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Messages - Cal

Pages: [1] 2 3 ... 5
1
Mod Releases / Re: Civilization Forge 2.70
« on: October 09, 2012, 07:31:13 pm »
Just wanted to note something. I grabbed the 34.11 version (thank you both, Mephansteras and Anathema, still my favourite mod) and was getting a crash during worldgen when it was progressing the years. What do you call that stage anyway?

I got no crash dump or error log about it so I tinkered with some things and nothing seemed to work until I changed number of civs to 40 from 12. Possibility that too few civilizations with so many to choose from caused it?

2
DF Gameplay Questions / Re: Tree farming.
« on: July 24, 2011, 03:08:48 pm »
Here are my results so far:
2 20x20 spaces, one muddied, one not. Began digging spaces on the first day of spring. Digging and flooding were finished on 2 Slate (2nd day of 2nd month of Spring). I kept an eye on the spaces but didn't do any counting until I reached the next Spring. After 1 year, the muddied area had 4 adult trees and the dry area had 3 adults. After 2 years, the muddied area had 13 adult trees while the dry area had 8.

It isn't progressing that fast because I'm running this test in an unused area of a current fort so it isn't blazing along at 300fps but I am at about 120fps so the years pass fairly quickly. I'm surprised how many more trees the muddied area had after the 2nd year.

Update: Year 3, 14 adults in muddied area, 9 in dry. Year 4, 15 adults in muddied area, 9 in dry.

3
DF Gameplay Questions / Re: Tree farming.
« on: July 22, 2011, 09:02:24 am »
Real-Life caught up to me this week and I wasn't able to do my testing. I think a 20x20 square would be better though. My plan was to make a wood stockpile the same size as the tree farm, that will make it easier for me to count how many logs get harvested but Rex had a good idea. Just make sure I have 0 before I harvest and have my bookkeeper count them for me. I'll work on the SCIENCE! this weekend.

Also, I use what wood I have the start temporarily and make a farm as soon as possible. My dwarves will not sleep in bed made from above ground wood, it smells like elves!

4
DF Gameplay Questions / Re: Tree farming.
« on: July 18, 2011, 01:31:34 pm »
I don't bother making my tree farms muddy. They seem to grow pretty dense in just the base soil. I think it's up to you. If you need some trees for beds, maybe a bit of ash, I think you'll be fine in non-muddy soil. If you're going to be churning out clear glass, you might need to muddy it (if it actually makes a difference). Tonight I'll make 2 10x10 rooms, muddy one, leave the other alone and let it run for a few years, see how many trees are in one vs the other and post some results.

Also, I make BIG tree farms so maybe that's why it seems like non-muddy soil works just fine for me.

5
DF Gameplay Questions / Re: Cooking liquids
« on: April 08, 2011, 03:32:34 pm »
From the wiki:
Quote
Currently, a cook will first look for a solid ingredient and then consider liquid ingredients to cook with. This fixes a previous bug that surfaced when you cook only alcohol (or other liquid items like dwarven syrup).

So, they have to have a solid ingredient to start cooking then, if no other solids are available, they will use liquids.

6
DF Gameplay Questions / Re: Cooking liquids
« on: April 08, 2011, 02:52:28 pm »
That's a shame. I never liked being able to cook *only* with liquid. in fact I always disallowed cooking with booze but they ought to mix syrup and honey in with the meat and tallow!

Edit: An of course, had I looked on the wiki, i would have seen this!

7
DF Gameplay Questions / Cooking liquids
« on: April 08, 2011, 02:38:11 pm »
I think Toady changed something so that you can't cook only liquids correct? My dwarves have a TON of both dwarven syrup and honey bee royal jelly and they don't seem to want to put it in their lavish meals at all. I've got both set to allow cooking but they just pass it by when it's 10 steps closer to them than the stockpiles filled with meat. Am I doing something wrong or is this a known goofy mechanic?

Edit: It seems like they only use it if they have something to start with (ie. meat or tallow) and only have syrup or honey to finish it with.

