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Messages - Khym Chanur

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421
DF Suggestions / Re: Urist McCratfsdwarf cancels Strange Mood: Strange Mood
« on: December 17, 2009, 03:52:33 pm »
And I really think they need to be more persistant on getting their resources. If they have divine inspiration, they won't let a "No, don't take this" or "Sorry, we don't have this" stop them from their MISSION. One would think a moody dwarf would go ahead and steal that trifle pewter bar from that caravan passing by.

Or if they need a shell, go down to the nearest fishable area with turtles or cave lobster (ignoring forbidden doors, "stay inside" orders, etc), catch one, gobble it up unprocessed to generate a shell, vomit from eating the unprocessed meat, and then continue with the artifact.

422
DF Gameplay Questions / Re: Weirdness with forbidden food stockpile
« on: December 16, 2009, 05:12:48 pm »
Carrying forbidden food barrels?  Are you sure they were forbidden ('v' over the dwarf, 'i' for its inventory, then 'enter' on the barrel to see if its forbidden, or curly braces around the barrel, {})?  Where were they being taken to?

I'm pretty sure they were forbidden, since after mass designating them as forbidden I had to go back and unforbid the booze barrels.

Quote
If you want to get turtle bones quickly, then forbid all food.  Go to the 'z' screen, then select 'stocks', then find all food items listed in the stocks menus (plants, meals, meat, prepared fish).  Go down each list and 'f'orbid each item except for 'turtle'.

Oh, you can forbid things from the stock menu?  That would have been a lot easier.  Huh, and looking at the stock menu, I see that the turtles were all raw, which is why no one was eating them.  I thought that they had been processed, but...

Quote
Make sure the turtle is prepared, as in not in the raw fish menu.  Dwarfs will not eat raw turtle.  To prepare it, then choose 'prepare raw fish' at a fishery and keep doing that until the turtle is picked up and prepared by a dwarf with the 'fish cleaning' labor.

I forgot about that part.  Just like how in this game I'd forgotten to put my stonecrafter's jobs on "Repeat" until after the first dwarven caravan arrived and I realized I had only 12 trade items. :(

In my next game I'll have to make sure to catch some turtles right away.  Or would turtles bought in the pre-embark supplies screen produce shells as well?

423
DF Gameplay Questions / Weirdness with forbidden food stockpile
« on: December 15, 2009, 09:30:26 am »
This current game was the second time I got a dwarf with a strange mood, and the first one that required shell, which I had forgotten about.  Being very new to the game, it took me a while to get some turtles and put them in a food stockpile near a dining room.  However, none of the dwarves would eat them.  So I tried forbidding everything in that food stockpile (and other stockpiles nearby) except for the turtles.  However, as far as I could tell:

1) They kept eating out of the forbidden barrels.

2) They started taking the forbidden barrels out of the stockpile and moving them... somewhere.

3) After my dwarf went insane and I reclaimed the remaining food barrels, they started bringing back the removed barrels.

Was I misinterpreting something?  Was I doing it wrong?

(And it was the stonecrafter who was the source of all my exports.  *sigh)

424
DF Gameplay Questions / Re: "Allow Init Embark Options to Show ... Always"
« on: December 13, 2009, 03:31:47 am »
The default LARGE/MEDIUM/etc parameter sets have [SHOW_EMBARK_BLAH:2], and are displayed as "Allow Init Embark Options to Show Blah: Always" from the "e: Enter advanced parameters" sub-screen of the "Design New World With Parameters" screen.  The only thing is, it was also showing "Always", even when the parameter set I'd copied from the "Worldgen Cookbook" thread didn't have them.

Plus, it seems that after changing the text file to use the string "ALWAYS" instead of "2", whenever I see the red double-tilde, it's always a volcano or magma-vent, rather than a buried magma-vent which is being showed by the embarkation screen.

425
DF Gameplay Questions / Re: "Allow Init Embark Options to Show ... Always"
« on: December 13, 2009, 03:10:40 am »
I'd set it to "Always" from inside of the game, rather than by editing the text file.  Editing the text file did the trick. (Is it a bug that you have to edit the text file directly?)

426
DF Gameplay Questions / Re: "Allow Init Embark Options to Show ... Always"
« on: December 13, 2009, 02:37:32 am »
Under the pre-embark "Choose Fortress Location",  I don't see anything like that on the Local, Region, or World sections of the screen, even when the Site Finder says that there's a magma pipe there, and after choosing the site and embarking I still don't see anything like that.

427
DF Gameplay Questions / "Allow Init Embark Options to Show ... Always"
« on: December 13, 2009, 01:41:16 am »
When you have "Allow Init Embark Options to Show ... Always", how does that information show up? I have "Show Magma Pipes" set to Yes, and the site finder has Magma Pipe set to Yes, but I don't see anything different in the region chosen by the site finder.

