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Messages - CaptApollo12

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31
Well no. If they are thier pets it is easier. Even better if it is a migrant wave that is full of cheesemakers.

32
Thats not too bad XD. When I first started using minecarts (I almost exclusivly use them for defence) I was using a way of dropping them down or passing them over a tile that dwarves cannot pass (making that shortcut to your dinning room not a path anymore) and that sure cut down the deaths. I figure any sorting can be done by my dwarves and if I were you I would just have 1 quantum dump onto a pile that accepts all stone (1X1 tiles) and then have that link to the sorted piles. Make those piles only take from links and viola. But since you are smelting the metal ore right away it should not be a problem (im my eyes) if you just dump em all onto one tile and then just make sure your smelting area is right next to your mason, mechanic, and stonecraft makers.

33
DF Gameplay Questions / Re: Hunters do not seem to be hunting
« on: January 16, 2013, 02:24:09 am »
Take them off mining and woodcutting. Make sure they have more than enough bolts. Make sure they are not part of the military. Make sure they have crossbows and quivers. Make sure they have a path to your critters.

34
Tragedy thoughts affect how much a dwarf's happyness goes down.

http://dwarffortresswiki.org/index.php/v0.31:List_of_Dwarven_Thoughts

The ones labelled tragedy will do this. Over time in the thoughts and preferences page it will say something like "doesnt care about anything anymore". This is over a lot of tragedy.

35
I took your request well. I did some figuring (because I did not know myself.) and I figured out a (maybe) workaround. Because I do not know how to use the "give to" properly in the stop section, I have it so there are track stops that dump the entire load on to the pile, and then the cart picks up what it does not need to leave behind. Alternativly if you have a circle instead of a path traveled twice ("O" instead of "U") you can have multiple carts on the same track each one destined for a different pile.

36
DF Dwarf Mode Discussion / Re: Volcano embark appreciation thread
« on: January 15, 2013, 04:29:39 pm »
Use minecarts for lobbing magma globs. I am currently constructing one and I am posting here so I can find this thread again when I am finished. I was almost done a few days ago but a cave-in ruined the whole thing. (or rather half my dwarfs and half my constructions.)

37
DF Dwarf Mode Discussion / Re: Techniques for enjoying DF?
« on: January 15, 2013, 04:24:25 pm »
Recently I've been tracking all of my dwarves genealogies, giving them nicknames based on the oldest male relative that I can find and then passing them down to future generations. It is always rather interesting to find out that really you only have 2-3 large clans that stretch back to the ancient heroes or old.

Also the other two things that help me to enjoy DF:
1)Multi-level architecture. Building rooms on 1 level is all fine and dandy, but nothing is cooler then a Moria style room or a grand cathedral that stretches several stories.
2)Multi-tasking. I find that one of the major deaths of my fortress used to be due to FPS. In fact it's not to uncommon for me to find people posting on the forums about how they are abandoning their fortresses once they drop under 50-60 FPS. The important thing to avoid this is to learn to focus on several projects at once. By multi-tasking, you can trick your brain so that it seems like a lot is still going on in your fortress, even though you are running a much lower FPS. After all in many cases you will get more dwarfpower with more dwarves at a lower FPS then you do with less dwarves at a higher one (20 dwarves)x(100 FPS)=(2000 dwarfpower per second) vs. (200 dwarves)x(15 FPS)=(3000 dwarfpower per second).

Is that in legends mode or in DF mode that you find that out? I am very interested in that. Making a literal caste system rather than the one we have now that I find lacking.

38
DF Gameplay Questions / Re: Marksdwarves won't carry bolts consistantly
« on: January 13, 2013, 05:35:43 pm »
I always felt it was something to do with the dwarves claiming refuse bolts. IE the stuck in bolts that litter your killing floor after a siege.

39
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 11, 2013, 07:20:12 pm »
How does one mod a syndrome to cause vampirism out of a workshop?

Right out of Masterwork for materials:

Reactions: [PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMOKE]

Inorganic file:

Spoiler (click to show/hide)

AND finally what I am confused about:

interactions:

Spoiler (click to show/hide)

Right out of toady's examples.
I just don't know how to link the dust to the interaction.

THANKYOU!!! XD

40
Your print screen button?

Shouldn't you be able to port it over to your mac? Just find the same version? It should be enjoyable playing it or not play it at all right?

41
You sir are a gentleman and a scholar. Sadly I do not know how to get a text dump though I suppose it is straightforward. Try searching the forums or looking at the wiki?

42
DF Suggestions / Re: Trap doors and secret passages
« on: January 10, 2013, 07:55:56 pm »
Attach a drawbridge to a pressure plate. Have the pressure plate as something that the enemy steps on or something that a pitted vampire will run into when they look out past thier glass wall at your invader. Or attach it to a lever....

43
DF Suggestions / Re: Adding New Token To Create a Unique Item
« on: January 10, 2013, 07:48:05 pm »
...arbitrarily never be replicated."

Well I see your point and I see it as very valid. But I disagree with using the term "arbitrarily." The reason being is that any mod that holds up has reasonable changes to it with enough flavour as to be considered for playing over vanilla. My examples above are items of (to my tastes) substance in gameplay. I cede my opinion as it would not, in the larger scale of things, fit with the procederally generated sandbox style that is Dwarf Fortress.

44
Like I said earlier it is not perpetual. If it is not a season then it (in my mind at least) is a year. So in spring you should see animals show up again.

Or maybe it would be a year since their coming in? I'm 90 percent sure that would not be tracked though. So I assume it is in spring.

45
I only read the first post:

using dfhack to isolate wildlife in obsidian results in their presence for a while, but new wildlife WILL come. (This was several months ago) It may have been at the start of every season or the start of every year. (I don't remember) It is possible to have MANY MANY groups of wildlife on the map at a given time. It just takes a while. I have only noticed this for above ground creatures but I assume the same applies for underground. Using this it is possible to remove wildlife for the season/year (unknown) if you trap one. The only applications I see for this is to increase FPS and (If my assumption about underground life is true) to make the caverns a bit safer if you need to log the underground trees.

Testing needed:
1. Is it a year or season that the wildlife block other wildlife from spawning?
2. Does the same principals apply to cavern wildlife?

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