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Messages - JmzLost

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346
DF Gameplay Questions / Re: Create Water?
« on: March 24, 2010, 09:54:36 pm »
No.  The best I've managed so far is a reaction that creates water spatters, like what you would find in a bucket of water.  Unfortunately, you can't create the water IN a bucket until we get custom workshops in the next release.

JMZ

347
DF Dwarf Mode Discussion / Re: Megaproject: Chinese Motel
« on: February 03, 2010, 11:49:38 pm »
Code: [Select]
XWX
WhW
WvW
WbW
XWX

This will give each dwarf a bed(b), container(v), and cabinet(h).  I think those are the characters for the shortcut menu, anyway.  Walls on the sides, up/down stairs in the corners, repeat until you run out of room.

Assuming a 38X38 buildable area, that's 19 rooms across, and 9 down, 171 rooms per floor, 513 rooms on 3 floors.  The rooms on one side won't have an outside wall unless you use bridges, and there will be an empty buildable tile along the bottom (or top).

This doesn't include rooms for lever pullers  deadbeats  nobles,  who should probably have their own floor on the opposite end of the fort.  Hmm, dorfs in the bottom 3 levels, nobles on the top level, columns of empty space between them, and a few 'special' levers for the dorfs entertainment...yesssss, this could be veeerrry entertaining ;D.  Except for the 3 FPS issue  >:(

JMZ

348
DF Dwarf Mode Discussion / Re: Immigrant Soldiers?
« on: January 09, 2010, 11:20:15 pm »
Creating weapons also influences the type of sodiers you get.  Forge axes, you might get some axedwarves.  Make wooden crossbows, you might get marksdwarves.

JMZ

349
DF Dwarf Mode Discussion / Re: War Dog Challange
« on: January 08, 2010, 12:40:43 am »
You nay want to add [CAN_LEARN] to your dogs.  A group of 6 dogs (and their puppies) will end up with several Legendary social skills by the end of the first year, and they'll have perfect agility, so even Elves Hippies won't be able to outrun them.  Also less time for bowgobs to shoot them.

The only problems I've had using dogs for my early defense are:
    1)   Puppies won't fight, so I get a massive rush AWAY from any invaders (eats FPS)
    2)   Dogs make a huge mess when they kill something.  I swear there were enough (kobold chunks) lying around for 3 kobolds after the last thief met my dogs.

JMZ

350
DF Modding / Re: Ranged weapons...
« on: January 03, 2010, 11:25:46 am »
Try this thread, it should help.

http://www.bay12games.com/forum/index.php?topic=25746.0

JMZ

351
DF Modding / Re: Obsidian Farming for Profit
« on: January 02, 2010, 02:34:49 pm »
You might want to change the names for smelting regular and Adamantine chunks,  right now they'll both display the same.

Raw glass is a gem, and can only be cut.  You can't build anything with it, although creating raw green glass counts for mandates about green glass items.

AFAIK, the first number in the reaction is a %, depending on the whims of the RNG you might get Adamantine chunks more or less often.  I had a fort where smelting tetrahedrite produced silver about twice as often as it was suppossed to for a full season.  So I don't know as much as I thought I did :-\  Also, ninja'd.

Otherwise, it all looks like it will work.  Good job.

JMZ

352
DF Dwarf Mode Discussion / Re: Items you now include in the embark.
« on: January 02, 2010, 01:42:19 pm »
I tried 'Play Now'.  Once.  *shudder*

2-4 picks
 1 axe      - unless there are no trees
No anvil    - buy in Autumn
20 turtles  - bones and shells, better than cave lobster IMHO
 1 each of the cheap meats - cook for empty barrels
40 Dwarven Beer                - dorfs need booze
 1 each of the other booze   - cook for empty barrels
20 Plump Helmets               - brew, not eat
20 Sweet Pod Seeds           - need for trade goods
10 each Pig Tail/Dimple Cup/Cave Wheat Seeds
2 silk - moods
2 small gems - moods
20 leather - bags, bags, bags... more if there's magma
4 dogs - bones, meat, leather ... also good for eating kobolds
10 Bauxite (if there's magma)
10 - 20 wood - more if no trees, less if heavily forested

1 Farmer/Cook ... ALWAYS.  good meals = happy dorfs, and syrup roasts for trade
1 carpenter, maybe with metalsmith, for beds/bins/barrels
1 mason, tables/chairs/doors
1 dyer
1 weaver
1 clothier
1 boss (appraiser/consoler/pacifier, maybe negotiator & JoI)

I may add miller or thresher to one of the above, armor and weaponsmith depend on what the dorfs like.

I cook the meat, brew the plumps, plant sweet pods, and trade +Dwarven Syrup Roasts+ for the first 2 years.  By then, I should be turning out dyed Pig Tail crafts, with images sewn on them.  The roasts are good enough to clean out the caravans with large profit margins, and the cloth lets me cut back on farming later.  If there are cave spiders, I can practically shut down farming except for dye and a little booze after 3 years.  High volume smithing doesn't usually start until 2-4 years in, although tagging dorf with dabbling skills in case they get a mood can start in the first Autumn.