428
DF Gameplay Questions / Re: Lots of obsidian without magma?
« on: December 13, 2009, 12:14:56 am »
Wait, shouldn't that be shift-down 6 times, not shift-down 5 times then up 2 times?

Oops, I thought that you were implicitly mean "shift-" for the rest of the sequence, and also that Shift-<Dir> moves 8 squares, like in some roguelikes.  Nevermind.

429
DF Gameplay Questions / Re: Lots of obsidian without magma?
« on: December 12, 2009, 11:47:05 pm »
In other words, go to the top left corner, then do shift-downright, shift-downright, downright, downright, downright, downright. You'll now be in the center of the upper-left 48x48 region. Dig a vertical shaft here. Then do shift-down 5 times, then up 2 times. You're now at the center of the 48x48 region just below the previous region. Dig a shaft. And so on.

Wait, shouldn't that be shift-down 6 times, not shift-down 5 times then up 2 times?

430
DF Gameplay Questions / Lots of obsidian without magma?
« on: December 12, 2009, 07:47:00 pm »
After creating a world, I set the site finder to find a site with a magma vent/pipe, no underground river, no underground lake, no chasm and no bottomless pit.  Worked fine, but there was too much forest and not enough mountain.  I moved the fortress site over so there was more mountain and less forest, which also moved it closer towards a nearby volcano.  So far, I've dug out tons of obsidian, but I still haven't found any magma.  Could the magma have been under the forest located by the site finder?

431
DF Gameplay Questions / Building list: reducing clutter, naming things
« on: December 11, 2009, 12:54:04 am »
First, things like doors and tables are going into the Building List.  Is there any way to hide these items from the list?  Zooming to them and doing "hide" only prevents them from being shown on the map.

Second, is there a way to name the things which show up in the list?  "Zone" and "Wall" aren't that useful.  Placing a note on them doesn't do it.

Thanks in advance.

432
DF Suggestions / Link immigration to more than wealth
« on: December 09, 2009, 03:46:41 am »
So far as I understand, the number of immigrants you'll attract is related to your fortress wealth.  Thus if early in the game you create a few very valuable artifacts, or digging out rooms and/or exploratory mining produces lots of valuable stone, then you'll get more immigrants than you can handle.  The formula for how many immigrants you attract should also take into account things like:

* Yearly/seasonal production rates of food and booze.
* Size of food/booze stockpiles (or lack thereof).
* Number of rooms in the fortress.
* Total square-footage of rooms in the fortress.

Thus if you had a fortress with lots of wealth but very little in the way of food, booze and rooms you'd get very few immigrants, while a fortress with very little wealth but plenty of empty bedrooms and overflowing with food and booze would attract at least a few immigrants.

433
Some questions for Toady (I've tried to make sure that these questions haven't already been answered; apologies if I've failed in that respect)

  • The next release is going to have changes to the reactions raw, though it hasn't been finalized yet.  Could you give an overview of the changes and/or some highlights, even if the details haven't been nailed down yet?
  • In the next release, will blood be extractable from corpses? If so, will what's extracted be generic blood, or specific to the creature? (For example, if you wanted to make a reaction which used dragon blood as a reagent).
  • In the next release you'll be able to define creatures which are made entirely out of (for example) dwarven livers, and when asked if you could define a creature which was made out of whole dwarves Toady said "yes". Will it be possible to define a creature that is made out of (for example) whole gremlins, which will, when it dies, fall apart into living gremlins?  Or fall apart into gremlin corpses?
  • How far in the future are the plans to allow for booze to be brewed out of material besides plants? (Bone wine made from bones, dragon wine made from dragon blood, etc)

434
A two part bug.  First, there are some words in language_SYM.txt that seem to be in the wrong symbol groups.  Might just be a matter of taste, or a misunderstanding on my part, but here's the list:

Spoiler (click to show/hide)

Second is a list of 309 words which appear in language_words.txt but not in language_SYM.txt:

Spoiler (click to show/hide)

435
DF Suggestions / Word relationships: related and opposed
« on: May 12, 2009, 05:40:59 am »
Two new types of tags/tokens for language_words.txt to indicated relationships between words.  One would indicate that two words are very similar or related, which can be used to avoid battle names  like "The Conflict of Battles", or names like "Iceglacier" or "Icy Glacier".  The other would indicate that two words are opposing/conflicting, which would have two uses:

  • Artifacts names can have a small chance of conflicting words, for the sake of coolness ("Iceflame").
  • Make compound "of noun" phrases from pairs of opposing words, like "The Something of Fire and Ice" or "The Something of Night and Day".

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