarffortresswiki.org/index.php/DF2014:Utilities#Dwarf_Therapist

Once there, it's easy to scan preferences (pop-up w/ mouse-hover), and organize your dwarves by job, by skill, by migration wave (to see who's newly arrived), by "highest moodable skill", by well over a dozen different views. And with filters - bonus.

Then, give each one a distinct and meaningful "nickname" - even if it's just "p#" for all those no-skill peasants. You have a main carpenter? Then "Carptr". Your Trader? I know what I'd call him. This lowers the stress of organizing, coordinating and over-seeing a large population immensely.


If you ARE using that and are still overwhelmed, then, yeah, pop cap is the way to go.


251
DF Dwarf Mode Discussion / Re: Whats wrong with my justice system?
« on: May 25, 2015, 12:34:59 pm »
Yeah, "no witness" = "mysterious death". Oh, and "your" testimony has been thrown out on a technicality, sorry. ;)

252
DF Gameplay Questions / Re: trading..
« on: May 25, 2015, 12:33:21 pm »
"Rusty conversationalist"? Do you have no meeting hall? Is this guy a leper? How does that skill go "rusty" in a fortress full of dwarves?

253
DF Gameplay Questions / Re: trading..
« on: May 24, 2015, 01:41:50 pm »
There is also the Trader's mood, how excited they are about the "next" trade you make with them there.

If you make tiny trades at first (items < 11$) and give them about 3:1, they soon become "ecstatic". Then you can make one big last trade at about 1.25:1 (for all the high-$$$ stuff thrown together) and they'll swallow it. This is handy for an early fort, or any one that isn't swimming in wealth.

Otoh, if you've been giving them the least they'll accept, their mood will stay "meh", and you'll never get a good price on the really expensive items.

Note - if you're trying to boost immigration, over-paying is a GOOD thing, the whole way through. Also good if you just don't need all those +chairs+ and -tables- - as long as they have the lift (visible on one side of the bottom of the Trading screen), might as well throw them at the Traders. 

So decide what your goal is, and take your tactics from there.

254
DF Dwarf Mode Discussion / Re: Need Hospital Water Supply Advice
« on: May 24, 2015, 01:29:12 pm »
Experience has spoken.

<bows to experience>

255
DF Gameplay Questions / Re: Getting more elven pets?
« on: May 23, 2015, 07:36:46 pm »
That only increases the number, or the reliability of filling a request ~if~ they have access to that animal, it does nothing to change the available variety.

Just like what determines which foods/stones are available if you "Prepare Carefully" at Embark depends on the biomes where your Dwarf Civ is located, that all depends on the diversity of the biomes where their civilization is located, so... not sure how you would mod to that end.

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