Mining and woodcutting level fast, and if I strike ore or gems early I can always mine around it.  Cloth provides bags, ropes, clothes, and you can grow it right away.  Bags can also raise room values quickly for emergency noble rooms.

JMZ

353
Your marksdwarves should use metal ammo for real fights automatically, but they will never use it to practice.  If you forbid or dump all wood and bone bolts from the <z> stocks menu, they will only have metal ammo, but they will only get experience when fighting.

You can request iron and pig-iron from both the humans and dwarves, and steel from the dwarves.  You can also buy all of the iron and steel toys, instruments, and +Large Iron Helms+ that they bring and melt it down.  Worst case, <v>iew the caravan guards, check their <I>nventory, highlight their armor, press <enter> and <d>ump it.  The cost will be included when the caravan calculates its profit (or loss), but they won't get mad if you strip them naked and melt their armor for your own use.

To protect traders far from your fort, make sure there is only 1 path they can take to your depot.  Walls and/or channels to the edge of the map work well, as does a tunnel that only surfaces 5-10 spaces from the edge.  Wagons need a 5x5 area at the edge to appear, and can use ramps but not stairs.  Pack animals only need a 3x3, and will happily use stairs as well as ramps. 

JMZ

354
DF Dwarf Mode Discussion / Re: Let me rant a little...
« on: December 29, 2009, 12:41:54 pm »
The only dwarves in my forts who don't have axes are my miners.  Work stops when I go to cut wood, but it gets done fast, and any gobbos that harrass my woodcutters have the whole fort right on top of them.  In later years, I don't need as much wood, so caravans usually supply plenty.

JMZ

355
DF Modding / Re: Common Question: When do I need to generate a new world?
« on: December 22, 2009, 01:31:24 am »
Another tag which requires regen is [MERCHANT_NOBILITY], which gives you a trade guild representative.  If you add it to elves, you also need to remove [trEECAP_DIPLOMACY].  Apparently the tree cap overrides the guild rep, although it may have been because the tree cap was first in the entity definition.

Also, a list would be useful for people who continue to play 40d, or earlier versions, after the new version comes out.

JMZ

356
DF Modding / Re: Stone warhammers
« on: December 17, 2009, 11:40:39 pm »

[MATGLOSS_STONE:OBSIDIAN]
[NAME:obsidian][COLOR:0:7:1][TILE:177][LAVA][SHARP]
[IGNEOUS_EXTRUSIVE]
[VALUE:3]


Nope, nothing about damage in the material definition.  I think all of the stone weapons are equivalent to steel, and that is hardcoded into the craftdwarfs workshop....or somewhere.  Using a reaction should make them do damage as regular stone, i.e. 50% of iron weapons.  But logic and DF have a very tenuous relationship, so things that make sense are often wrong.  Test it and find out!  It could be FUN ;D

JMZ

357
DF Modding / Re: Could someone look at this for me?
« on: November 29, 2009, 10:36:09 am »
[ITEM_HELM_SHARKHEAD] is in the Item file,
[ITEM_HELM_SHARKMASK] is in the civ file

Not sure what else might be wrong.

JMZ

358
DF Gameplay Questions / Re: Dwarves won't train with crossbows
« on: November 22, 2009, 04:51:26 pm »
Also, make sure you have a barracks defined.  I had the same problem, only it extended to all of my military.  It took almost a year before I realized that my room full of beds wasn't set to (b)arracks.  If your marksdwarfs can't spar in barracks, they'll just hang around chatting, never practicing their archery.

JMZ

359
You could always just Activate them as military, but this avoids bad thoughts.  Meh.

Turn off mining, draft, set to off duty, wait a month, undraft.  Novice Wrestler/Novice Miner can switch back and forth betwen military and civilian w/o bad thoughts.

Also, try putting a small drink stockpile near any workshops that are far away from your main area.  Or go all out and set up a small dining area with a food stockpile, and a couple of beds for anyone in the area.  If your dorfs don't have assigned rooms, they'll sleep in any available bed, usually the closest one.

JMZ

360
DF Gameplay Questions / Re: Stupid elf traders
« on: May 29, 2009, 01:39:07 am »
My last Elf caravan brought a page and a half of wood, 1 stack of rat weed, and 1 stack of prickle berries.  Total value:  86.  Paid for it with 4 *chalk bracelets* worth 960 total.  ;D  Hopefully they bring something better than the caravan before them (2 bins of rope reed cloth.  That's it, 2 bins, nothing else. >:()

What they bring is random, but usually it's got a better distribution of plants, seeds, wood, and animals... and all that other stuff I don't buy.

JMZ

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