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Messages - TheBeardyMan

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166
DF Gameplay Questions / Noble room requirements question
« on: February 10, 2010, 04:53:54 am »
The wiki lists separate room requirements for some nobles and their spouses (baron/baroness, count/countess, duke/duchess and king/queen).

Does this mean that unlike other married couples, they don't share a bedroom and a dining room, and the couple requires a total of 7 rooms (noble's bedroom, noble's dining room, noble's office, noble's tomb, spouse's bedroom, spouse's dining room, and spouses tomb)?

Or does it mean that like other married couples, they do share a bedroom and a dining room, but unlike other married couples, the spouse can also get unhappy thoughts from a low value room, and the couple requires a total of 5 rooms (noble's & spouse's bedroom, noble's & spouse's dining room, noble's office, noble's tomb, and spouse's tomb)?

167
DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 07, 2010, 12:57:49 pm »
Linking levers to bridges appears to be broken in 40d17, as described in this thread: http://www.bay12games.com/forum/index.php?topic=49196.0

In this save file (created in 40d17): http://dffd.wimbli.com/file.php?id=1844, the lever cannot be linked to the bridge in 40d17, but it can in 40d16.

EDIT:

Sorry, I didn't realize that this had already been mentioned. It appears that these are the relevant lines in interface.txt:

[BIND:HOTKEY_TRAP_BRIDGE:REPEAT_NOT]
[KEY:b]

[BIND:HOTKEY_TRAP_BARS_FLOOR:REPEAT_NOT]
[KEY:b]

Is the syntax for the ALT modifier simply ALT+b?

168
DF Bug Reports / Re: [40d17] Lever can't be linked to raising bridge
« on: February 07, 2010, 12:37:48 pm »
There is a valid path between the lever and the bridge. I've just seen a dwarf in the vicinity of the lever who only moments ago ran across the bridge to collect a rhesus macaque corpse that had been thrown to the other side of the moat.

I've just loaded the save into 40d16, and the task of linking the lever to the bridge was successfully added to the queue.

169
DF Bug Reports / [40d17] Lever can't be linked to raising bridge
« on: February 07, 2010, 11:54:50 am »
When trying to link a lever to a raising bridge, I get the message "There is nothing that can be linked up" instead of a list of unlinked bridges.

170
DF Modding / Never omit the [SPEED] tag from a trading race ...
« on: February 07, 2010, 07:41:06 am »
... because it looks like this is the cause of the long standing rocket wagon/slowboat wagon bug: http://www.bay12games.com/forum/index.php?topic=49170.0. Even if you want their [SPEED] to be the default of 900, trading races need the [SPEED] tag.

171
Further experimentation reveals that the value of the dwarves [SPEED] tag doesn't have to be 0. Setting it to the default of 900 has exactly the same effect: both wagons travel at normal speed. It looks like the fix for the rocket wagon/slowboat wagon bug is to never omit the [SPEED] tag from a trading race.

172
OK, I appear to have found a very strange workaround for this. Adjust the [SPEED] of dwarves to 0, and both wagons move at normal speed.

173
DF Modding / Re: [SPEED] tag for wagons
« on: February 07, 2010, 05:59:24 am »
OK, this is getting weird. I tried changing dwarves to speed 0, and in addition to the expected effects, this caused both wagons to move at normal speed.

174
DF Modding / Re: [SPEED] tag for wagons
« on: February 07, 2010, 05:22:46 am »
Just tried it and it didn't work. So it looks like the [SPEED] tag has no effect on wagons  :(. But your superdwarves comment gives me another idea for a workaround. I could try speeding up the dwarves, deconstructing my original trade depot, and building a new one near the edge of the map, and savescumming until the caravan spawns close enough to the new depot (spawn location for the caravan is something that does change with savescumming).

175
DF Modding / [SPEED] tag for wagons
« on: February 07, 2010, 04:06:07 am »
I have a save that is persistently affected by the rocket wagon/slowboat wagon bug. One wagon can cross half of a 16x16 map and reach my depot in less than a second, and the other wagon never reaches the depot before the merchants leave, making trading impossible. Save scumming doesn't fix it; I get a rocket wagon and a slowboat wagon every time I reload the save. However, in the save in question, the wagons have not yet spawned on the map. Is this something that I could work around by modifying the [SPEED] tag for wagons? Or does modifying a speed tag not work for existing saves? Or does a [SPEED] tag change require a new worldgen? Or is the [SPEED] tag something that doesn't work for wagons at all?

176
In the first autumn of my first 40d17 fort, the dwarven caravan arrives and one wagon reaches the depot in less than a second; the distance from the edge to my depot is half the width of a 16x16 site. The other wagon never reaches the depot, so trading is impossible.

Reproducible with this save: http://dffd.wimbli.com/file.php?id=1841

EDIT:

Experimentation with the [SPEED] tags of both wagons and dwarves suggest that the cause of this bug is the omission of [SPEED] tags from the definitions of [CREATURE]s referred to by trading [ENTITY]s. Adding a [SPEED] tag to such a [CREATURE] causes the referring [ENTITY]'s wagons to move at normal speed, regardless of the value of the [SPEED] tag, so the default value of 900 can be entered for [CREATURE]s affected by this bug.

177
DF Community Games & Stories / Re: 'Axeblade' succesion game
« on: February 05, 2010, 02:16:56 pm »
My end of turn save is uploaded:

http://dffd.wimbli.com/file.php?id=1830

Sorry, only managed to play two and a half seasons due to crashy PC.

178
DF Community Games & Stories / Re: 'Axeblade' succesion game
« on: February 05, 2010, 02:03:35 pm »
Mafol Atoltirist, Bowyer has created Anzish Ruthosh, a Cedar crossbow!

Anzish Ruthosh, "The Alchemy of Distance", a Cedar Crossbow

This is a Cedar crossbow. All craftsdwarfship is of the highest quality. It is encircled with bands of Cedar. This object menaces with spikes of turtle shell. On the item is an image of a Tower-Cap in Pine. On the item is an image of Vera Lakevelvet the elf and Cerol Craftedpattern the Slim Urn the dwarf in Larch. Vera Lakevelvet is cringing. Cerol Craftedpatterm the Slim Urn is laughing. The artwork relates to the smashing of the elf Vera Lakevelvet's fourth finger, right hand by the dwarf Cerol Craftedpattern the Slim Urn in 175 during Irafe Efiva, "The Assaults of Mobbing". On the item is an image of dwarves in turtle shell. The dwarves are travelling. The artwork relates to the foundation of Axeblade by the Axe of Blood of the Even Bolts in the early spring of 201. On the item is an image of The Dead Songs the Pig tail turban in cave spider silk.

Value 9600☼

179
DF Community Games & Stories / Re: 'Axeblade' succesion game
« on: February 05, 2010, 03:34:13 am »
A similar pattern of two ambushes occurred after I reverted to spring 204, and moving everyone inside worked much better (forgot about the bridges though; which lever is for the bridge in the outer wall?) - only 4 dead this time.

Other news:

Glass and steel production started.
We now have a well.
Improved archery range with trench to catch bolts that miss.
Started construction of fortifications on top of outer wall.

And a new immigrant bowyer is in a strange mood. He's grabbed three logs, two turtle shells, and a piece of silk cloth. Looks like it's going to be something better than the last artifact  :P

180
DF Community Games & Stories / Re: 'Axeblade' succesion game
« on: February 03, 2010, 06:08:08 pm »
Argh! Goblin ambush arrived at same time as Elven caravan. 16 dead so far, drafted all dwarves as emergency measure. Video driver crashed, revert to spring 204.

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