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Messages - assimilateur

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1306
Apparently, magma has to be moving in order to keep nearby ice melted.

So I'd have to make sort of a looping channel of magma under my river and keep pumping it around? Sounds like a pain in the ass.

So far, embarking on this freezing biome has had no upsides other than the role-playing and aesthetic factors of living in a winter wonderland. Looks like I'll be looking for something a bit more temperate for my next fort.

1307
Can you give me a ballpark figure of how much was meant by "large amounts"?

1308
DF Gameplay Questions / Re: Megabeast Breeding?
« on: December 14, 2009, 12:35:50 pm »
Your hopes and dreams were that everything fancy would be possible in this game by default, as opposed to being moddable?

As long as something can be modded into the game fairly easily and without undesired consequences, then it counts as a feature in my books.

1309
1. I modded my game to hopefully make some (I didn't bother with all of them) mega- and semimegabeasts more common. I did so by slightly increasing the number of generated non-mountainous caves, giving them a littersize tag that wasn't too over the top (like 3:5) and increasing their cluster_number (I went with something like 5:7 for dragons and 12:24 for things like giants).

This has worked well in adventure mode in that in most caves it didn't take long to bump into a giant or minotaur, as there were usually several or even in excess of a dozen of them there. I found that littersize, contrary to what I've read somewhere on this forum, might have been an important factor. Creatures which I remembered giving that tag were far more numerous than the others (there were no or very few ogres, despite having the same cluster_number as giants which turned out to be ubiquitous with my modifications). Of course, this might have also been related to biomes, but I digress.

Now, this has so far had next to no influence on my dwarf mode games. Only once, after embarking in a terrifying biome, was I attacked by over a dozen semimegabeasts right off the bat. Other than that, when I embarked on a cave, there were ettins or giants all right, but I have yet to see roaming mega- or semimegabeasts in a non-evil biome. Is that the problem? Am I screwed if I play on something that's neutral or good?


2. Playing in a freezing environment, I did what appeared to be the obvious way of melting my frozen river: I pumped magma into a channel one level below it. The water melted all right, but froze again mere days (of in-game time) afterward, despite there being a 7/7-deep reservoir of magma below it. What did I do wrong?

1310
the pit creatures aren't all that tough if you have marksmen

Do pit creatures respawn now? I ask this, because your (and the OP's) wording suggests they do.


no bolts were being fired, which is the usual way in which I lose masterpieces.

I don't remember ever seeing spent masterwork bolts count as lost masterpieces in my forts. I thought they were exempt from that rule, the same way prepared meals are. Are you sure that's what's happening?

1311
DF Gameplay Questions / Re: Megabeast Breeding?
« on: December 14, 2009, 11:55:59 am »
if you search the forms, you will find a guide on how to make them breed able *I know I know, my hopes and dreams were smashed on this one as well*

Sorry, but why would this smash your hopes and dreams if it were possible to mod in?

1312
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 14, 2009, 11:41:36 am »
Can you add additional parameters to the name generator for group/fortress?
Instead of "Hammerflickers", can I make it randomly generate "of's" and "the's"?
Not only can you do that, but you can pick your own name.  Hit (F) when you're in the "prepare for the journey carefully" screen.

I know you can pick your own name, but assigning parameters to newly randomized names is new to me. I think he's specifically looking for the game to generate random names that are longer than [rear_compound]+[front_compound] (the generator will do that on its own, but not reliably).

1313
DF Gameplay Questions / Re: I can't make weapons, what am I doing wrong?
« on: December 14, 2009, 11:34:51 am »
I've always found this table helpful for seeing what can be found where.

Large and small clusters both showing as "C" on that table isn't very helpful. I'm wondering what the fuck the maker was thinking.


Just use burrows.  ;)

Assign you good miners to burrows on ore veins and bad miners to burrows in your future bedroom areas.

Ok, just let me use your time machine.


Maybe he's playing a mod? In which case I guess we're all interested in what that mod is called.

1314
DF Gameplay Questions / Re: Embark location and planning ahead
« on: December 14, 2009, 11:29:55 am »
Mates, if someone says "perfect embark" they are probably looking for things like a chasm, underground water features, and others. Magma, a river, flux and magnetite might be enough for most of us if we're not looking for anything fancy, but it can by no means be called perfect.

1315
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 14, 2009, 10:58:26 am »
I probably should've just cut out the undesirable stuff and been done with it.

Let me reiterate: that probably wouldn't be enough. I refer you to the following part of my previous post:


2. Change the environment of your most desired minerals to all_stone and their size to cluster.

The second step is important in that it positively makes aluminum or gold or whatever you want as common as microcline. Merely getting rid of the useless minerals might not be enough to give you shitloads of ores, as you might end up with only your "layer" stones and a couple of veins or small clusters of the good stuff.

It might seem like going over the top, but as I said, merely reducing the number of useless stone from the mineral file (or even removing it altogether) doesn't strictly equate to getting more ores. You might merely end up with more andesite, granite, marble or whatever your layer is made of.

1316
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 14, 2009, 03:56:54 am »
If you want more ores, there's a couple of things you can do.

1. Change the cluster size of all your undesired minerals to cluster_small. Removing them altogether by deleting their environment tag would probably work as well, but it might have unexpected consequences like the measures you've tried yourself. I can sort of vouch for the "cluster_small" way working as expected (I say "sort of" because I have played one fort with those mods so far, and was satisfied with the results, but your mileage may vary).

2. Change the environment of your most desired minerals to all_stone and their size to cluster.

The second step is important in that it positively makes aluminum or gold or whatever you want as common as microcline. Merely getting rid of the useless minerals might not be enough to give you shitloads of ores, as you might end up with only your "layer" stones and a couple of veins or small clusters of the good stuff.

1317
DF Adventure Mode Discussion / Re: Funniest Names
« on: December 14, 2009, 01:03:02 am »
tin foil hat dwarf?

To me that sounds more like "social phobic dwarf".

1318
DF Modding / Re: Current DFG kinda wonky
« on: December 13, 2009, 08:23:54 pm »
I've skimmed over this init and I don't see what's wrong with it. Care to explain?

1319
DF Bug Reports / Re: Animal training bug
« on: December 13, 2009, 12:27:42 pm »
Also, DO NOT toggle them as available. This has nothing to do with training, and all to do with adoption. And, as you have probably found out by yourself that way, adopted pets will not be trained.

1320
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: December 13, 2009, 10:35:14 am »
My best artifact was a willow bucket. Yes, a willow bucket. The story of its creation I think is pretty awesome (...)

I agree, mate. That artifact is the shit for how it was created (not to mention a bucket artifact being nice in and of itself).

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