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Messages - Diamond

Pages: 1 ... 8 9 [10] 11 12 ... 26
136
DF Dwarf Mode Discussion / Re: Any way to accelerate time?
« on: December 26, 2015, 07:35:10 pm »
You can turn off all game pauses in announcement.txt, so it will run non-stop.
Then you can turn off temperature, weather, caveins in init.txt to maximize FPS.
Now get yourself a VPS or some machine that can run it for a few days and watch how long will it take for everyone to die.

We did something similar at some point, having a fortress run it's course for almost a week on one player's (spare) PC, with others having access with dfterm to connect and play it at any point. It did not go well, we had to revert to older (in most cases last) save quite a few times.

137
DF Dwarf Mode Discussion / Re: Watch out for thieving scholars
« on: December 15, 2015, 06:08:21 pm »
Maybe its the same one, undercover.

Also, they still produce more than they steal.

138
DF Gameplay Questions / Re: How to stop tree climbers?
« on: May 18, 2015, 05:54:34 am »
I think non climbers can walk onto trees from an adjacent elevated tile, e.g. from a roof (with e.g. a ramp for access) to a branch. They can then get stuck as the season changes and the tree rearranges its branches.
You may try to build a staircase beside the tree to give the creatures a path to get down, but it's quite likely you'll have to cut the tree down, with the attendant risk of injury.
Game usually crashes if you build near a tree.

139
DF Gameplay Questions / Re: How do I deal with floating tiles?
« on: May 18, 2015, 05:20:12 am »
Dfhack has (had, at least) the command to remove the ramps designated to be removed, "deramp" I think.

140
DF Gameplay Questions / Re: Dwarf in cage, ignored by all...
« on: May 15, 2015, 03:51:21 am »
But why would you do that?  ???
You can release him using a lever and use a chain instead and wall him in and lock the door or something, if you are bent on keeping him detained.
Or try giving extra feed prisoner job at max priority through j-m, if it is even possible, but this is rather temporary solution.

141
DF Dwarf Mode Discussion / Re: No attacks... at all.
« on: May 07, 2015, 12:52:50 pm »
I've been playing a mod game with 4 or 5 other civs within range.  I've been trying to start wars with them by seizing their goods and slaying their merchants, but after several years of this practice, they don't seem to care.  The goblins sent some lackluster offensives, but I'm trying to start World War D over here.  Any advice on starting wars with non-goblins?
Murdering diplomats was always the best option. But I haven't seen a human diplomat in 40.24, now that you mention it. Elves keep bugging me constantly though, and I am somewhat inclined to murder them, but I need these exotic animals for my current fortress.

142
DF Dwarf Mode Discussion / Re: No attacks... at all.
« on: May 07, 2015, 05:19:41 am »
It's a somewhat predictable and unfortunate side effect of world activation. Armies are drawn from site population and have to travel now, instead of being generated on your map.
You can always try making a new hostile civ that reproduces and grows really fast. I use slightly tweaked tigermen from Fortress Defence mod with somewhat reliable, yet inconsistent, results.

143
DF Dwarf Mode Discussion / Re: Spontaneous Demotion?
« on: May 04, 2015, 11:55:50 am »
Metropolis is the rank of town itself, not (anymore) related to noble title. You can have a city with a baron or hamlet with duke, for example.
You can check the titles in the civ menu to make sure, your noble in charge should be in the list with other barons and officials.

144
DF Gameplay Questions / Re: Siege of undead and living invaders
« on: May 04, 2015, 06:19:38 am »
Well, I always had fishermen and farmers accompany the zombies and necromancers in sieges. And never questioned it, they are probably the apprentices or something, legends mode should help to find out.
I also had a few ambushes (or attempted thefts, as they fled as soon as very spotted) by necromancers and various elves-humans accompanying them.

145
DF Gameplay Questions / Re: Dwarfs not hauling after reclaim
« on: May 04, 2015, 06:12:51 am »
If you have TWBT you just may have unforbidden the wrong z-level. Or you did unforbid and marked everything for dumping, while having no garbage dump zone (if you made one, make sure you did - there is another button for this zone type now :D). Just go d-b-c and d-b-D over entire map, including all z-levels to make sure. Furthermore, dwarves will not dump items on above-ground tiles, until you specifically tell them through o-r-o.
Also, note that there are no more stockpiles upon reclaim, so unless you make new ones they will not store anything. Same goes for farm plots.

146
DF Gameplay Questions / Re: Massive Embarks
« on: May 04, 2015, 05:38:32 am »
Larger embarks require mostly more RAM, I had around 2 gb on well-developed fort of 5x5. Of course processor is important as well for that extra cavern space, water flows and perhaps pathfinding, if you don't manage it properly. But since DF does not support multithreading your CPU is pretty much as useful as single core one in this, and you'll certainly have lower performance than you expect.

147
DF General Discussion / Re: 40:24 unplayable due to crashes
« on: May 03, 2015, 04:12:06 pm »
Try playing without any mods or addons.
I do have occasional crashes after saving from menu, though (but not during autosaves) and never had a corrupted save in 40.x. No random crashes as well.

148
DF Dwarf Mode Discussion / Re: refuse cannon
« on: May 03, 2015, 04:30:58 am »
Considering how even the seeds falling 1-z level on top of a dwarf can cause injuries, a somewhat heavier objects can be theoretically deadly. The drawbridge flinging is somewhat unpredictable though, and armor protects well enough from this.
Now, if you have a bridge with refuse stockpile above the chamber with invaders, and drop the garbage on top of them before filling the room with magma it may be an efficient was of removing both excess bones and invaders in one go.

149
DF Dwarf Mode Discussion / Re: Danger Rooms
« on: May 01, 2015, 03:32:16 pm »
First of all, having you soldiers go from dabbling to legendary in 1 day is somewhat boring, now that sieges are smaller and limited. Not just an exploit, but removes all the fun and Fun.
With that being said, the design most widely used : door - spikes - door (locked, set as internal) - armor stand/weapon rack set as barracks covering internal door and spikes, set to Train next to squad name. This way you ensure that your soldiers stay on spike tile and you can lock them in to prevent accidental child/pet deaths. Also, check the schedule - make sure that train is set for this month, preferably for both 'Inactive' and 'Active/Train' alert levels. You can set "train, 10 minimum" to all 12 months on both pages to make sure.

150
DF Gameplay Questions / Re: Jobs for Blind Dwarfs
« on: May 01, 2015, 02:35:42 pm »
So I don't want any blind Dwarfs in the military or the medical staff?
No, unless you want to have a good laugh, like having a blind legendary crossbowman or your surgeon murdering patients in spectacular way.

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