8
DF Dwarf Mode Discussion / Re: [New Player] Farming Issues..
« on: December 15, 2010, 03:48:01 pm »
you have to cut out a level above or else the water wont create mud - just be wet. it has to fall (for some reason.) same for ponds, i believe.

I've messed around with dfliquids and that isn't quite the case. It's not that it has to fall but the water has to flow over a space to create mud. If you dig out a 10x10 square and use dfliquids to insert a 10x10 square of water, it doesn't flow at all so no mud is created. However, if you but a 5x5 square of water in the middle and let it flow, every square the water flows to will be muddied but not the original 5x5 square unless you spawn more water after it all drys (or you remove it with dfliquid) and let it flow into that 5x5 square.

9
DF Gameplay Questions / Re: Some more questions about animals
« on: December 15, 2010, 01:08:56 pm »
I've already done the change to the raws and can appoint a DM, that part seems to work alright. He wants a bedroom, tomb, etc. That part seems to work fine, i just can't tell if the training exotics works with an appointed DM as I haven't had the luck to get an exotic since I made the change as I embarked in a world with no elves and the dwarves are the only ones bringing caravans so far and the wildlife I've seen and trapped haven't been exotic so far.

10
DF Gameplay Questions / Re: Some more questions about animals
« on: December 14, 2010, 10:00:35 am »
If you're having trouble getting the Dungeon Master to show up (and it seems like most/all people are) is it as simple as changing the raws to make the dungeon master selected by the mayor/expedition leader or is there more that needs to be done?

11
DF General Discussion / Re: How many people you know play Dwarf Fortress?
« on: December 13, 2010, 04:00:27 pm »
I'm in Minnesota and only know one other person who plays it other than the people who showed it to me. I was introduced to the game by some friends I played a MUD with and now play WoW with from the Seattle area.

12
DF General Discussion / Re: DF: The Night Before Christmas
« on: December 07, 2010, 12:16:59 pm »
That was awesome. Merry Christmas

13
DF Gameplay Questions / Re: Groups for buildings
« on: December 07, 2010, 11:16:24 am »
The way i lay out my fortresses seems to work fine for me. down a couple of layers are my farms with seed storage. The layer below that has a stockpile for plants only and a stockpile for barrels only with the still and farmers workshop nexk to it, across the hall is the whole clothmaking industry and across the hall in the other direction is a stockpile of uncooked food excluding plants, seeds and drink. Next layer down is spillover storage. One more layer down i have my meetinghall/dining room with 2 huge stockpiles on either side of it. one for drinks, one for prepared food. Just south of that is my butcher, tanner and leatherworking shops.
Down another layer has my main workshop layout, smelters on the SE hall (with various alchemical buildings from the Civilization forge mod) and a huge stockpile for metal ore. NE side has my forges (and other Civ Forge workshops) with a huge bar/block stockpile. NW side has my masons, craftsdwarves and stockpiles for furniture and finished goods. SW has my carpenter shop and ashery alongside of my jewelcrafter shop with proper stockpiles for wood and gems. The level below that has room for magma reservoirs with more storage. A few more z-levels down I have my bedrooms.
Somewhere in the mix I have a hospital, outside meeting area (channeled down) and barracks. The location of the barracks is usually closer to the top of the fortress with weapon/armor stockpiles nearby.

14
DF Dwarf Mode Discussion / Re: Inappropriate dig square?
« on: December 06, 2010, 05:44:49 pm »
Are you cutting down subterranean trees or harvesting subterranean shrubs?

Indeed I am, I have an entire z-level dug out as an underground tree farm and I've got some selected to cut down.


Update: And after deselecting the trees, that message stopped popping up. Thanks. Has that been reported before or should I make a post about?

Another update: Of course, after thinking about it, that was the one z-level i didn't do a mass remove designation on because I didn't think cutting down trees would have had anything to do with it!

15
DF Dwarf Mode Discussion / Inappropriate dig square?
« on: December 06, 2010, 05:18:25 pm »
I keep getting the announcement: "Miner cancels dig: Inappropriate dig square" Any idea if there's a bug that could cause this? I've went over every single z-level and done remove designation so i know there isn't a single square I have set to dig.

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